
12-17-2013, 01:25 PM
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Planar Protector
Join Date: Mar 2011
Posts: 1,860
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Feign Death issues (DOTs & Snares)
Noticed this last night. If I DOT a mob that's low enough to have agro clear automatically (less than 40 or whatever, I don't remember what level it is mobs have a chance of remembering after a feign) and then feign death. When I stand up the mob should re-agro me next tick when my DOT deals damage to it. This is not happening, the DOT continues running and the mob will begin pathing away.
Quote:
http://www.project1999.org/forums/ar...p/t-45226.html
Posted by SirAlvarex:
4) Necro applied DoTs on the mob will continue to run, however they do not generate aggro on the necro unless the necro stands up during one of the ticks. If the mob dies while FD'd, you do not get credit for the kill (it vanishes like an NPC kill without a corpse).
1 and 2 were observed while hunting casters in LOIO. 4 I noticed at Aviak village. 3 was just unfortunate.
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So it appears this used to work at one point.
Additionally when I snare a mob and then feign, the mob also paths back to its origin instead of standing still until the snare wears off.
Quote:
Shadowfrost
07-30-2003, 07:05 AM
As well as my cleric, I have a 62 monk. There is no question in my mind that my cleric is a considerably better puller than my monk. Pacification trivializes pulling.
In order of "preferred puller" I'd go with:
1. Bard. Lull, mezz, fading memories, track.
2. Cleric. Pacification, root, stun, and usually the ability to take a beating.
3. Enchanter. Pacification, root, mezz.
4. SK. Feign death, DA, snare, and the ability to take a beating.
5. Necro. Feign death, DA, snare, root.
6. Monk. Feign death.
7. Ranger. Harmony, snare, root, track and the ability to take a beating.
8. Druid. Harmony, snare, root and track.
9+ The rest.
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From 2006 but I remember and I know many others have said they remember this same thing during classic
Quote:
http://everquest.allakhazam.com/foru...49709181023154
FD pull is best done by some class that can snare.
example:
necro and sk with darkness.
cast dark on 1 mob in a group, let the group start to run toward you (note the one that has dark on it will not be moving near as fast) and wait for the snared mob to get to a point that will be OUTSIDE of normal agro range of their spawn point.
FD, when this works, agro is dropped and the mobs will "walk" back to their spawn points.
this is why it is best done by a necro or sk (yes monks can do this too, just not as easy). a mob with dark on it can not walk. they are stuck in place.
once all of the mobs that are NOT the target have returned to their spawn point, you can stand up and continue the attack on the original target.
this will make it easier to solo that 1 mob, or for the group to handle the single pull vs group pull. it will also make it easier to split the spawn on a camp, again making the pulling faster, safer, and more efficient.
once the spawn is split as long as you can stay ahead of the respawn rate you are a god for that camp.
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Baalzy - 57 Gnocro, Baalz - 36 Ikscro, Adra - 51 Hileric, Fatbag Ofcrap - 25 halfuid
Red99
Baalz Less - Humger, Baalzy - Ikscro
If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it.
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