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  #1  
Old 07-03-2013, 12:59 AM
Treats Treats is offline
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I think koros is right. There shouldn't be a difference between a critical resist and a regular resist on the lull spell line. Any resist should probably cause aggro making the spell line nearly useless (classic).
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  #2  
Old 07-03-2013, 01:42 AM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by Treats [You must be logged in to view images. Log in or Register.]
I think koros is right. There shouldn't be a difference between a critical resist and a regular resist on the lull spell line. Any resist should probably cause aggro making the spell line nearly useless (classic).
Casters realm from 2000: according to the wayback machine:

http://web.archive.org/web/200105050....asp?SpellID=8

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here are three options when you cast Lull on something. 1) It works as advertised. 2) It's resisted and you have to recast. 3) It's resisted and the mob comes after you, as well as all of his buddies. My recommendation for this spell is do *not* depend on this spell to make unwinnable situations winnable. Use it to make winnable situations even easier.
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Lull has 2 effects 1) reduce call for/respond to help radius and 2) reduce % for something to help if it does actually receive the call for help. It is resisted the same as any other save vs. magic and 50% of resisted spells result in aggro response. Against high blues/whites this is about a 40% resist and thus a 20% chance of aggro response. It is unwise to try to lull yellow/red cons in a camp with lower cons. Always be prepared for the worst, but it's great for setting up a staggered spawn. This spell can be useful in non-camp situations where there are frequent roving MOBs. Since it reduces the call for help radius, it can cut down on the number of roving MOBs that join the battle. Note that the spell DOES work on undead, but they have HUGE call for help radius' and thus the effect is not as marked. Later spells in the series increase the aformentioned effects.
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  #3  
Old 06-08-2015, 08:33 PM
Raev Raev is offline
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Bump.

I don't know whether Lull is too effective for era or not, but I really don't see why Necromancer lull should depend on Charisma.
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Old 06-10-2015, 04:12 PM
Daldaen Daldaen is offline
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Yea I tend to find lulls to be a bit too effective here for my liking, as I don't recall many people splitting rooms like that. That being said, this is just my thoughts and I mostly attributed it to people being bad at EQ 15 years ago.

Harmony was/is absurdly OP, but it's OPness is balanced out by the outdoor restriction (when most tightly packed mobs that matter are in dungeons). I will say I am a bit salty they removed Harmony from VP though. Damn you classic devs.

As far as necro lull goes, I can't say I have too much experience with it. Most of the times I just faceroll on my necro. Once I get a bit higher I may start to play with certain HS wings and see how lulls work for me. I've always found sending pet and rooting/screaming terroring everything to be pretty damn effective. Enough such that lulling doesn't cross my mind.
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  #5  
Old 06-10-2015, 05:03 PM
pasi pasi is offline
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Lulls are definitely used more often here. Anyhow, my opinion hasn't changed a ton in the 2 years since this thread started.

Lull is fairly reliable in high-end Kunark Dungeons such as Sebilis/Howling Stones because the player is usually 10-18 levels higher than the NPC being lulled. Depending on your camp, the majority of NPCs people are killing in these places are 43-50. In places likes Lower Seb, Lull starts becoming unreliable/dangerous where mobs are 6-8 levels lower than the player.

I've always believed the high-end Kunark dungeons were intended for leveling through the 50s. They weren't designed around level 60 play. The same goes for Level 50 Planes as a level 60. People tend to forget that most of the hardcore players on live weren't 60 until mid Velious. NToV guilds recruited 55+. You could join EToV raids at 51+. The idea of having to be max level to tackle content in an expansion wasn't a thing until mid-Luclin. That's my experience/opinion at least.

TLDR: You dudes are lulling mobs in their 40s on a level 60.
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  #6  
Old 06-10-2015, 06:48 PM
Raev Raev is offline
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Quote:
Originally Posted by pasi [You must be logged in to view images. Log in or Register.]
I've always believed the high-end Kunark dungeons were intended for leveling through the 50s. They weren't designed around level 60 play. The same goes for Level 50 Planes as a level 60. People tend to forget that most of the hardcore players on live weren't 60 until mid Velious. NToV guilds recruited 55+. You could join EToV raids at 51+. The idea of having to be max level to tackle content in an expansion wasn't a thing until mid-Luclin. That's my experience/opinion at least.
+1. IMO there are really only two areas in Kunark that are more or less level appropriate for a group of full 60s, IMO: HS East and lower Sebilis. Even Bard lull does not work very well in on the Spore King's guards, and when I was trying to solo him I think I failed lull on a Warrior 30x in a row once.

Also stop trying to derail this thread from its intended purpose, which is to remove the Charisma component from Necromancer lulls.
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  #7  
Old 06-11-2015, 08:46 AM
koros koros is offline
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Obviously anecdotal, but my impression on lull is that should resist as any other all or nothing spell, but have no chance at non-aggro on a total resist. With that in mind, the all or nothing resist rate on 60s vs 45s isn't going to be that high.
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  #8  
Old 06-10-2015, 05:18 PM
Daldaen Daldaen is offline
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Pasi definitely raises valid points on level 60s crushing high 40s/low 50s mobs.

That being said, I don't experience that may critical resists on my enchanter when I've been exping in LGuk and Kedge in my 40s (mobs between -8 to +2-3 my level). Though the very first lull I cast on a blue sarnak when I was beginning to lull the house in BW for my epic turnin was a critical fail. That made me a sad panda.
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