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Originally Posted by DeathsSilkyMist
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You keep revealing your lack of game knowledge. You don't even know how lull works on P99. That is why you prefer root.
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No, you just reveal your lack of intelligence, once again missing the point. That point being, Lull can not simply be depended upon to move through an area freely or pull for free. It will sometimes be crit resisted, thus getting you nowhere. In areas where Lull is completely dependable, Root can often serve the same function. For example, 3 MOBs are standing next to each other. You pull by rooting one of them and then run back and root one of the others. Now they are completely separated, the same as Lull would have done.
Your fallacy here is idiotic on multiple levels, seeing as Root has other functions that Lull doesn't. Root is crowd control, lull does nothing on already aggroed mobs. Root is aggro management, forcing the MOB to hit the nearest melee player. Root prevents wanderers from pathing away, saving time from not having to chase them down.
And for the typical grouping situations we've been talking about in this thread, Lull is almost never needed over Root to begin with. The best ways and places to level don't require Lull, nor for grinding faction, nor for the majority of item/cash farming.
Quote:
Originally Posted by DeathsSilkyMist
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Regardless of how lull might have worked on live in 1999, it does not get resisted nearly that much on P99. Until that changes, there is no point in worrying about how you think it should work.
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p99 is trying to recreate classic EQ. Thus, discussions about "the game" on p99 are often about Classic, and about reminiscing.
Quote:
Originally Posted by Danth
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I'm with you there, I played a paladin throughout that era and the lull spell line sucked no matter how much charisma you stacked.
Verant massively nerfed lull, utterly crippled the spell, a few months after EQ opened. They gave it a greatly increased, hugely inflatwed resist rate. It rendered the entire line practically useless except for use against very low blues and greens. Later on, during I think Luclin era, that nerf was reverted and the spell line was revamped; P1999, being based off PoP-era EQ-EMU, to my knowledge never truly implemented lull spells with their classic resist rates. The classic lull nerf was done host-side so it never showed up in the spelldata files that P99 tends to use as primary evidence.
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Yeah that makes total sense. What you say about it only being reliable on low blues also matches up with my memory. Harmony was WAY, WAY better than Lull (in outdoor tagged zones, of course). Lull was very risky in the places you actually needed it most, and not worth using to pull with over Root the majority of the time.