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#1
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![]() I think this is more a hitbox issue than runspeed. Avoid running ina straight line.
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#2
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![]() As long as im not encumbered i easily get away if i jump a few times.
I do this all the time... encumberence is a huge issue that is part of this too. Feels just like classic to me... strafe running works great for me too.. Played 35 levels and just got jboots finally.. loving it | ||
#3
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![]() You can outrun any normal mob without any movement enhancing buffs by strafe-running. What is strafe running? Well, you have 6 movement keys: Forwards, backwards, turn left and right, and strafe left and right. By holding down the forward movement key and the strafe left or right key, your character will run at about a 30ish degree angle.
For some reason, the game engine allows players to run faster when strafe-running. It's not much faster, but it will allow you to outrun any normal mob. Granted the mob will be right on your tail (this isn't JBoot speed), so if you hit a bump or trip up on a turn, they will smash your ass. | ||
#4
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![]() Rooted 2 mobs in Nro ran half way to the zone line, root breaks on both and they still caught up to me and killed me 5 ft from the zone line. O_o
Do mobs run at SoW speed, how can they catch up to me with that much of a lead, I wasnt weighted down or injured. | ||
#5
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![]() I noticed this last night. Mob speeds are incredible, but I was also being hit from a very large range in some cases.
Further, it seems that, until level 5, jumping would actually slow my down. After level 5, jumping seemed to help. Really, in Nektulos, with spiders running around everywhere, not being able to outrun things made it very hard to level since I kept having to do corpse retrievals--- those wouldn't have been too bad, either, except that my character's bind point wasn't by the newbie safe log, but on the other side of the river (EC side) for some odd reason. | ||
#6
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![]() I noticed the run speed on mobs is faster than usual cuz the jump trick hardly works like it did in the old days. I also noticed the agro doesnt seem to work either. I was pulling a mob in from the outside while the tank of my group was almost finished with the current mob. I didnt hit the nearby mob and trailed it to him and it still didnt agro on him.
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#7
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![]() Quote:
__________________
Girth Matters (Retired)
50 Ogre Shadow Knight Mugatoo <Center For Ants> 45 Iksar Monk "You can all go to hell, I'm going to Texas." | |||
#8
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![]() Quote:
Back on topic, I don't remember ever being able to outrun any mob without jboots/sow. I never knew about the jump/strafe exploits. | |||
#9
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![]() Yeah the strafe run is good info, but I did notice that over the weekend the mobs were extra fast. Maybe it was just me, but I was killed more this weekend than in a couple weeks.
Just saying they seemed to be extra aggressive in the running game. | ||
#10
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![]() I remember on live, if you pulled something without hitting it, it would transfer aggro to anyone in proximity that it was also aggro to.
I know this because on Sullon Zek, you had to know how to train people, and as a bard, you could just run around and gather all the aggro mobs in the zone, then run by someone and the mobs would aggro as they ran by. How do you think Fansy the bard was able to train people? He'd just run by sand giants, then train the sand giants through a group and the SGs would kill the group. On this server, you can't do that, because the SG will never lose its aggro on you unless someone else hits it, or someone else is killing another SG within aggro range. On the plus side, it means it's harder to train people, but it's definitely not the same as it was in classic. As for mob run speed, I think it's common knowledge that mobs are faster than they were in classic. Strafe running alone will NOT outrun stuff, and it used it. But I hear that's a problem with the way the titanium client is set up, and is not an easy fix.
__________________
[60 Bard] Pescador (Half Elf) <Rustle>
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