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  #81  
Old 03-28-2016, 08:52 PM
Erati Erati is offline
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Seb AE pulls I participated in was around 40-50 mobs max

Was the ramp down to disco1 and everything at D1 to Frenzied Scarab fought in Scarab room

prob was less than 50 but exciting- Cleric, Bard, Wiz, Wiz, Ench , Ench - Cleric pulls it w DAs n we all run down together cleric leading
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  #82  
Old 03-28-2016, 09:25 PM
Decad Decad is offline
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Quote:
Originally Posted by Raev [You must be logged in to view images. Log in or Register.]
30 at a time is classic; 120 is not.
With computer technology and Internet technology in those era even 30 lags out most much less 120.

Try doing this on a dial up connection where it is how most connect to the game back then.
  #83  
Old 03-28-2016, 10:54 PM
JackFlash JackFlash is offline
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Quote:
Originally Posted by trite [You must be logged in to view images. Log in or Register.]
Everyone's first time to 60 you can't afford chardok proxy....only RMT scumbags who get banned anyway....Also my first memory of AE was from planes of power, hearing about people doing AAs in Plane of Fire with a disced warrior wielding an earthshaker ....but earthshaker wasn't droppping anymore and was ridiculously expensive....
Fungus grove in luclin was my first. There was stuff going on earlier for sure.....
  #84  
Old 03-29-2016, 08:00 AM
Sodors Finest Poster Sodors Finest Poster is offline
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  #85  
Old 03-29-2016, 08:25 AM
Spyder73 Spyder73 is offline
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Anyone who has been a part of one of these 130 mob pulls and seen how they die knows this is not how EQ was meant to be played. Its not even up for debate, this is an exploit and an obvious exploit at that.

I've made the same argument before and no one ever has anything to say to it. Back on live I remember there was a guild who figured out how to duplicate platinum on Fennin Ro. Was this exploit left in P99? Shits classic right? No it wasn't, because it was deemed detrimental to the game - JUST LIKE F#CKING CHARDOK IS.

EDIT: I would have much less of a problem with Chardok AoE if you couldn't pull the ENTIRE zone to the entrance in 1 pull. If you had to do it in many smaller pulls, that would be classic
  #86  
Old 03-29-2016, 08:43 AM
MalystryxVoF MalystryxVoF is offline
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Duplicating plat IS an exploit. you are duplicating items that are not there...

pulling existing mobs to a specific spot in the zone is NOT an exploit.

if you still think this is an exploit, why is YOUR guild pulling named dragons to the ToV zone in and training all the other KoS mobs into WToV preventing everyone else who happens to zone in to get owned by some big ass dragon, and unable to try to zone out by running through WToV because you guys trained 50+ KoS mobs into a wing that is supposed to be non KoS?

is this a big issue in chardok? no not really because no one but AE groups usually use the zone. is this a huge problem in ToV where there is high player traffic? you bet yer ass it is, with the shit you are pulling there you are actively disrupting other players/guilds that try to do something there from doing anything at all.
Can we prevent it by setting up somewhere in between the zone in and the mob you are trying to pull? yes we can, and oh wait... we did a few weeks ago, and you guys STILL pulled the dragon through our camp training the shit out of us (still have it on fraps btw if you wanna see proof of it) then having the dragon gate, training us with the returning train you pulled, and a dragon again going through our camp wiping us as we were on CR.

see the big difference there? one zone that no one uses (and if they do, the AE groups i have been on accommodate that group for royals for example) where as ToV that is highly contested gets trained to no avail.

big big difference there.


so you think one is an exploit, but you actively participate in the other because it suits your needs?
  #87  
Old 03-29-2016, 08:54 AM
Sodors Finest Poster Sodors Finest Poster is offline
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Lets get some pug groups going in Chardok. Have your favorite video recording software ready. Cya soon!
  #88  
Old 03-29-2016, 09:43 AM
Spyder73 Spyder73 is offline
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Quote:
Originally Posted by MalystryxVoF [You must be logged in to view images. Log in or Register.]
Duplicating plat IS an exploit. you are duplicating items that are not there...

