Thread: Game Mechanics: Charmed npcs do too much damage
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Old 07-02-2013, 01:43 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Xornn on charming
Then my preferred method is still the attack slow. Using Shiftless Deeds a 49th, a mob changes from a 3 second attack tic to 6.5 seconds! Instead of taking 66% of the damage it normally would by using haste, the mob takes 46% percent of the damage it would take. This pretty much means the mob will have just over 50% health for the second pull, and be nearly dead when it's time to kill the pet off. Plus, when charm and root break together, the enemy mob swings so slow you can almost ignore it while resetting your charm, making the worst case scenario so much less dangerous. So where's the downside to this? Mana cost for one... Feedback is 70 mana for the fight. Haste is 250 mana for two fights. Shiftless Deeds will be 400 mana total, and has a chance to resist, where buffs don't. The fight also isn't sped up in any way. Even with a damage shield the fight ends faster--but with attack slows the pet just swings like normal--but in a game of control that normal speed swing is what I'm interested in. Honestly I get about two fights per charm in easily using the attack slow for "the edge".
Quote:
Originally Posted by Xornn on charming at L55
You gain a new animation, but this isn't really enough to solo--the only chance you really have to maintain a solo with the animation involves frivolous usage of Rune V, and a lot of Dementia casting. If you have the bucks for this, I invite you to continue the practice, but this will hurt your pocket boot fast, and approaches the danger of charm soloing at this point. Your animation is so fragile, trying to solo with it is almost like trying to fight just wizard style. I recommend saving the animation for farming equipment for your twink. Charm soloing is very dangerous now, and if you do choose to fight this way, it's important to consider this factor--if the average charm is 2.5 minutes (reasonable with my experience), can your pet finish the fight with your pull in that time? At one point in charm soloing, about 40 to 50, mobs you charmed could kill two other mobs before charm broke. You will find with the colossal increases in total hit points of the mobs, even the heavy hitting charmed pets have trouble finishing a fight in under three minutes. Dealing with a charm break is practically expected at this point, unless you are able to locate a set of low hit point mobs that will carve each other up quickly. I no longer recommend using slow on the enemy mob, as you will rarely hold a pet that can survive two fights in a row, and losing your pet can often mean zoning because you don't have the mana to nuke finish a mob. Successful charm soloing usually involves a pair of mobs spawning together, rooting one, charming the other and letting them battle it out, doing your best to make sure your pet barely wins, allowing you to break charm and have a fleeing mob left to finish off with nukes. You may even consider hasting your pet, to make for a reliable kill time. If you choose this route, then I suggest slowing the enemy, and going for a two mob kill before charm breaks. A strong haste is often enough to pull this off, but you can go from full health with Rune V up to very dead in seconds in this situation.
So obviously some people were charming more than greens. And remember:

Quote:
Originally Posted by Xornn
While at a point and time I felt that Charisma was the end all be all of charming, my ways have changed, and Drekaar solos charm style with 85 Charisma.
I'm sorry if you don't like it Nirgon, but when you have a game where the mobs are stronger than the PCs, a skill like charm is going to be OP as fuck. If it were up to me a spell like Allure would cost 800 mana. But it doesn't. Based on what Xornn wrote if anything I think charm is too weak here.
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Last edited by Splorf22; 07-02-2013 at 01:58 PM..
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