After another frustrating run-in with the horribly unclassic Plane of Sky mobs I thought I'd try this again.
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Originally Posted by Patch Notes 2001/10/08
The level-based spell resistance bonus inherent in super-high level NPCs has been reduced significantly.
Several NPCs have had their resistances reduced. Each of them was examined carefully, and resistances changed as seemed appropriate. For some of these NPCs other things were changed as well to compensate for their increased susceptibility to spells, such as armor improvements or perhaps greater hit points, if needed for that NPC.
NPCs that were highly magic resistant in order to make them immune to certain spells can now be given specific immunity to those spells. This means that they can be made immune to critical spells, as intended, and still be generally less resistant to magic. Players will receive a message similar to the one that is already given for Mesmerization spells when they cast a spell on an NPC that it is specifically immune to.
IMPORTANT NOTE: It is very important to note that we have not made any NPCs immune to spells that they were not already immune to. Many NPCs that were previously immune to spells due to their high innate resistance to magic have had that resistance reduced and specific immunities added. So if you see an immunity message after attempting to cast a spell on an NPC that you hadn't seen such a message from before, understand that the NPC was already immune to that spell before due to high resistances, and the only difference is that it now has lower resistances in general and specific spell immunity (which is why you are seeing the message).
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The way I read this is that there should be no specific immunities. There are MR immune mobs (like spite golems or boss mobs), but everything else should be mezzable/charmable/nukeable/slowable/debuffable. The only exception should be racial/level based immunities, e.g. giants being stun immune. Other than this there should not be any mobs where you can land slow but not mez, or winged death but not slow, or lifetap but not charm, etc etc. For example, see this quote about spite golems:
http://www.therunes.net/forums/viewtopic.php?f=5&t=2198
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Originally Posted by Random Enchanter
The reason for the PoH mixup is the timeline. PoH has had 3 incarnations. During PoH v1 (single floor hate) and begining of PoH v2 there was stuff that was basically immune to magic. This included the golems in Hate, Phinny's 2 (or 3) guards, Black Reavers in CoM. This included *immune to rapture*. You would get a flat out resist. In addition you simply could not land any spells on mobs that were 6 levels higher than yourself.
Enter the resist change. Gone were the MR immune mobs. The aforementioned mobs could now be mezzed with rapture. They were still very highly resistant to other MR based spells though. Also gone was the "6 levels" rule. This happened while Hate was in version 2. Therefore you will have som who swear you could mez golems, and some who swear that you couldn't...
Enter Hate revamp. Now Hate is v3. I havent played around there much, but it sounds like the spites are now flagged using the unmezzable flag.
Since the resist revamp, I have yet to get a resist on Rapture (not counting mez-immune flag).
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Now, we know that if a mob is immune to slow after the resist changes that it was immune to slow before (there could be other mobs that were MR immune and lost slow immunity, but its a good start I think) and we have lists of mobs that are MR slow immune.
http://eqdiary.tripod.com/quests/slows.htm
http://eqdiary.tripod.com/quests/velious_slow.htm
http://eqdiary.tripod.com/quests/plane_slows.htm
This list includes: pretty much all Dragons including Trakanon, most epic mobs including the Tangrin (currently slowable), all the bosses in CoM (Rak is currently stunnable making that fight much easier than on live), Gorgalosk and Gwan in Sky (but not anything else, which goes with the other stuff I'm about to post).
http://thornoohaha.guildportal.com/G...opicID=2080508
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I found out he is mezzable by Rapture, which is our unresistable mez and is limited to level 61 mobs or less. Guardian is 60.
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http://everquest.allakhazam.com/db/zones.html?zstrat=70
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Level 67 enchanter . .defiant gear. Total Domination 3 - Dire charm - summon companion
Island 1:
Thunder Spirit: Hits for 147. Can dual wield with graphics. Gave 2 blood daggers and they showed up.
Thunder spirit Princess: Hits for 250. Can dual wield. VERY MR. Charm never lasted more than 3 min.
Island 2.
Brought the thunder spirit princess from island one. Summon companion AA works here.
Azaracks are able to be chain stunn with Color slant and skew. Same with princess. While chain stunning, i had to recast BA quite a few times. Cleared island (Along with protector of sky) and sirran popped. Turned in key and moved on.
Island 3.
Initially brought over princess and had a bad pull and had to drop off the island. Lost princess pet. No matter. Gate to pok to pot and back up to sky. Back on the 3rd island there are air pet looking mobs that are invis. Awesome pets. TD3 had almost every full duration charms. Still charmable with Boltans Anigrace(SP? - max level 53 for that spell) Gave 2 more blood daggers and pet equipped them. max hit was 250 ish so I assume same level as princess (53). Cleared the front of the boss hut (for lack of better words) and had to pacify pull the main boss out. It is surrounded by 2 named inside and 3 trash outside that will all come if you pull any in the hut with out pacify. Ranger harmony line does not work here. Ended up having to charm "a heart harpie" (level 59) with command of druzzil. Hits for 367 and dual wields as well. Only issue is the mob procs a word of morrel type stun that mezez the mob and then the charmed pet stops fighting .. once the stun wears off it starts fighting ... rinse and repeat.
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Also note that a ton of Sky stuff is flagged stun immune, which also seems not to be classic.
http://www.angelfire.com/freak/eqjon...planeofair.htm
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Debuffed, the roaming horses make good pets for the Boss or Overseer of Air. Be warned that it will assist if the enchanter dies. If killing the Keeper, and the horse agros on you after Sirran pops, then Sirran will assist it. Hopefully just your enchanter will get killed. After Sirran spawns you should move the charmed mob out of Sirran's agro range.
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If you have balls, there are some other options. Either kill the middle (and boss) first or second, and use one or two charmed bzzazzts as pets. If you don't quite have the strength for the boss, this could save the day (or ruin it). If you have a couple enchanters on the ball supplied with wands of allure (3 charges of level 49 charm, instant cast, drops from Worry Wraiths in Fear), then you may want to try this. If you do this, then you will need to keep Sirran hailed and away from the fights if you want the 16 keys from the 2 remaining Bzzazzt. I have used one bzzazzt pet to kill boss twice. Both times the boss died. Once worked sweet, once the Bzzazzt lost charm at the end and Sirran wiped the whole raid out. We were able to recover from the wipeout just fine though (/cheer camped out invis cleric). I generally don't recommend this approach if you have the manpower to kill him normal.
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A common mistake is to agro the princess early. If this happens, then you have a problem. You don't won't to kill her unless all the faeries have already been killed. Also, she is difficult to mez with only tash on her. If this happens, you're best off getting somebody to train her around while people camp out.
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Currently sky is loaded with mobs that resist dictate and rapture.
conclusion: everything other than a very small set of mobs need to have all of their mez/slow immunities removed. I understand that you flagged sky as charm immune due to IB killing shit with the OP classic charm. But most guilds can legitimately clear sky anyway now. Meanwhile Sirran the Lunatic is still being used by everyone (including us) to blow up 32khp bosses in 15 seconds.