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Old 12-17-2013, 01:25 PM
baalzy baalzy is offline
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Default Feign Death issues (DOTs & Snares)

Noticed this last night. If I DOT a mob that's low enough to have agro clear automatically (less than 40 or whatever, I don't remember what level it is mobs have a chance of remembering after a feign) and then feign death. When I stand up the mob should re-agro me next tick when my DOT deals damage to it. This is not happening, the DOT continues running and the mob will begin pathing away.

Quote:
http://www.project1999.org/forums/ar...p/t-45226.html
Posted by SirAlvarex:
4) Necro applied DoTs on the mob will continue to run, however they do not generate aggro on the necro unless the necro stands up during one of the ticks. If the mob dies while FD'd, you do not get credit for the kill (it vanishes like an NPC kill without a corpse).
1 and 2 were observed while hunting casters in LOIO. 4 I noticed at Aviak village. 3 was just unfortunate.
So it appears this used to work at one point.

Additionally when I snare a mob and then feign, the mob also paths back to its origin instead of standing still until the snare wears off.
Quote:
Shadowfrost
07-30-2003, 07:05 AM
As well as my cleric, I have a 62 monk. There is no question in my mind that my cleric is a considerably better puller than my monk. Pacification trivializes pulling.

In order of "preferred puller" I'd go with:

1. Bard. Lull, mezz, fading memories, track.
2. Cleric. Pacification, root, stun, and usually the ability to take a beating.
3. Enchanter. Pacification, root, mezz.
4. SK. Feign death, DA, snare, and the ability to take a beating.
5. Necro. Feign death, DA, snare, root.
6. Monk. Feign death.
7. Ranger. Harmony, snare, root, track and the ability to take a beating.
8. Druid. Harmony, snare, root and track.
9+ The rest.
From 2006 but I remember and I know many others have said they remember this same thing during classic
Quote:
http://everquest.allakhazam.com/foru...49709181023154


FD pull is best done by some class that can snare.

example:

necro and sk with darkness.

cast dark on 1 mob in a group, let the group start to run toward you (note the one that has dark on it will not be moving near as fast) and wait for the snared mob to get to a point that will be OUTSIDE of normal agro range of their spawn point.

FD, when this works, agro is dropped and the mobs will "walk" back to their spawn points.

this is why it is best done by a necro or sk (yes monks can do this too, just not as easy). a mob with dark on it can not walk. they are stuck in place.

once all of the mobs that are NOT the target have returned to their spawn point, you can stand up and continue the attack on the original target.

this will make it easier to solo that 1 mob, or for the group to handle the single pull vs group pull. it will also make it easier to split the spawn on a camp, again making the pulling faster, safer, and more efficient.

once the spawn is split as long as you can stay ahead of the respawn rate you are a god for that camp.
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  #2  
Old 12-17-2013, 07:05 PM
Visual Visual is offline
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If this was classic I WANT IT BK DAMNIT
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Old 01-05-2014, 05:11 PM
Potus Potus is offline
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The Under/Above 35 level rule also impacted memory wipes on Mesmerize and Screaming Terror.
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Old 01-05-2014, 08:18 PM
freez freez is offline
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I noticed if you see a mob casting on you, you fd by accident before the spell lands sometimes you can stand back up before it lands and receive no agro if it is resisted.
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Old 01-05-2014, 08:24 PM
Arteker Arteker is offline
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Quote:
Originally Posted by freez [You must be logged in to view images. Log in or Register.]
I noticed if you see a mob casting on you, you fd by accident before the spell lands sometimes you can stand back up before it lands and receive no agro if it is resisted.
low lvl mobs pherhaps? i notice it happening with lvl 35 and lower mobs such most gobos casters in sol a perma
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Old 01-06-2014, 02:16 PM
Xadion Xadion is offline
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Glad you are finding some evidence andro, as how FD is now on p99 is not how it was on live, nor is HT - but even with patch notes HT remains unchanged- I belive FD is how they want it for p99, not necesaraly classic... you will have to fight the typical trio of of the bug forums to get any changes.
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  #7  
Old 01-27-2014, 07:32 PM
baalzy baalzy is offline
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From this thread:http://www.necrotalk.com/showthread.php?t=2452
2004

Quote:
When you FD a snared mob will stand around and not return to it's spawn point, or back to it's roaming path.

If you have to split 2 mobs, then you Snare one, and both will come. When you FD,they'll stop and after a minute they'll try to return to their starting point. But, if one is snared it will stand there.

When FD refreshes, or the unsnared mob gets far enough away, stand up. If FD cleared aggro then on the next tick of your Snare(which is a Dot) you'll get aggro again and pull the mob.

If you haven't cleared aggro on the first pull then perhaps both will come. Pull back further and then FD again and repeat. If it's a long pull and you have trouble clearing aggro you might want to resnare so that the mobyour pulling doesn't wander back.
http://www.dzert.com/downloads/eq/fd02.swf
Found this funny animation posted in 2005 in this thread:
http://necrotalk.com/showthread.php?....swf#post38487
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If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it.
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  #8  
Old 01-27-2014, 07:54 PM
Haynar Haynar is offline
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I know how FD will work when I am done. It will be as close to how classic was, as i can get it.

Working on it.

Haynar
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Old 01-27-2014, 08:11 PM
Asap Asap is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I know how FD will work when I am done. It will be as close to how classic was, as i can get it.

Working on it.

Haynar
Ty H
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Old 01-27-2014, 08:16 PM
Haynar Haynar is offline
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I even plan to fix snare and fd splitting. Dots and reaggo. Spells and breaking fd. And snare + fear to have viable fear kiting.
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