Planar Protector
Join Date: Feb 2013
Posts: 2,402
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https://web.archive.org/web/20020204...ards/flux.html
07:36:11 Feb 04, 2002 (The earliest wayback date available for the site seems to be Nov 17, 2001)
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The Staff of Temperate Flux can be used while moving, and has no casting time to use, it is instant. Further, it has a very quick reset time, allowing you to run around clicking this and affecting your target. This helps to negate the problem with resistances, because if they resist it not only cost you no mana, but very little time either. It also has a slight aggro effect, which makes the monsters notice and be upset at you. Further, it has exactly the same range as your normal DD spells (shorter than bolt).
Knowing all this, you can determine a few little uses for the staff that it wasn't built for. Sorry, but to be able to compete and excel as a Wizard, you have to be creative and work every angle. Incidentally, this staff used to have an unintended side effect where it would remove fire damage shields when clicked on. Verant removed that, however, and it does not act this way any more.
One primary use is to check your range on a creature. The range of the staff is exactly the same as your blasts, which means it will tell you exactly when a monster is in or out of range. This is a good way check how far you are from a monster you are kiting, and it also lets you know if that monster is close enough to shoot or not when its running up. This use in kiting has another effect, it constantly aggros the monster to keep it on your tail, and it also makes it fairly clear you aren't running from the monster nor unaware of it. That red squiggly glow is a good sign you are fighting the monster and well aware of its existence.
Speaking of Aggro, the staff has a low aggro effect that builds as you use it over and over. Since this is so fast, you can actually get monsters mad at you (and not, for example, the enchanter trying to mes or the cleric who is trying to heal) by using the staff and no mana. It also works to pull with, a fairly simple system. When you see the monster, you click on the staff, and if its in range, the monster will run at you without using any mana up.
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https://web.archive.org/web/20040622...php?t=3252&
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Razzial
Lurker No More!
Lurker No More!
Location: Norrath
Gender: Female
PostPosted: Wed May 12, 2004 12:20 pm Post subject: mobs warping Reply with quote
I apologize for making this my first venture out of lurkdom on this forum. However, as this is a place where I know the problem will be seen by Brenlo or his staff eventually, I feel I should add my experiences and information to this post.
As a wizard, I typically quad kite, and lately, it has become even more difficult. I accept that I will die, often, while doing something like quad kiting. It is a dangerous method of xping. However, the warping error has made it truly deadly. And it sounds like it is not just a problem for me, but for anyone trying to kite, pull, charm or just in general keep their distance from a mob.
On to the data: My wizard has a staff of temperate flux, a low level cold/fire debuff. Because it is a clicky, I can run while mobs are chasing me and use it to gauge distance before attempting to AoE snare or nuke. Due to this, I can EASILY see the warping. I cannot post actual screen shots in this forum, but here is a glimpse of what the text looks like as i run away (using numlock, so no variation in speed) from an Ulthork in Eastern Wastes (so typically flat land) constantly clicking my staff.
Your Target looks uncomfortable
Your Target looks uncomfortable
Your Target looks uncomfortable
Your Target is too far away
Your Target is too far away
Your Target looks uncomfortable
Your Target looks uncomfortable
Your Target looks uncomfortable
Your Target is too far away
Your Target is too far away
Your Target is too far away
Your Target is too far away
Your Target looks uncomfortable
Your Target is too far away
Now, I am moving at a constant rate of speed (J-boot speed), there are few trees/hills/obstacles where i fight (on the north side of the zone) and somehow, these mobs are still "jumping" in and out of range. I can actually see it happening if i shift to 3rd person view while rounding up the quad, I can also see it when i turn around (while in first person view) to deliver the nuke or snare.
Now, if the mob is snared, the little warps aren't usually a problem. But unsnared, it's a whole different ball game. The warps are much larger and more difficult to predict. For an enchanter trying to mez a pull or control a charm break without snare, the difficulty is surely compounded! I hope that this post gets some attention and that the developers are able to get the information they need to attempt a fix.
~Razzial 39 Wizard
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