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Planar Protector
Join Date: Feb 2013
Posts: 2,509
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https://web.archive.org/web/20020829...=9667278006182
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Grouping as a Wizard - further notes/observations By: Anonymous
Posted @ Sat, Aug 19th 7:30 PM 2000 Score: Excellent[4.67]
I have a few points to add:
- There is no reason to stand up when the tank pulls since you can assist while sitting/medding, and if you assist while sitting you also will not have to turn off attack since it never goes on. There are a few criteria for this to hold true:
1.) You are level 35+ and have sit-med. This is important because you DO need to know exactly what the tanks bring in during multiple mob pulls. Simply knowing what they are currently attacking is not enough.
2.) You are not sitting in the pull path, or in multiple mob pulls you are not sitting close enough to aggro the additional mobs.
It takes some experience to get a feeling for just how close you can sit to a mob under various conditions, but this information is important so experiment with it.
- Melee'ing is mostly a waste of time at higher levels, even if you are at full mana. This is an individual call, and you need to decide if your melee output damage is really high enough to warrant using it. I really don't recommend non-spell fighting unless you have a weapon with an effect or a weapon that can cast a spell itself, such as the Soloist Icy Wand. Things to think about before melee'ing:
1.) Swinging = aggro. You don't even have to hit the mob. Anytime you swing at a mob you build on your aggro, even if it is only a small bit.
2.) You have to get close. Distance plays a factor in aggro, and if you have casted on the mob during the fight it may attack unexpectedly if you step into melee range. Also, if you get closer to the mob than the tanks (there just isn't "melee distance", but rather degrees of melee distance) it could also turn onto you.
3.) Your melee skills suck [You must be logged in to view images. Log in or Register.]. While at lower levels you may be able to significantly contribute to a battle, you will find that this becomes less and less true as your character progresses. Ask yourself, would it be better if I melee'd or should I just cast a light nuke and sit to med briefly? Most of the time you will do more damage from a safer distance by just casting a lower level nuke and then sitting to med the little mana you used up.
- If you are not at full, MEDITATE! Recently I started a new character, and I can't tell you how much I hate to see a Cleric cast a heal, and then continue to stand around watching the battle like a newbie, which perhaps they are. Of course, a few more heals later they are "OOM" because they did not sit and med when they should have. What is a real killer is when they still don't med but instead jump in and try to help my SK melee...what I needed was a heal soon, not someone adding a pitiful amount of melee damage to my own [You must be logged in to view images. Log in or Register.]. Mana = life blood, if you aren't full and there is nothing urgent to do then MED! [You must be logged in to view images. Log in or Register.]
- I disagree with the original poster - getting the kill isn't your job, making sure the mob doesn't get away is your job. Sometimes this translates into over-nuking the mob as it nears its death, but that is far from the ideal solution. One of the responders already covered snare, and I'd like to expand on that topic. As a mob loses hitpoints it weakens, and if it gets really low on hitpoints its movement slows to a crawl, sometimes even a stop, particularly if it is snared. Your job then, is to nuke it to death with a minimum of over-kill (within 50 damage or so) or to hurt it bad enough to bring it down to "crawl" speed. The tanks should then be merrily slashing and bashing it in the back, bringing it down before it can get far at all (meanwhile you have gone back to medding, right?) [You must be logged in to view images. Log in or Register.]. In dungeons with tight corners it may be necessary to over-nuke the mob, however, as two steps may be all it needs to round the corner for friends [You must be logged in to view images. Log in or Register.]. The one thing you really want to beware is nuking it hard enough to make it run, but not hard enough to slow it to a crawl. This is a very, VERY bad scenario. Luckily it is controllable with experience - know how much your nukes do, know how much it will take off the mob's life bar, and have different "sized" nukes memmed for different situation (a big nuke and a small nuke). A good wizard should be able to visualize how much his nuke will take off the mob's hitpoint bar and account for the damage that will be done by the other players before ever casting his spell. This is really important - perhaps you know this mob will run at half health, and your nuke will only bring it to 55% health, but you MUST account for the damage done by others during your casting or you may suddenly find the mob down to 45% health instead of the predicted 55%, and running like mad down the corridor to get friends :O. I speak from experience [You must be logged in to view images. Log in or Register.].
- Area Effect spells need their own thread...actually, they need several [You must be logged in to view images. Log in or Register.]. I will only say they have their place in a group too.
