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  #71  
Old 07-09-2014, 06:42 AM
Bruno Bruno is offline
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Originally Posted by Scrubosaur [You must be logged in to view images. Log in or Register.]
Vexing Mordinia resisted by a green trash frog (no buffs - killed after it spawned). Can we get a patch to this ASAP ? Blowing through half a mana bar due to a lifetap dd and lifetap dot resist = no bueno. Thanks.
Same thing is happening to me as well. Green mob life tap resists as well.
  #72  
Old 07-09-2014, 04:07 PM
Potus Potus is offline
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Just had 2 more lifetap resists on lowbie blues and greens.

You need to patch the server immediately.
  #73  
Old 07-09-2014, 10:54 PM
evilkorn evilkorn is offline
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Originally Posted by BlkCamel [You must be logged in to view images. Log in or Register.]
I didn't remember Malo'd mobs not having max duration for spells like Paralyzing Earth
This. Guides about shaman root rotting tell you to debuff for full root duration. But that's mainly for exping but I doubt it should be needed for greens. Something about greens (level 34) breaking root in one tick on a level 60 doesn't feel like it should be.

[Wed Jul 09 12:42:09 2014] You begin casting Immobilize.
[Wed Jul 09 12:42:11 2014] Gornit's feet adhere to the ground.
[Wed Jul 09 12:42:17 2014] Your Immobilize spell has worn off.
  #74  
Old 07-11-2014, 04:10 PM
Deacon Deacon is offline
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My 35 bard is getting upwards of 60-70% resists on mezzes in Crushbone, before the patch this was like a 95% success rate.
  #75  
Old 07-11-2014, 05:42 PM
zanderklocke zanderklocke is offline
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Originally Posted by Deacon [You must be logged in to view images. Log in or Register.]
My 35 bard is getting upwards of 60-70% resists on mezzes in Crushbone, before the patch this was like a 95% success rate.
Are you using AoE mez? That will get less effective the higher level you get, essentially requiring the use of single target mez.
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  #76  
Old 07-11-2014, 11:37 PM
kaev kaev is offline
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As far as rooting blue-cons I have to say that the way it is now feels far more early EQ-ish than it did before. It may be a bit chancier than it was on live, but if so it's not a lot different, it really does "feel" now as it did then. During Kunark era on live I would root FM giants at the fort while soloing my paladin so I could med/heal during fights, and sometimes I'd be desperately strafing towards the OT zoneline. Soloing blues in SK on my cleric twink felt much the same the other day.

But, based on my (no doubt horribly faulty) memory, I would say that greens and very low blues seem to resist/break a bit much. As far as tweaking, to fit my recollection, I'd suggest holding at the current even-con/high-blue resist rate while adjusting to make relative level a little more significant. As I recall it, when resistable spells were important to combat resolution, fighting a high-blue with low(-ish) mana was begging for bad things to happen (unless you were a necro, damned cheatin' overpowered necros and their snare+fear overlordship, lol), and sometimes you didnt' realize that "this" mob was high blue instead of low blue until you got a few resists and noticed it hitting a bit harder and "oh shit dammit...."
  #77  
Old 07-11-2014, 11:56 PM
Alunova Alunova is offline
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I only played during classic and I don't remember root ever being reliable. I was constantly on edge for root breaks and used snares whenever possible. Played shaman/necro and never even heard of anyone being able to keep 6-8 blues rooted at once, debuffed or not.

I remember barely getting to max spell casting range before most roots broke and not using the higher level roots because they would break just as easily for more mana.
  #78  
Old 07-12-2014, 12:10 AM
Ambrotos Ambrotos is offline
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Quote:
Originally Posted by Alunova [You must be logged in to view images. Log in or Register.]
I only played during classic and I don't remember root ever being reliable. I was constantly on edge for root breaks and used snares whenever possible. Played shaman/necro and never even heard of anyone being able to keep 6-8 blues rooted at once, debuffed or not.

I remember barely getting to max spell casting range before most roots broke and not using the higher level roots because they would break just as easily for more mana.

You're right. You could keep three rooted, once you rooted the 4th one one of the others broke and the mob would walk away if it was green con. Once you killed one of the three it would come back. Why? I have no clue.

I remember this while dicking around on live on my wizard. I was medding up at gfay spires and having a newbie train me with the bandits and a orc onto me. Was very odd thing so I always remembered it. I tried it on blues in hopes of figuring out a exploit, but wouldn't work.

And root always sucked. Anyone on live who played a caster will attest to this.
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  #79  
Old 07-12-2014, 12:11 AM
Potus Potus is offline
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Root was dependent on the caster and mob's level. You could root lowbie dark blues fairly reliably with Enstill and Paralyzing Earth and trust them to last significantly longer than Root (this was based off my experience solo'ing indoors on a Necro in places like HS and Seb).

Shit that was even con and above you're right, it'd break after a handful of ticks. Just use regular root for those.

Green mobs should not be resisting roots and should have it last nearly full duration. Malo'ed mobs as well, because their MR is practically negative.
Last edited by Potus; 07-12-2014 at 01:25 AM..
  #80  
Old 07-12-2014, 12:48 AM
Scrubosaur Scrubosaur is offline
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Quote:
Originally Posted by Alunova [You must be logged in to view images. Log in or Register.]
I only played during classic and I don't remember root ever being reliable. I was constantly on edge for root breaks and used snares whenever possible. Played shaman/necro and never even heard of anyone being able to keep 6-8 blues rooted at once, debuffed or not.

I remember barely getting to max spell casting range before most roots broke and not using the higher level roots because they would break just as easily for more mana.
Correct, if you were using root it was very unreliable. Root was mostly used if you were going to DD stuff down as the mana cost was low due, cast time was fast but it had a short duration and low spell level. Once you reached the level that you could use Paralyzing Earth it was easy going for classes that could root/rot. The mana cost was high and the cast time was long but the duration was significant. Early guides mention that Paralyzing Earth had a lower resist level vs blues and usually lasted full duration. Paralyzing Earth was also a main source of CC due to the lack of people that played enchanters back in the day.
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