Thread: Spells: Enc spell hate too much?
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Old 11-17-2009, 03:38 PM
guineapig guineapig is offline
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Originally Posted by messiah_b [You must be logged in to view images. Log in or Register.]
My nightly group is war - cle - enc - necro - monk - dru all in the 10-12 range.

After mez nothing any of us do will pull that mob of an enchanter. Chanter has to root or tank it usually till it's dead although there have been a few cases where it turns around at a melee when it's under 10%.

upside: it does make for a nice yakkity sax moment every time we break mez and the enchanter is running in circles followed by mob followed by ogre/human/skele
Not belittling the issue but this might help for now. Root the mob a good 10-15 seconds after mez so when it wakes up it simply can't chase after you. (If I recall your current mez has about a 24 second duration, right?

When mez breaks make sure you are standing, sitting will just put you higher on the hate list.

The tank should taunt right before breaking mez. THIS IS KEY. Taunt makes the tanks hate increase to the current highest +1. If taunt is successful and the tank then bashes, kicks or whatever to break mez (instead of waiting for it to end) and you are standing, then there is no way that the mob should go after you. (he has to break mez right after the successful taunt or else you risk having the mob run it's mez/break check, at which time you get bumped back up to the top of the hate list.)

It sounds like a lot of steps but once you get a good rhythm you can start leaving out the part about rooting as it's not necessary. The rest really only takes a second.

(P.S. If your tank is a paly or SK just have them use stun/hate spell respectively. those actually work much better than taunt.)
Last edited by guineapig; 11-17-2009 at 03:41 PM..
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