Quote:
Originally Posted by Barkingturtle
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Only thing I can imagine making swarm-kiting unviable would be having the mobs count pet damage as yours, so when that first pet dies you have aggro instead of the recently deceased pet clearing the list.
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Almost, but very Correct.
Sending a pet against an unagro'd mob will cause social agro from those around it. Lets use the Spectres as an example.
Charm Spectre A, you can now run Spectre A "through" spectre B,C,D.
Spectre B,C,D will agro Spectre A (if they do not agro on you first)
Your pet is now fighting 3 targets, and losing HP quickly.
Charm breaks, you reapply charm to your pet.
Send Spectre A (pet) against Spectre B.
**THIS IS WHERE THINGS ARE DIFFERENT**
Spectre B will ONLY stop and attack Spectre A if it is hit by Spectre A.
Spectre C & D will continue to chase the bard, and will not socially agro Spectre A.
On live, if you did not personally do any damage or spells to any of the mobs, they would more or less instantly reagro your pet social, because they essentially have the very minimum agro on you.
Does that help?
Note: This is the same reason you can not train undead or giants on people on this server. Sure, training is bad, and as it stands it's 100% impossible to train unless you pull mobs past someone and then Zone, die or FD. Perhaps if there was a "proximity" agro check that would add +1 agro when a NPC is run very close to a PC. That would make training possible & bard charm kiting as well. I suck at code, but maybe something along the lines (logically) of:
if NPC_Melee_Radius contains PC;
if NPC=KOS;
if NPC_Train_Agro=False
NPC_Agro towards PC=(PC_Hate+1);
NPC_Train_Agro=(True for 15 seconds)
else;
else;
else;
It's obviously not this simple. But would something along those lines add a very very small amount of hate and allow for trains, training, and bard swarm kiting. The 15seconds repeating would allow it to happen continuously for something like charm kiting, but +1 hate every 15 seconds would have basically no effect on grouping, etc.
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