#51
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#53
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That is for sure wrong. They know they are there and agro transfers. I wonder how I'm going to prove that they shouldn't run until the last one standing tho.... | |||
#54
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not only do mobs run away while others are mezzed, but in a pack of mobs all being tanked, they will run away when at 20%. It's a rampant problem across the board.
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#55
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pretty sure metallikus is right
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#56
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I've yet to encounter a single runner moving at sow/selo speed except in cases where the mob is sow'ed. The volume of complaints suggest that it may happen on occasion as some sort of glitch, but doesn't appear common. --------------------------- A mob being healed above its flee threshold will continue fleeing at a significant rate of speed for a long time. This is easily reproduced. Danth | |||
#57
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As I recall, in live you actually didn't even to have the other targets engaged. I would finesse positioning with my monk by fighting near another mob, just out of LoS around a corner. The target you were fighting would not run, even though his "ally" was not engaged. This functioned much the same way, although with considerably less range, that healing mobs assist heal/buff others through walls. | |||
#58
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Run speed is still a bit crazy, but is mitigated by the pause when a mob turns. I can solo again with my monk; still, it does get dicey.
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