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  #161  
Old 07-02-2014, 08:35 AM
Ikonoclastia Ikonoclastia is offline
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Originally Posted by Vyal [You must be logged in to view images. Log in or Register.]
You pulled the overking to zone many times uh huh...
Through the locked door - past 40 Dizok then past a hundred mobs.
Yeah. I thought you were the expert and I didn't know anything. Why am I explaining very known mechanics to you.

Its called secondary aggro pulling. Rogue and Enchanter with at least dubious faction. Could also use a few exploits (eye of zom, potions) to get through door. Pacify the kings guards, root one, which aggros the king. King has secondary aggro so he doesn't pass on aggro to other mobs he runs up. Escort him up as explained. By the time the root wears off you'll be out of aggro range so that mob will just sit there doing nothing.
  #162  
Old 07-02-2014, 08:35 AM
Gaffin 7.0 Gaffin 7.0 is offline
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  #163  
Old 07-02-2014, 08:43 AM
Ikonoclastia Ikonoclastia is offline
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Trains are easy to explain.

A train is created by someone running from a mob, the mob keeps pace with the person or not far behind. As the person comes into range of other mobs the other mobs aggro and keep pace behind the person. As long as the mob is moving fast enough to keep inside the chase range of the person training then all the mobs will stick.

If the person is sowed and can outrun the mobs in any of those mentioned dungeons fast enough to get out of the mobs chase range on live then the mobs will stop following you.

Since the majority of players running from mobs won't have sow or be able to use jboots the mobs will usually all keep up until the person dies or they zone.
  #164  
Old 07-02-2014, 09:27 AM
Ikonoclastia Ikonoclastia is offline
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Originally Posted by PhilMcKracken [You must be logged in to view images. Log in or Register.]
So what you are basically saying is that you COULD basically be non-kos, run down in Chardok, tag a mob without SoW and DA/feign "walk" your way up and be able to still get around 60 mobs atleast back in 1999 based on those mechanics? OR you could easily SoW/DA grab all the melee mobs and all the casters and since you said the z axis is overlapping in majority of Chardok, and yes this true, it is bigger in Chardok than Blackburrow, minus royals which no one pulls for AE, and still get a decent size pull based on the Z axis? There is atleast 20 mobs from Captain area to ent alone. You still have a flaw too, if all the casters stopped to cast, then you would lose them in the process because as you supposedly said, the lazy agro would kick in. Therefore you'd only get non-casters in a train which also didn't happen on live. You're spinning circles now.
Yeah you could single pull King like I described.

As for the rest, your saying that, I disagree. DA doesn't last long enough.
  #165  
Old 07-02-2014, 09:58 AM
Yumyums Inmahtumtums Yumyums Inmahtumtums is offline
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I played classic extensively and I don't remember lazy agro AT ALL.

In fact, it's pretty well seared into my mind that NOTHING will drop agro from you unless you zone. To read upthread that people avoided casters in kites because they would drop agro is plain wrong.

Take it from someone who spent lots of 1999-2003 running: agro had no distance checks.
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  #166  
Old 07-02-2014, 10:01 AM
Yumyums Inmahtumtums Yumyums Inmahtumtums is offline
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Finag got around to reading the thread. Relieved to see no one else remember lazy-agro.

Lmao

This guy
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  #167  
Old 07-02-2014, 10:04 AM
Glenzig Glenzig is offline
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Yeah I definitely remember zoning being the only way to deaggro a mob in classic. There was never any leash on cazic Thule server during kunark timeline.
  #168  
Old 07-02-2014, 10:32 AM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Yumyums Inmahtumtums [You must be logged in to view images. Log in or Register.]
I played classic extensively and I don't remember lazy agro AT ALL.

In fact, it's pretty well seared into my mind that NOTHING will drop agro from you unless you zone. To read upthread that people avoided casters in kites because they would drop agro is plain wrong.

Take it from someone who spent lots of 1999-2003 running: agro had no distance checks.
A couple of points. First, you never ran fast enough.

Second, the mob wouldn't 'drop aggro'. In Kunark, the mob simply stops chasing you if you manage to get ahead by a specific distance, but it doesn't forget. If you get close to the mob again, it will resume chasing you.
  #169  
Old 07-02-2014, 10:35 AM
Jimjam Jimjam is offline
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That said, I'm not sure if the mechanic was 'classic' in Kunark or added later.

I do know the mechanic was changed at some point post GoD. The change was if you ran far enough away from a mob it would forget about you completely. I remember as I was able to lose adds while pulling in Wall of Slaughter using my berserker through the combination of snare and sprint disciplines.
  #170  
Old 07-02-2014, 10:45 AM
Glenzig Glenzig is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
A couple of points. First, you never ran fast enough.

Second, the mob wouldn't 'drop aggro'. In Kunark, the mob simply stops chasing you if you manage to get ahead by a specific distance, but it doesn't forget. If you get close to the mob again, it will resume chasing you.
I honestly remember all the way up to at least Velious timeline that even with SoW, a mob would never deaggro due to any distance created between it and you in a zone. You could run a mob from one end of a zone to the other no matter the size of the zone and wait at the zoneline and it would still be running after you. I'm pretty sure that if lazy aggro existed in Kunark era I wouldn't have remembered to zone after getting in trouble with a pull on P99.
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