pulling existing mobs to a specific spot in the zone is NOT an exploit.

if you still think this is an exploit, why is YOUR guild pulling named dragons to the ToV zone in and training all the other KoS mobs into WToV preventing everyone else who happens to zone in to get owned by some big ass dragon, and unable to try to zone out by running through WToV because you guys trained 50+ KoS mobs into a wing that is supposed to be non KoS?

is this a big issue in chardok? no not really because no one but AE groups usually use the zone. is this a huge problem in ToV where there is high player traffic? you bet yer ass it is, with the shit you are pulling there you are actively disrupting other players/guilds that try to do something there from doing anything at all.
Can we prevent it by setting up somewhere in between the zone in and the mob you are trying to pull? yes we can, and oh wait... we did a few weeks ago, and you guys STILL pulled the dragon through our camp training the shit out of us (still have it on fraps btw if you wanna see proof of it) then having the dragon gate, training us with the returning train you pulled, and a dragon again going through our camp wiping us as we were on CR.

see the big difference there? one zone that no one uses (and if they do, the AE groups i have been on accommodate that group for royals for example) where as ToV that is highly contested gets trained to no avail.

big big difference there.

so you think one is an exploit, but you actively participate in the other because it suits your needs?
Going from level 50 to 60 in one weekend is not classic – you can keep making straw man and red herring arguments all day but the fact of the matter is you know what you’re doing is bull sh!t but you are making too much platinum to care. Chardok AoE = Mexican Drug Cartel.

I have spent a significant amount of time at Chardok, I am not saying I have never done it. What I am saying is it should be stopped because it is the most non-classic thing this server has going on at the moment.
  #89  
Old 03-29-2016, 10:12 AM
Bruno Bruno is offline
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Yay another thread about people expressing their disdain for Chardok AOE groups. It seems to have been very effective in the past. Will check back in 2 years to see what progress has been made.
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  #90  
Old 03-29-2016, 10:57 AM
Ele Ele is offline
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AoE Guide Posts from Graffe's forums: 2001/2002

Pre-Chardok Revamp AoE from June 2001:
http://www.graffe.com/forums/showthr...hlight=chardok

Quote:
Preparation

Get the Enchanter(s) and the PBAE Nukers piled together as chummy as you can. You want the template of your blasts and their stuns to be as closely matched as you can. The best way is to be back in a corner so that the monsters will keep bunched up nicely. While they will tend to pile in to get at you, the "4 NPCs per PC" rule will sometimes make them want to stray, which isn't good.

...

The first thing you will need to do is get the bad guys to beat up on. There are a lot of options for this, from the standard "hey you, go get a bad guy" pulling technique to using your Eye of Zomm. The first thing to keep in mind is that only 4 monsters at one time will follow one person. As a result it is difficult to get a huge horde pulled to the kill zone at once. Another problem is that bringing lots of creatures means that the puller is being pounded on the whole time, which as one advances in levels becomes increasingly horrible for the puller's chances to survive.
May 2001 Pre-Revamp
http://www.graffe.com/forums/showthr...hlight=chardok

Quote:
In chardok rushing can be easier than pulling.

Cleric casts DA.
Cleric runs into deeper chardok.
Rest of the group follows about 10-20 feet behind cleric.
Once you deem you've seen enough mobs starting to follow you or DA runs out...
STOP
Perform AE

rinse and repeat.

Okay... that may take some guts and especially it needs knowledge about Chardok so you know where to stop.

Couple of easy pulls for zone.

1st pull the house area. The entrance house to tunnels, and possibly the knockback-sarnaks from first bridge. They can assist a lot when running back to camp-spot.

2nd pull the pits. Puller runs into the entrance house, and drops down from second bridge. Then he/she runs up the tunnel with all pit-rooms and the roamers from tunnels in tow. Especially good if she/he can make a small hook at the crossing a bit deeper than pit-rooms... that crossing has like 4 to 6 roamers and small room with 3 mobs right next to it.

So... both pulls give you something like 8 to 15 mobs.

And if you have time, there is good spot for 3rd pull.

