Quote:
Originally Posted by Haynar
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I remember trying to solo Trak. And wasn't getting summoned back. Because I was too far away.
I am going to try and get lazy aggro coded up this week.
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I soloed Trakanon almost everyday in PoP and Gates (made a lute for UDB to spawn him). I was that SK; wish SK.org or TSW still stood. There's a log that I have posted here of my soloing if you have any doubts. It's also available on Allakhazam's way back machine.
Anyhow a few things.
Normally when you did Trakanon, you ran up and smacked him and he would banish you. He had a rune (necromancer) and his banish was off-cooldown, so you wouldn't do much damage. I generally used my Vanazir for 30MR (along with stuff like RoR which was 60 MR) as his deadly lifetap was the only concerning thing. However, during Gates I started using my Barxt Javelin which hit a lot harder and ran into the issue of bringing him below 97% before I was banished.
You would always clear the banish room prior to engaging him and you needed to clear any nearby Adepts that room or were in the nearby room (there is another room nearby that you reach by turning left when facing the tube-shoot to Juggs). These dudes would CHeal him through walls, without being aggroed on you. As an SK, killing an adept with another nearby was the hardest part of soloing Trakanon. Got a lot easier when I purchased the Timestone Ring from CT which mana-drained these bastards.
Trakanon was social with Myconids and you didn't want adds. Luckily, Trakanon corpse camps for a long time. So, you wait until got Trakanon to the area right outside the banish room right in the Myconid area with the tube shoot to Juggs. You would then FD. After aggro cleared, you would FD pet pull him single into the banish room. If you aren't familiar with pet pulling, you would FD, /pet attack, then /pet hold (or spam pet back). After your pet hit the mob once, you could stand up/move and the mob would come single provided your pet didnt hit it again. This worked on every single non-linked mob in the game, the only limiting factor was pet HP (which things caster NPCs or bestow DA solved).
Anyhow, that's enough for strategy, just wanted to give some background.
I started using mySEQ in Gates of Discord, so everything was very visual. If you engaged Trakanon in the back of his lair and were banished, he would not summon you. You did remain on his aggro list though. MySEQ had a delay on showing far-away NPC movement, so it is difficult to accurately say his behavior. To clarify on that, he would update on MySEQ as making jumps. Generally got about 3 movement updates on MySEQ all indicating he was moving toward you. Around the time he would reach the Jugg Area, his movement was synched up with mySEQ.
Now for the times when I took him to sub 97% prior to banish. I never was immediately resummoned into the layer, but Trak would not regenerate as if he was out-of-combat. He would; however, chase me. The first summon would be around bridge outside his lair or the ramp up into his lair where him and a few juggs would be waiting. Then, after another banish, I would usually get summoned again in the Reet tunnels, and then one last time on the Juggs door. After that, he was usually in my spot where I pulled him from.
He had to have chased me somewhat to get to the area where I always got first summoned. To my knowledge, many NPC summon abilities have a maximum distance. Call of the Zero is 600, I'm not sure what Trakanon uses, but my experiences indicate that his chase range is longer than the maximum distance on his summon ability.
Deviating from that a bit: do you plan on implementing leashes in the sense that if no player is X-distance from the NPC, the NPC returns back (but maintains it's aggro list, so it will chase a player who gets within X-distance) or do you plan on having it such that if the NPC is Y-distance from it's spawn, it leashes. I would strongly argue that the former is the proper mechanic.