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Originally Posted by Treats
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I think koros is right. There shouldn't be a difference between a critical resist and a regular resist on the lull spell line. Any resist should probably cause aggro making the spell line nearly useless (classic).
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Casters realm from 2000: according to the wayback machine:
http://web.archive.org/web/200105050....asp?SpellID=8
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here are three options when you cast Lull on something. 1) It works as advertised. 2) It's resisted and you have to recast. 3) It's resisted and the mob comes after you, as well as all of his buddies. My recommendation for this spell is do *not* depend on this spell to make unwinnable situations winnable. Use it to make winnable situations even easier.
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Lull has 2 effects 1) reduce call for/respond to help radius and 2) reduce % for something to help if it does actually receive the call for help. It is resisted the same as any other save vs. magic and 50% of resisted spells result in aggro response. Against high blues/whites this is about a 40% resist and thus a 20% chance of aggro response. It is unwise to try to lull yellow/red cons in a camp with lower cons. Always be prepared for the worst, but it's great for setting up a staggered spawn. This spell can be useful in non-camp situations where there are frequent roving MOBs. Since it reduces the call for help radius, it can cut down on the number of roving MOBs that join the battle. Note that the spell DOES work on undead, but they have HUGE call for help radius' and thus the effect is not as marked. Later spells in the series increase the aformentioned effects.
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