Levitate all.
Run to tunnel (yeah, the one you need levi to get to.)
Run down to crossing.
Take right.
There is a door to your immediate right.
That room with 3 mobs (described in 2nd pull) is good spot to go to.
Go there.
Invis puller.
Send puller on his/her way.
She should make a quick visit nearby Korokust and aggro a mob00.
Then run back from Korokust, but...
Take left just before the room the rest of group is hiding in.
Then run some ways down that tunnel.
When puller meets about half health, she/he should turn back.
And run like hell to the room.
Wait for buncha meanies to enter room.
Slaughter them all.

Run back to zone, and preferably... zone out from C.

Med up, heal, buff, stuff...

And start with first pull.

Chardok had something like 18 to 23 minute spawn time (don't remember anymore)... so those 3 good pulls should be good for the spawn time.

Post-Chardok Revamp, Pre-Luclin Thread:
http://www.graffe.com/forums/showthr...-for-Sorcerers

Quote:
Chardok
Very fun place to AE. You will never run out of mobs to pull, can use other AE tricks (like Fearing one so it brings back 30 others) and the loot/plat/xp is also excellent. Can AE right down to royals as well if your group can handle it. Fast repops, some HT's and alot of named piled in the trains can cause messy CR's.
Quote:
We keep dying. It's all your fault, how you gonna make it up to us!?

PBAE groups are risky, no matter where you do it. When you have 20 mobs in camp, anything can happen. Once you learn how to execute flawlessly, you'll see downtime isn't even an issue.

How many mobs can be pulled per train?

It matters on the puller, levels of the participants and the zone you're in. For the puller, if they can DA or have a buttload of hit points, maybe they can get enough in the first run but if not, then the strategy of enchanters stunnin for the 2nd train should be used. Remember, the more in the train the more productive your group is. But use common sense. Just because your PBAE group can kill 15 skellies in the KC basement doesn't mean you'll have the same luck with Amy Knights in Fear. So for some trains, stick to the general rule: 8 Is Enough.
Quote:
3. If you plan to pull more 8+ mobs, then better take 2 enc instead of 1, 3 resists in a 15+ pull is enough to stun the enc and break his chain stun. And again, when enc is down with 15+ mobs, we won't even have time to cast evac.

Post-Chardok Revamp/Luclin Thread:
http://www.graffe.com/forums/showthread.php?6083/page&


Quote:
In Chardok, we pull 14-18 per pull to the nook near the zone-in. There are two right angles there; the one we use is the one behind the herald as you look in. Just pull to there, use Thunderclap to mush them all into the corner, and nuke until dead.

Normally, we do two pulls, pulling any three of:
Bridge
Gate house (normally do together with bridge, but this puller can die easily due to multiple harm touches)
Tunnel (the one you need levitate to get into from the wrong way)
Zone out
Zone in

We do this routinely with a group of 52-55. Two enchanters since there are many resists. Wizards chain Thunderclap and Jyll's (Tclap mainly to keep them bunched in the corner). From what I understand, this is even easier if you have most of your group 56+. As it was, we do quite well and have never had a wipeout. However, we have had a couple dead wizard pullers, and one time both enchanters died; the only reason the rest of the group lived was because the last enchanter's last stun nailed the mobs posthumously, and all three wizards fired very shortly thereafter. It was great fun!

Our group often resembles this:
51 cleric
52 enchanter
55/56 enchanter
55 wizard
54 wizard
53 wizard (me, but now I'm 54 too!)

The two chanters is a really, really big help, as resists on these buggers pre-55 are kind of painful. You're occasionally wrapping level 47-49 mobs into your AE as well, so it can be rough when you get down to that last mob, but a Harvest and a few single nukes later you got it.
Quote:
Chardok -- lots of resists and stuns, unmanageable past 20 unless you stick to the entrance, but then you can't find more than 15 mobs anyway.
Interesting quip about Plane of Fear AE:
Quote:
Pof is doable with 1 high lv ae group. Excluding golems/draco/ct of course. 2 ae group makes the zone damn too easy. 1 ae group is fun and challenging. Exp sucks by the way.
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