View Single Post
  #68  
Old 06-30-2014, 04:19 AM
Ikonoclastia Ikonoclastia is offline
Sarnak

Ikonoclastia's Avatar

Join Date: Jan 2012
Posts: 332
Default

Quote:
Originally Posted by Overthrow [You must be logged in to view images. Log in or Register.]
I agree with the pet statement, as said earlier I think it took awhile for the mobs to stop chasing you and a certain distance. You most likely wouldn't lose too much agro if you were social agroing the mobs up depending on how far away you got from them, if you did it would probably be the last 20 or so mobs. Still giving you a good kill count.

On the other thread you had added, the only difference I can see is that in the first thread you had posted people were complaining about resists and other stuff but they were saying they were around 53-56, which will give you more resists.

I think you see chardok AE here a lot more for a few different reasons. 1. People know the game mechanics a lot better. 2. There is a lot more higher level characters on the server who are end game geared due to Kunark being out so long. 3. Most people moved up to newer expansion zones as they were released, leaving less downtime for people to AE for PL and more people trying to progress. 4. When kunark was a thing, people were probably exping in Chardok more often. 5. Expansions being released at a faster pace left people trying out newer zones for better exp and loot.
You can get some pretty awesome chain aggro going in Chardok but it has to come from a mob you actively hit rather than a mob with secondary aggro. Also comments on pulliing the Overking stated "the range is a few dozen feet out of casting range" and "you basically have to walk the king up" meaning the range is not that far, which would make sense because its in a dungeon.

Another post I found regarding LOIO basically stated ranges were different in different zones and LOIO it was about visual range of a mob.

Take a look at this vid: http://www.youtube.com/watch?v=H6u29kMgO9s

compare to on live below.

Not that impossible mechanic 1 starts at the pet pulling, #2 is the long train that keeps coming out the tunnel disregarding lazy aggro, #3 as he levitates over the towers, mobs should have stopped chasing shortly after that, #4 is the heal, the mobs take 30 seconds or so to get to the group after the heal, they're way too far away.