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Old 04-22-2012, 07:47 PM
Slave Slave is offline
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Join Date: Mar 2011
Posts: 2,339
Default Snare should stop running mobs completely

From 1999:

http://groups.google.com/group/alt.g...goblin&lnk=nl&


"As a Druid, EVERYTIME I cast snare, when the MoB hits it's turn and run mode
once it's been beat most of the way, will eventually just stop and stand
there while you finish it off. BUT, it has to get beat down enough for this
to occur. In upper GUK Frogloks have a tendacy to run before most things
normally would, hence they walk off when snared instead of just stopping in
their tracks and doing nothing."

This is also what I remember from Live. Currently, on P99 the mob is merely slowed in run speed until they hit about 12%. They should not move at all once they turn to run and have a Snare effect on them, and I'm pretty sure that includes all levels of Darkness.

Further evidence, same page:

"The only time mobs will go into the "slow run" with snare as opposed to
the "turn and take it" is if they are:

a) Very green.
b) Healed *after* they start to run."

This would indicate that any mob at 20% or lower health would be stopped dead in its tracks by a Snare effect.

MORE evidence, same page:

"And, once snared, when the mob hits the flee
state, it will just stand still and not fight back.
...

Snare:
1) Snare is a fixed duration. Not random. It is predictable
2) A snared mob that wants to flee, will just stand still
3) In groups, used to prevent a mob from fleeing "
Last edited by Slave; 04-22-2012 at 07:57 PM..
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