-Knolann Caelestis
39th lvl Wizard
Tunare
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https://github.com/dbsanfte/eq-archi...tml/16541.html
Quote:
<b>Message ID:</b> 16541 <br/>
<b>Date:</b> Tue Mar 21 18:32:04 GMT 2000 <br/>
<b>Author:</b> kim@stormhaven.org <br/>
<b>Subject:</b> Re: [eqbards] Clouding vs. Undead <br/>
<br/><br/>
<div id="ygrps-yiv-1715120067">On Tue, 21 Mar 2000, Kevin L. Crawford wrote:<br/>
<blockquote><span title="ireply"> > <br/>
> No, you aren't listening<br/>
> <br/>
> Coward code means they don't attack<br/>
> <br/>
> During beta EVERYTHING attacked, regardless of your level. In Guk/Cazic etc<br/>
> after a certain point you can waltz by the entry area things that would<br/>
> normally attack someone MUCH lower. And run, then cause trains.<br/>
> <br/>
> Coward code prevents this by keeping ultra-green mobs from attacking anyone<br/>
> X levels above them. Any mob above 20th is immune to coward code, however,<br/>
> and will attack anyway (dungeons were too easy or something).<br/>
<br/>
</span></blockquote>Ok, that makes more sense. I assumed from your comment that<br/>
you were referring to code that caused green mobs to flee at<br/>
half hp:<br/>
<br/>
<blockquote><span title="ireply"> > > > the coward code implemented. This was because of the ungodly trains<br/>
> that a<br/>
> > > green conned skeleton would cause if for some reason someone would scare<br/>
> it.<br/>
<br/>
</span></blockquote>--<br/>
John H. Kim<br/>
<a rel="nofollow" target="_blank" href="mailto:kim@...">kim@...</a></div>
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https://github.com/dbsanfte/eq-archi...ards/8956.json
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my experience has been this. if you are chaining AND fearing a mob it will<br/>\nstop running at half health. however, if a mob runs from you at half health<br/>\nbecause it is a very low green, it will continue running (slowly of course)<br/>\neven while chained, though the closer to death he becomes the slower he will<br/>\nrun.<br/>\n<br/>\nShada Bladestorm, Level 50 Wood Elf Bard<br/>\nErisi Dlarit, Level 24 High Elf Paladin<br/>\nTyria Sarkin, Level 22 High Elf Wizard<br/>\nManda, Level 15 Wood Elf Warrior<br/>\nMithaniel Marr Server<br/>\n<br/>\n<blockquote><span title="qreply"> > From: <a rel="nofollow" target="_blank" href="mailto:kim@...">kim@...</a><br/>\n> <br/>\n> Once nice change I noticed is that Chain now stops runners if<br/>\n> they're below half health, which coincidently is when most<br/>\n> greens start to run. If you've got an annoying green runner,<br/>\n> snare (and the old Chain) will not stop it until it's at about<br/>\n> 25% health. The only option used to be rooting it. Now you<br/>\n> can Chain it. It also makes Chain/Screech a much easier combo<br/>\n> to use since your opponent will be immobile half the fight.<br/>\n> <br/>\n> --<br/>\n> John H. Kim
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https://github.com/dbsanfte/eq-archi...html/8956.html
Quote:
<b>Message ID:</b> 8956 <br/>
<b>Date:</b> Wed Oct 20 23:07:43 BST 1999 <br/>
<b>Author:</b> Garramone, Michael (CCI-Las Vegas) <br/>
<b>Subject:</b> RE: Resist on chains gotten worse lately? <br/>
<br/><br/>
<div id="ygrps-yiv-2044374617">my experience has been this. if you are chaining AND fearing a mob it will<br/>
stop running at half health. however, if a mob runs from you at half health<br/>
because it is a very low green, it will continue running (slowly of course)<br/>
even while chained, though the closer to death he becomes the slower he will<br/>
run.<br/>
<br/>
Shada Bladestorm, Level 50 Wood Elf Bard<br/>
Erisi Dlarit, Level 24 High Elf Paladin<br/>
Tyria Sarkin, Level 22 High Elf Wizard<br/>
Manda, Level 15 Wood Elf Warrior<br/>
Mithaniel Marr Server<br/>
<br/>
<blockquote><span title="qreply"> > From: <a rel="nofollow" target="_blank" href="mailto:kim@...">kim@...</a><br/>
> <br/>
> Once nice change I noticed is that Chain now stops runners if<br/>
> they're below half health, which coincidently is when most<br/>
> greens start to run. If you've got an annoying green runner,<br/>
> snare (and the old Chain) will not stop it until it's at about<br/>
> 25% health. The only option used to be rooting it. Now you<br/>
> can Chain it. It also makes Chain/Screech a much easier combo<br/>
> to use since your opponent will be immobile half the fight.<br/>
> <br/>
> --<br/>
> John H. Kim<br/>
> <a rel="nofollow" target="_blank" href="mailto:kim@...">kim@...</a> </span></blockquote></div>
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https://github.com/dbsanfte/eq-archi...html/9853.html
Quote:
<b>Message ID:</b> 9853 <br/>
<b>Date:</b> Wed Nov 10 23:42:34 GMT 1999 <br/>
<b>Author:</b> Garramone, Michael (CCI-Las Vegas) <br/>
<b>Subject:</b> RE: Some Comments/Corrections on Updated Song Analysis 21+ (long) <br/>
<br/><br/>
<div id="ygrps-yiv-1369317568">perhaps it is based on your level compared to the mob you are chaining. i<br/>
know if i am chaining frogs in lower guk, they do not stop at 50% health.<br/>
actually come to think of it as i am typing this, what mobs besides ones far<br/>
lower than your level will even think about running at 50%? they don't,<br/>
they stay and fight. so that is why if i am fearing and chaining, no matter<br/>
what it is it will stop moving at 50% health, because i am forcing them to<br/>
run away. on the other hand, mobs close to me in level (that i am not<br/>
fearing) i do not notice this. it's because they are not running until they<br/>
are around 5-10% health anyway, and as soon as i chain them they stop at<br/>
this point.<br/>
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https://web.archive.org/web/20030424...03691211123231
Quote:
RE: Money woes... By: Goo the Braindead, Sage
63 posts
Posted @ Sun, Nov 10th 2:29 AM 2002 Score: Decent[3.00]
Why get 2 PSU's? Need to keep my 1hb up, too [You must be logged in to view images. Log in or Register.]
There is a reason I'm not doing the GLS quest, my video card kinda screws up the layering & I can't see wisps unless they're at the very top of a hill... with my bard it works because I can bellow-pull (using F8 to target), but with a monk it's really hard to target them. And when they run (they'll start running at 50% health with the level difference), I can't see which way they go, so they just naturally heal up & come back for more. Gets frustrating.
Besides, the GLS quest in Oasis is just the same, and not as remote (or big) as NK.
I'm in WW right now, trying my luck against some giants... we'll see how that goes. So far, mostly silver, copper & some cute dollies from the goblins.
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Too many active characters to list, on multiple servers.
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