|
Planar Protector
Join Date: Jan 2011
Posts: 5,290
|
|
AoE Guide Posts from Graffe's forums: 2001/2002
Pre-Chardok Revamp AoE from June 2001:
http://www.graffe.com/forums/showthr...hlight=chardok
Quote:
Preparation
Get the Enchanter(s) and the PBAE Nukers piled together as chummy as you can. You want the template of your blasts and their stuns to be as closely matched as you can. The best way is to be back in a corner so that the monsters will keep bunched up nicely. While they will tend to pile in to get at you, the "4 NPCs per PC" rule will sometimes make them want to stray, which isn't good.
...
The first thing you will need to do is get the bad guys to beat up on. There are a lot of options for this, from the standard "hey you, go get a bad guy" pulling technique to using your Eye of Zomm. The first thing to keep in mind is that only 4 monsters at one time will follow one person. As a result it is difficult to get a huge horde pulled to the kill zone at once. Another problem is that bringing lots of creatures means that the puller is being pounded on the whole time, which as one advances in levels becomes increasingly horrible for the puller's chances to survive.
|
May 2001 Pre-Revamp
http://www.graffe.com/forums/showthr...hlight=chardok
Quote:
In chardok rushing can be easier than pulling.
Cleric casts DA.
Cleric runs into deeper chardok.
Rest of the group follows about 10-20 feet behind cleric.
Once you deem you've seen enough mobs starting to follow you or DA runs out...
STOP
Perform AE
rinse and repeat.
Okay... that may take some guts and especially it needs knowledge about Chardok so you know where to stop.
Couple of easy pulls for zone.
1st pull the house area. The entrance house to tunnels, and possibly the knockback-sarnaks from first bridge. They can assist a lot when running back to camp-spot.
2nd pull the pits. Puller runs into the entrance house, and drops down from second bridge. Then he/she runs up the tunnel with all pit-rooms and the roamers from tunnels in tow. Especially good if she/he can make a small hook at the crossing a bit deeper than pit-rooms... that crossing has like 4 to 6 roamers and small room with 3 mobs right next to it.
So... both pulls give you something like 8 to 15 mobs.
And if you have time, there is good spot for 3rd pull.
Levitate all.
Run to tunnel (yeah, the one you need levi to get to.)
Run down to crossing.
Take right.
There is a door to your immediate right.
That room with 3 mobs (described in 2nd pull) is good spot to go to.
Go there.
Invis puller.
Send puller on his/her way.
She should make a quick visit nearby Korokust and aggro a mob00.
Then run back from Korokust, but...
Take left just before the room the rest of group is hiding in.
Then run some ways down that tunnel.
When puller meets about half health, she/he should turn back.
And run like hell to the room.
Wait for buncha meanies to enter room.
Slaughter them all.
Run back to zone, and preferably... zone out from C.
Med up, heal, buff, stuff...
And start with first pull.
Chardok had something like 18 to 23 minute spawn time (don't remember anymore)... so those 3 good pulls should be good for the spawn time.
|
Post-Chardok Revamp, Pre-Luclin Thread:
http://www.graffe.com/forums/showthr...-for-Sorcerers
Quote:
Chardok
Very fun place to AE. You will never run out of mobs to pull, can use other AE tricks (like Fearing one so it brings back 30 others) and the loot/plat/xp is also excellent. Can AE right down to royals as well if your group can handle it. Fast repops, some HT's and alot of named piled in the trains can cause messy CR's.
|
Quote:
We keep dying. It's all your fault, how you gonna make it up to us!?
PBAE groups are risky, no matter where you do it. When you have 20 mobs in camp, anything can happen. Once you learn how to execute flawlessly, you'll see downtime isn't even an issue.
How many mobs can be pulled per train?
It matters on the puller, levels of the participants and the zone you're in. For the puller, if they can DA or have a buttload of hit points, maybe they can get enough in the first run but if not, then the strategy of enchanters stunnin for the 2nd train should be used. Remember, the more in the train the more productive your group is. But use common sense. Just because your PBAE group can kill 15 skellies in the KC basement doesn't mean you'll have the same luck with Amy Knights in Fear. So for some trains, stick to the general rule: 8 Is Enough.
|
Quote:
|
3. If you plan to pull more 8+ mobs, then better take 2 enc instead of 1, 3 resists in a 15+ pull is enough to stun the enc and break his chain stun. And again, when enc is down with 15+ mobs, we won't even have time to cast evac.
|
Post-Chardok Revamp/Luclin Thread:
http://www.graffe.com/forums/showthread.php?6083/page&
Quote:
In Chardok, we pull 14-18 per pull to the nook near the zone-in. There are two right angles there; the one we use is the one behind the herald as you look in. Just pull to there, use Thunderclap to mush them all into the corner, and nuke until dead.
Normally, we do two pulls, pulling any three of:
Bridge
Gate house (normally do together with bridge, but this puller can die easily due to multiple harm touches)
Tunnel (the one you need levitate to get into from the wrong way)
Zone out
Zone in
We do this routinely with a group of 52-55. Two enchanters since there are many resists. Wizards chain Thunderclap and Jyll's (Tclap mainly to keep them bunched in the corner). From what I understand, this is even easier if you have most of your group 56+. As it was, we do quite well and have never had a wipeout. However, we have had a couple dead wizard pullers, and one time both enchanters died; the only reason the rest of the group lived was because the last enchanter's last stun nailed the mobs posthumously, and all three wizards fired very shortly thereafter. It was great fun!
Our group often resembles this:
51 cleric
52 enchanter
55/56 enchanter
55 wizard
54 wizard
53 wizard (me, but now I'm 54 too!)
The two chanters is a really, really big help, as resists on these buggers pre-55 are kind of painful. You're occasionally wrapping level 47-49 mobs into your AE as well, so it can be rough when you get down to that last mob, but a Harvest and a few single nukes later you got it.
|
Quote:
|
Chardok -- lots of resists and stuns, unmanageable past 20 unless you stick to the entrance, but then you can't find more than 15 mobs anyway.
|
Interesting quip about Plane of Fear AE:
Quote:
|
Pof is doable with 1 high lv ae group. Excluding golems/draco/ct of course. 2 ae group makes the zone damn too easy. 1 ae group is fun and challenging. Exp sucks by the way.
|
|