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Old 08-18-2014, 10:19 AM
Estu Estu is offline
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Originally Posted by shams [You must be logged in to view images. Log in or Register.]
I seem to have Aveenia's trouble as well. I feel like charm lasts a minute or two and once it breaks I'm scrambling to control two mobs instead of one. Right now I'm trying this in EJ at lvl 46 and charm just doesnt seem very reliable. I did, however, have some pretty good success in OT in the lower 40's. Wish there were more outdoor zones with animals in the late 40s.
I'm doing charming in EJ at 45 right now and it's very easy. Keep both mobs ensnared; if charm breaks, all you need to do is run back a few feet and recharm. The main issue I'm having in EJ is finding an area that's both (1) safe to pull to and (2) near a lot of mobs I can pull.

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Originally Posted by Somekid123 [You must be logged in to view images. Log in or Register.]
When I was doing raptors back when they could be charmed before sundawg who plays on red99 nerfed it I would leave level 24 or 19 whichever level we get fear then up. Was long enough to snare your broke charm pet and re charm it. Use this one over your higher ones, saves mana.
I know that at least trakaraptors in EJ are charmable, although charming them is not advisable since they run very fast.
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  #2  
Old 08-18-2014, 10:38 AM
yorumi yorumi is offline
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I'm not doing druid charming but I'm doing enchanter and I'm finding resist rates on everything to be so astronomically high most of my spells are useless. Last night I was just trying to get a little buffer exp after leveling and charm killing greens(technically light blue as they were giving exp). I killed around 24 green mobs(so charmed 12 of them) and was saw 3 of them break charm on the first or second tick, and 3 more break charm early. All of this was on mobs I hit with tash first. Root is similar breaking or outright resisting. The lull line is just totally useless to me, I see all resists with the occasional stick about 10% of the time.

Definitely for a druid at least you guys have sow and snare. For me charming is better than soloing with an animation but dear god resist rates are ridiculous.
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Old 08-18-2014, 10:52 AM
Estu Estu is offline
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Originally Posted by yorumi [You must be logged in to view images. Log in or Register.]
I'm not doing druid charming but I'm doing enchanter and I'm finding resist rates on everything to be so astronomically high most of my spells are useless. Last night I was just trying to get a little buffer exp after leveling and charm killing greens(technically light blue as they were giving exp). I killed around 24 green mobs(so charmed 12 of them) and was saw 3 of them break charm on the first or second tick, and 3 more break charm early. All of this was on mobs I hit with tash first. Root is similar breaking or outright resisting. The lull line is just totally useless to me, I see all resists with the occasional stick about 10% of the time.

Definitely for a druid at least you guys have sow and snare. For me charming is better than soloing with an animation but dear god resist rates are ridiculous.
I was charming blues on my 18 enchanter the other day and it was fine. You have to be able to deal with early root/charm breaks; accept them and move on. Keep your distance from the mobs so if stuff breaks early you have time to recast whatever spell needs to be recast (assuming you're outdoors). If every spell landed every time and lasted for full duration then this would be one hell of a boring game. Certainly charming on a low-level enchanter is trickier than on a druid (since druids literally never need to get hit unless they're charming indoors) but it is very doable.
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  #4  
Old 08-18-2014, 11:40 AM
yorumi yorumi is offline
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Originally Posted by Estu [You must be logged in to view images. Log in or Register.]
I was charming blues on my 18 enchanter the other day and it was fine. You have to be able to deal with early root/charm breaks; accept them and move on. Keep your distance from the mobs so if stuff breaks early you have time to recast whatever spell needs to be recast (assuming you're outdoors). If every spell landed every time and lasted for full duration then this would be one hell of a boring game. Certainly charming on a low-level enchanter is trickier than on a druid (since druids literally never need to get hit unless they're charming indoors) but it is very doable.
I don't really expect things to always land, but seriously half of the green mobs I kill broke charm early and lull spells land maybe 10% of the time? I'm 24 with 167 chr, you'd think on greens I'd just have the base 5% chance to fail at this point. It's just been a little frustrating when you feel like most of these tools exist more as a joke than something useful for overcoming the challenges in the game. Lulls never land, chanter nukes have such a ridiculous agro pull and such an astronomical resist rate I can't ever use them except for the final hit on a mob that's running.

Even in groups the only spells I ever cast on a mob are tash and slow. What's the point of all these spells when tanks can't reasonably out agro them?

edit: and sorry I'm kind of derailing the thread with my rantings at this point.
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Old 08-18-2014, 11:47 AM
Estu Estu is offline
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Originally Posted by yorumi [You must be logged in to view images. Log in or Register.]
I don't really expect things to always land, but seriously half of the green mobs I kill broke charm early and lull spells land maybe 10% of the time? I'm 24 with 167 chr, you'd think on greens I'd just have the base 5% chance to fail at this point. It's just been a little frustrating when you feel like most of these tools exist more as a joke than something useful for overcoming the challenges in the game. Lulls never land, chanter nukes have such a ridiculous agro pull and such an astronomical resist rate I can't ever use them except for the final hit on a mob that's running.

