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Old 01-05-2023, 12:13 AM
Snaggles Snaggles is online now
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Even in indoor zones a ranger can pace a pull. Long duration root, pull 2 others. Switch target and toss grasping roots (about 30 seconds). Now in theory you have three spawns about 30 seconds apart. In Chardok lull animal can make for an easy split.

Monks are awesome. It sometimes takes some time for them to work. In low pressure situations with undead especially even SK’s can put pull them. Undead lull, snare, FD. Pick a zone like HS and profit.
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Old 01-05-2023, 11:13 AM
Jimjam Jimjam is offline
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Originally Posted by Snaggles [You must be logged in to view images. Log in or Register.]
Even in indoor zones a ranger can pace a pull. Long duration root, pull 2 others. Switch target and toss grasping roots (about 30 seconds). Now in theory you have three spawns about 30 seconds apart. In Chardok lull animal can make for an easy split.

Monks are awesome. It sometimes takes some time for them to work. In low pressure situations with undead especially even SK’s can put pull them. Undead lull, snare, FD. Pick a zone like HS and profit.
So you've put timer on the first two mobs at 30 second intervals. Out of the remaining 2 mobs you've aggroed one can be snared to give a bit of time between these two chasing you arriving in camp.

Likewise, you can drop a snare onto rooted mobs to further build the delay of it hitting camp.

It's quite fun trying to moderate the time the different adds take to hit camp so they arrive just as the previous mob dies.
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  #3  
Old 01-05-2023, 11:24 AM
Raj Raj is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
So you've put timer on the first two mobs at 30 second intervals. Out of the remaining 2 mobs you've aggroed one can be snared to give a bit of time between these two chasing you arriving in camp.

Likewise, you can drop a snare onto rooted mobs to further build the delay of it hitting camp.

It's quite fun trying to moderate the time the different adds take to hit camp so they arrive just as the previous mob dies.
It is with some hesitation and embarrasment I will admit I dabbled for a month or 2 on a TLP live server during its limited/vanilla timeline. Yes the easier mechanics made it play quite differently than P99 but it was still fun chain-pulling kobolds and bats etc for at least a couple hours for a 4 or 5-man group in SolB as a ranger in just the manner you described. [You must be logged in to view images. Log in or Register.]

Keeping an eye on track just makes it even more fun competing for mobs or nameds against other players or groups in the area... Filling in as the tank occasionally can be fun too and everybody should hopefully know that generally ranger snap aggro beats that of monks by a pretty wide margin. [You must be logged in to view images. Log in or Register.]
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Old 01-05-2023, 05:08 PM
Snaggles Snaggles is online now
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Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
So you've put timer on the first two mobs at 30 second intervals. Out of the remaining 2 mobs you've aggroed one can be snared to give a bit of time between these two chasing you arriving in camp.

Likewise, you can drop a snare onto rooted mobs to further build the delay of it hitting camp.

It's quite fun trying to moderate the time the different adds take to hit camp so they arrive just as the previous mob dies.
Exactly.

Depending on the distance maybe open with a snare. Enveloping Roots (1 min and 1.8 sec cast is great) one and grasping the second. Or whatever works for you.

Having a cheap 13 min snare and 3 root types is pretty great. This assuming you aren’t even snare parking via zoning to split the camp up really nice.

It’s a great point to stack snare. You are just making life easier for everyone. Without a Druid in the group keeping a charmed pet snared also keeps the risk lower once buffed/torched.
Last edited by Snaggles; 01-05-2023 at 05:15 PM..
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