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#2
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Quote:
My theory is the flee code checks for nearby mobs, not mobs on your hate list. I say this because mobs will not flee if 2+ mobs are attacking you, so there is obviously some kind of check in place that prevents fleeing when multiple mobs are involved. It is even possible mobs have different radiuses. This means sepulcher skeletons in Howling Stones may just have a large radius when checking if other mobs are nearby. If this is the case, generally speaking they won't flee. However, if you clear a large enough area around the sepulcher skeleton (so there are no other mobs in the radius), maybe they will run. If I recall correctly, zelld52 specifically mentioned clearing basement, not simply camping a few mobs. I haven't had time to test my theory though, since you would need to kill a lot of mobs hehe.
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Last edited by DeathsSilkyMist; 02-02-2023 at 03:35 PM..
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#3
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Dsm, that’s exactly how social root works. Hate list have nothing to do with it, just proximity to other mobs. Won’t say that the skellies flee though, possible but i haven’t encountered it, goo’s golem and ghosts definitely do though.
Op: city of mist is pretty good for those levels, boring recommendation but undeads to nuke and low HP/dps golems. Was easy to solo for my paladin, playing offpeak hours though. Coldains in GD might be an option, nets you giant/tormax faction too! | ||
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#4
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Quote:
But if it is proximity based as you say, then that re-opens the possibility of them running. They may just have a large radius to check for other mobs. Since Howling Stones has a lot of mobs on different levels, there may just not be many places where a sepulcher skeleton is considered alone.
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#5
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40-44 Cazic Thule temple
44-48 CoM 48-55 Hole Entrance 55-60 KC MDS is basically useless for you now. Sell it for a reaver and narandi's lance for 55. Or, use that shaman of yours and farm for a few months to get the full pally twink kit (fungi, deepwater BP, narandi crown, CoF, and weapons). | ||
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Last edited by Toxigen; 02-02-2023 at 04:28 PM..
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#6
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Besides the 2h dmg bonus, why is MDS useless? It's still 28/30, or 28/22 with seahorse belt
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"From this day to the ending of the world,
But we in it shall be remember’d; We few, we happy few, we band of brothers; For he to-day that sheds his blood with me Shall be my brother..." | |||
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#7
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#8
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I did this grind during small spurts of downtime at work over the course of a couple days recently on a Paladin:
40-45 DL Yetis 45-51 CoM Temple | ||
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#9
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Some unsolicited paladin musings...
There's a pretty good invis trick if you want to open up some more options. A Larrikan's mask can be recharged with a box of the void and a mana batteries from PoS. The box doesn't disappear so you can carry a good amount of charges with you. This gives you a fairly stable source of invis. On that note HHK is an option if you don't mind trashing corrupt human faction—just gotta watch out for Issa, who's on the good human faction. You don't strictly need invis for HHK, but it's certainly convenient. If I were you, I'd probably look into doing epic or nature's defender quest. They look fun and you'd get some good mileage out of the weapons before you upgrade. | ||
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#10
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Soloed in ToFS from 25-53. It’s amazing.
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Soske - 60 Sorcerer - Blue
Sokotaro - 60 Virtuoso - Blue Soltaris - 60 Crusader - Blue Tahzo - 60 Phantasmist - Blue | ||
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