Quote:
Originally Posted by yorumi
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I don't really expect things to always land, but seriously half of the green mobs I kill broke charm early and lull spells land maybe 10% of the time? I'm 24 with 167 chr, you'd think on greens I'd just have the base 5% chance to fail at this point. It's just been a little frustrating when you feel like most of these tools exist more as a joke than something useful for overcoming the challenges in the game. Lulls never land, chanter nukes have such a ridiculous agro pull and such an astronomical resist rate I can't ever use them except for the final hit on a mob that's running.
Even in groups the only spells I ever cast on a mob are tash and slow. What's the point of all these spells when tanks can't reasonably out agro them?
edit: and sorry I'm kind of derailing the thread with my rantings at this point.
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Not sure how you manage lull spells landing only 10% of the time. My Paladin with 94 charisma lands Pacify ~ 50% of the time on blue-cons (noticeably better than that on low blues) with crit resist trains of doom less often than one cast in ten. Buffed to 134 charisma it actually works well enough to use in Sebilis where a crit resist means the Rogue is dragging my corpse back to be rezzed.