![]() |
|
|
|
#1
|
|||
|
Basically, if you were in melee range and the mob would turn to you and hit you, you'd get summoned if you were farther than his melee range.
Like if I cast an ice comet from afar, and tank has just enough aggro that the mob wont run to me but that if I were in melee range it would hit me. It would summon me(wizard). Hope that makes sense. | ||
|
|
|||
|
#2
|
|||
|
Correct - as of Kunark any mob 51+ when spawned would summon from 97% of health onwards. Gullaback in Burning Woods is a great example of this as he can spawn as a level 49 - 51 mob. Only the level 51 version would summon you. Now there were exceptions to this but the above rule pretty much stood as a base marker.
| ||
|
|
|||
|
#3
|
|||
|
I remember that there being 3 levels of summoning...
#1 - Summon after some damage is done. This is the most common variety as I remember it. This was a % of the mobs total HP (2-3%), I know this for sure because I would sometimes go and try killing raid mobs and if I felt like I was not going to win the fight I could somtimes stop attacking long enough for them to regen back up to 97% and then I could escape because they would stop summoning. Granted this was with Luclin raid mobs (Ssra mobs primarily), but I think it is the general rule. #2 - Summon on aggro. This was a special case..some mobs would summon with no damage done. As soon as they had aggro they would start summoning. I know I remember this being in, I just cannot recall any mobs off the top of my head that did it. #3 - Summon with Spells. Specifically Call of the Zero, but I think all of these were Velious Raid mobs
__________________
Dawgrin 65 Paladin of Morell Thule (Retired)
Dawgrit 85 Paladin of Erollisi Marr (Semi-Retired) Dawgrin 28 Paladin of Project1999 Dawrit 12 Druid of Project1999 | ||
|
|
|||
![]() |
|
|