Even in groups the only spells I ever cast on a mob are tash and slow. What's the point of all these spells when tanks can't reasonably out agro them?

edit: and sorry I'm kind of derailing the thread with my rantings at this point.
Spells are an incredibly powerful part of the game and they continue to be after the recent resist changes. If literally half of your green mobs break charm early, you're very unlucky; this is not indicative of how it usually goes. Lull spells land far more than 10% of the time on blue monsters. Nukes are bad spells to use, period, except in certain situations (like finishing off a mob after your charmed pet has done most of the damage to it), because they're not mana-efficient. A lot of your spells are very situational.

If you don't like playing a spellcasting class then play a melee class. Resists are a part of playing a spellcaster and if they weren't there, they'd be even more OP than they already are.
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  #6  
Old 08-18-2014, 12:03 PM
yorumi yorumi is offline
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Originally Posted by Estu [You must be logged in to view images. Log in or Register.]
If you don't like playing a spellcasting class then play a melee class. Resists are a part of playing a spellcaster and if they weren't there, they'd be even more OP than they already are.
It's more that I'm trying to decide if I really like it. I'm experiencing astronomically high resist rates. That 90% lull resist is not a one time thing, the last time I was able to lull mobs was in crushbone at level 8 and even that was sketchy. I had to wait till level 16 before I could get charm to last long enough to be in any way useful(mostly because the higher mana bar meant breaks wern't quite as devastating). It's apparently not just me either as others have said in the thread.

Unlucky suggests it's just kind of a one time thing. But I kind of wonder just how long am I going to be unlucky? When do I start having some positive luck? When does lull start working? When do I feel like I can actually use charm in a group cause it's sticking for full duration at least 50% of the time?

I guess my main question is why does there seem to be such a huge disconnect between what people say about charm and resists, and the reality people are experiencing in game?
  #7  
Old 08-18-2014, 01:05 PM
Fiyero Fiyero is offline
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Quote:
Originally Posted by yorumi [You must be logged in to view images. Log in or Register.]
I don't really expect things to always land, but seriously half of the green mobs I kill broke charm early and lull spells land maybe 10% of the time? I'm 24 with 167 chr, you'd think on greens I'd just have the base 5% chance to fail at this point. It's just been a little frustrating when you feel like most of these tools exist more as a joke than something useful for overcoming the challenges in the game. Lulls never land, chanter nukes have such a ridiculous agro pull and such an astronomical resist rate I can't ever use them except for the final hit on a mob that's running.

Even in groups the only spells I ever cast on a mob are tash and slow. What's the point of all these spells when tanks can't reasonably out agro them?

edit: and sorry I'm kind of derailing the thread with my rantings at this point.
Not sure why you're having an issue. What mobs are you killing? My 25 enchanter has about 200 Charisma with Sympathetic Aura and charms rarely break early on blues. But charm is very random, you can have occasions where it holds forever, and other times where you get 5 immediate charm breaks in a row. Just part of the risk/challenge of using charm. Just always make sure your pet is tashed (and maloed if you're with a shaman) and have high charisma.

Chanter nukes have ridiculous aggro because they have a zero second stun built in. Never use them unless the mob is rooted, or you're going for a killing blow. They will always pull aggro off a tank.
  #8  
Old 08-18-2014, 01:18 PM
yorumi yorumi is offline
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Originally Posted by Fiyero [You must be logged in to view images. Log in or Register.]
Chanter nukes have ridiculous aggro because they have a zero second stun built in. Never use them unless the mob is rooted, or you're going for a killing blow. They will always pull aggro off a tank.
I know I never use the nukes outside of killing a mob it's just more my annoyance with it specially in groups. It's just annoying when I'm in groups, everyone has haste and breeze, mob is slowed and I'll be siting at 70-80%mana and have no other option than to twiddle my thumbs. I just hate that cause even though I know I'm contributing I don't like sitting at that much mana, but there's nothing I can do, stuns and nukes are too much agro so I just kind of have to sit there and do nothing.
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Old 08-18-2014, 04:55 PM
kaev kaev is offline
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Quote:
Originally Posted by yorumi [You must be logged in to view images. Log in or Register.]
I don't really expect things to always land, but seriously half of the green mobs I kill broke charm early and lull spells land maybe 10% of the time? I'm 24 with 167 chr, you'd think on greens I'd just have the base 5% chance to fail at this point. It's just been a little frustrating when you feel like most of these tools exist more as a joke than something useful for overcoming the challenges in the game. Lulls never land, chanter nukes have such a ridiculous agro pull and such an astronomical resist rate I can't ever use them except for the final hit on a mob that's running.

Even in groups the only spells I ever cast on a mob are tash and slow. What's the point of all these spells when tanks can't reasonably out agro them?

edit: and sorry I'm kind of derailing the thread with my rantings at this point.
Not sure how you manage lull spells landing only 10% of the time. My Paladin with 94 charisma lands Pacify ~ 50% of the time on blue-cons (noticeably better than that on low blues) with crit resist trains of doom less often than one cast in ten. Buffed to 134 charisma it actually works well enough to use in Sebilis where a crit resist means the Rogue is dragging my corpse back to be rezzed.
  #10  
Old 08-18-2014, 11:15 AM
papercolor papercolor is offline
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Taeoz, perfect example of lining out the scenarios! As an enchanter this is exactly what I do while xping and these are exactly the scenarios I run into!
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