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#131
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Its a huge classic mechanic, allowed some talented monks, necro's, sk's and bards to do some pretty amazing things chain pulling singles and splitting mobs. If we don't have classic "lazy aggro" in Kunark and Velious then we're not playing on a classic mechanics server imo. | |||
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#132
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![]() Nothing you say about mechanics. You've been here for 2 and a half years and say you aren't in a "hurry" to get 60.
You fail at EQ. Heck, I hit 60 faster than that on live and I spent DAYS fishing in oot. | ||
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#133
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![]() nothing is ever gonna be 100 % classic like live was, specially pathing and aggro mechanics, they run on a client that works the best for them. gotta accept it.
i remember AoEing sebilis during luclin and velious for lvls/AA on alts | ||
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#134
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As to failure, your failure to appreciate that levelling to 60 is not the end all be all of EQ is a greater failure than my failure to get to 60. Poor Lisset. Quote:
Some small things that it affects: Pulling mobs from extreme range with no risk (Mage on Ogre Island) ------ Pet --- Faydedar no risk pull Getting 100,000,000 xp per pull in Chardok with no risk or effort Bards kiting an entire Kunark zone like WW for massive exp I also did AoE in Seb and Chardok, I also did swarm kiting Lightcrawlers in PoD for 1aa every 30 minutes but that got nerfed and was nowhere near 100,000,000 xp per 15 mins. Do you ever remember pulling almost every mob at once in Sebilis or Chardok and insta-gibbing them down in 30 seconds? No because it wasn't possible. | ||||
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#135
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![]() In classic EQ, I know mobs would stop coming up to you when you had 3 in melee range. The rest of the mobs stood slightly away and stared at you, or nuked you, etc. But only 3 would actually close in. I don't remember when that was fixed (people eventually abused it for raid mechanics, aggro 3 low level mobs+ dragon, etc), but that made AE'ing more of a pain in the ass early on. You couldn't pull everything into the corner, which would make AE'ing 100+ mobs much more difficult.
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#136
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![]() I'm confused on how lazy aggro would affect bard kiting like you've stated in your post. If I've read your posts correctly, the mobs reset if you get too far away?
A bard doesn't really ever need to get far away from the mobs when pulling mobs.
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Previous Guilds: The A-Team <- Rapture <- Flawless Victory
Zanderr Locke - 60 Punk Rock Bard | Minnesota Nice - Monk | Squaresoft Chocobo - Shaman | Bowbafett | Supermetroid | Weaponx Power Leveling Service | OT Hammers | Quillmane Quide | ||
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#137
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![]() i dont think aggro is any different, just pathing tbh
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#138
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Now bards typically going to go out and grab a bunch of non-caster mobs because the caster mobs stop and cast and lose aggro, bard keeps kiting and the mob doesn't chase as its out of chase range, mob goes walking back to its spawn area passing hate to all other mobs on the way which then walk around doing the same to other mobs, chain aggro, including other casters that snare root nuke. Bard comes back around and suddenly has a shit-ton of rooting, nuking, snaring casters he never pulled on him and dies. On P1999, that' doesn't happen because the casters continue chasing him if he happens to grab one accidentally. | |||
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#139
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#140
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![]() I don't see how a valid discussion on mechanics is in RnF
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