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#51
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Hmm...I suppose I never really thought about this mechanic though; targeted DoTs increase in damage if mob is fleeing. Why wouldn't PBAOE songs work the same way?
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Previous Guilds: The A-Team <- Rapture <- Flawless Victory
Zanderr Locke - 60 Punk Rock Bard | Minnesota Nice - Monk | Squaresoft Chocobo - Shaman | Bowbafett | Supermetroid | Weaponx Power Leveling Service | OT Hammers | Quillmane Quide | ||||
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#52
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Kind of sounds like the bards are doing you a favor because most of the places you are trying to group have terrible ZEM modifiers.
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#53
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#54
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I am a little disturbed by people thinking some kind of nerf is the answer to this problem. The answer is for those Bards to stop being bogarts.
I would also like to point out, not that it's going to help much, that people are using the wrong terminology to describe this solo technique. "Swarm Kiting" is actually a method that uses a large group of "social" mobs by proximity aggro, then charming one to attack the others. The "swarm" beats the pet down very quickly. When the pet is almost dead, charm is broken, and the former pet "chanted" down to finish it off. The Bard gets the full xp for the mob. Rinse repeat until the "swarm" is dead. What people are describing here is simply "AE Kiting." As others have noted, AE kiting has been around since the game began. The places where this can be done are limited. I agree that it is especially annoying when a Bard bogarts in newbie zones, making it difficult or impossible for newbie groups to xp. At higher levels, I'm less sympathetic to non-bard players who can't simply find somewhere else to go. | ||
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#55
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I've tried swarm kiting on this server and social mobs don't properly assist onto your charmed pet. The only time they do is when your pet goes under 20% and gets low HP aggro.
The only reason they wouldn't assist in classic is if you previously charmed the mob (1 charm was sufficient aggro for them to ignore your new pet and chase you) or if you had DoT'd them once or twice. To Zander, sort of. But the DoTs don't increase, they instead decrease. If a mob is moving it take 66% of the total damage from a DoT. Meaning your Chords and Denons are doing 33% more damage than they should be doing. Since they don't currently differentiate between a fleeing/stationary or a mobile mob. That being said, it is *possible* they were special and didn't decrease at all while moving (everything else about bards is broken anyways). But that would be impossible to prove because as I stated before, no one saw DoT damage until LoY.
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#56
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I'm guessing this isn't how it worked in classic?
__________________
Previous Guilds: The A-Team <- Rapture <- Flawless Victory
Zanderr Locke - 60 Punk Rock Bard | Minnesota Nice - Monk | Squaresoft Chocobo - Shaman | Bowbafett | Supermetroid | Weaponx Power Leveling Service | OT Hammers | Quillmane Quide | |||
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#57
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#58
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Possibly the mobs consider a charmed mob, freshly spawned? And they won't proxy aggro it for 3 seconds. Or it's something else entirely. But yea, it didn't require a second loop around during classic. It would immediately swap over to your mob the second your pet hit any social mob in your pack.
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#59
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I used to Bard AoE in Halls of Honour and Fungus Grove, alot, so i was following those changes at that time, even tho i have never tried to do it here. | |||
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#60
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All DoTs decrease by 33% when a mob is mobile. Fleeing/stationary mobs take full damage.
That was removed before PoP. But it was from classic until it was removed. I'm saying bard AE songs shouldn't be special and avoid that 33% cut in efficiency when the mob is moving. AE songs not doing damage on a moving mob was something else entirely (that was LoY)
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