Thread: Game Mechanics: Social mobs running
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Old 05-06-2010, 08:49 PM
girth girth is offline
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Quote:
Originally Posted by ithaqua [You must be logged in to view images. Log in or Register.]
yes, like previously stated mobs should run at 20% hp unless they're social and
a mob is in assist range (doesn't have to be an aggroed mob, was enough that
one was nearby behind a wall or so, used that as a ghetto root with my monk
all the time
) or if the one on top of mob's aggro list is at lower hp

also, like the druid said, snare should set walk speed to zero, both when they
try to path home after fd/pc death and when they flee
This is exactly how I remember it.

-Running at 20% except for social mobs or a nearby mob or tank is <20% also
-snare kept mob from moving at all when fleeing, idk about after FD'ing tho - we used to have an SK help with pulls in live for the snare and after she FD'd all mobs would return just that one is slower(not rooted)
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