Quote:
Originally Posted by Daldaen
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There was some discussion in classic threads about how there is a limited number of players allowed to be in melee range attacking a player. I heard anywhere between 3-8~. This number is multiplied by the number of players on their hatelist. Example:
If your group of 3 trains from Unrest to entrance, and you have 12 mobs. Because its 3 people on the hatelist, 3*3=9 and thats the maximum that would be meleeing one person. The rest will target to the others on hatelist. If there are more mobs than there are "slots" of aggro they will wait just out of melee range and jump into the fray once a mob is dead or when more join the hatelist.
I can dig up the few posts that mention this mechanic if you like, but I believe it was very early on (maybe even pre-Kunark). And I was always skeptical of this being a true mechanic because I remember gnoll trains in Blackburrow crushing. Maybe its due to so many on hatelist that there were enough slots allowed ona single person but yea.
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Interesting -->
On Wed, 17 Jul 2002 18:03:18 GMT, Lance Berg <emp...@dejazzd.com>
wrote:
>OK, so, whats needed here?
>
>I -think- its
>2 enchanters
>1 cleric
>2 PB AOE nukers
>1 puller.
>
Yep, pretty much right on, though I've certainly done it with a single
enchanter with very good results.
>The puller brings wave after wave of mobs to the group
>The chanters stand together and spam out AOE Mez
>The cleric keeps the chanters alive
>Once sufficient groups are present, the nukers
>start blowing mana on PB AOE while the chanters keep
>spamming Mez and the cleric spams groupheals or does
>his own PB AOEing.
I've rarely done it this way, just because I hate having to run and
aggro a bunch of mobs, bring them back, aggro more, etc. I prefer to
have my entire group put me on auto-follow and I rush around aggroing
mobs willy-nilly until I have a HUGE group behind us. The 4-mob limit
can be a real pain in the ass when you're looking for a good pull,
especially in the zones that I find best for AE. Having the entire
group running around ensures that you get at least 24 mobs on you,
which is a pretty good run since several of the mobs in the zones we
use are 55+.
https://groups.google.com/forum/#!searchin/alt.games.everquest/aoe$20group$20mob$20limit/alt.games.everquest/_t9mBSaMaBg/TQqwqwJvjzEJ
seems legit dawg