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Necro "Darkness" line spells

Posted: Fri Apr 09, 2010 10:43 am
by Valsavis
I've noticed when attempting to FD split clusters using snare that it doesn't behave anything like I'm used to. I'm new to EQEmu and not sure if this is an intentional change or not. First of all the snare REALLY slows down the mob. While this isn't such a bad thing at times, when trying to split it is nice to get them a little further away from the spawn point. Another thing is after the FD is cast the snared mob paths aways with the others instead of "freezing" in place like a snared mob typically would if it were trying to runaway while snared. Once again wasn't sure if these were intentional changes or just rotten luck for the necros hehe, thx in advance on any feedback :mrgreen:

Re: Necro "Darkness" line spells

Posted: Fri Apr 09, 2010 10:45 am
by Tyler
Best to post general issues like this at the eqemulator.org forum where all the devs sit. We use the code they supply (beside some changes here and there) but this is nothing that we can change really.

Re: Necro "Darkness" line spells

Posted: Fri Apr 09, 2010 1:21 pm
by Nagash
I'm not an expert at FD pulling as I tend to go the rough way and pull and handle the lot of mobs I'm facing or use my cleric bot to pacify anything that would be real trouble but I will experiment a bit this week end and see if I can give any usefull hint or feedback on that.

Lich Nagash

Re: Necro "Darkness" line spells

Posted: Fri Apr 09, 2010 4:05 pm
by ChaosSlayer
technically, the mob not returning to spawn point after snare - was an exploit from LIVE, which Emu devs successfully FIXED :mrgreen:

Re: Necro "Darkness" line spells

Posted: Fri Apr 09, 2010 4:51 pm
by Nagash
I wasn't aware of that. Oh well for FD pulling:
- Cat a dot, a DD, a debuff or even just a frigging stone to a mob of the pack
- Pack runs at you
- Root one (if you used a DoT, root the DoT'd one)
- FD
- All the mobs run back to their spawn point except the rooted one
- Stand up, kill the rooted one, rinse and repeat
That can probably work too. You are more exposed to getting hit (so /pet hold might be a must have but who cares, it is a must have anyway :)) but as long as you survive the hits, recovering your HP shouldn't be a problem (well, if it is, you have more concerns with your necro than just managing to succesfully FD pull something).

I'll try to test the 2 FD pulling version over the week-end though.

Lich Nagash

Re: Necro "Darkness" line spells

Posted: Fri Apr 09, 2010 4:54 pm
by ChaosSlayer
For general solo help: up to level 60, you can use Screaming Terror mez on most mobs, and past that there is undead mez that works on mobs up to level 70.

And, you guys tried using the Touch of Saryrn line yet?

Re: Necro "Darkness" line spells

Posted: Fri Apr 09, 2010 5:00 pm
by Nagash
I'm at work so not sure I remember properly but isn't that the undead calm line? If it is, it only works on undead so as very limited use (although it works well). But as I said, I usually run with Lebarbu my cleric slave so I ever pull line an AEing berserk (not the class but the madness) or pacify what I have to.

Lich Nagash

Re: Necro "Darkness" line spells

Posted: Fri Apr 09, 2010 5:06 pm
by ChaosSlayer
Touch of Saryrn is a reverse damage shield debuff, which causes everyone who hits the target to drain life out of it. Its similar to Clerics Mark of Karn, but more powerful

Re: Necro "Darkness" line spells

Posted: Mon Apr 12, 2010 11:41 am
by Valsavis
I dunno if I'd really call the effect on Live an exploit.... snare always stopped mobs that were moving at a walking speed vs a run speed. Like when mobs would try to flee at low hps on a snare they were already moving at walk speed but the snare brings their movement speed down to 0. Rooting can work, but as you said it leaves you a bit more open to attack. Really the only time I'd like to use it is when i wanna pull trash off around a named before I try it. I run with a beastlord bot for additonal dps but I might change to a cleric or chanty for the crowd control options now that you mention it. Thanks everyone for the feedback. :D

Re: Necro "Darkness" line spells

Posted: Wed May 12, 2010 5:03 pm
by Valsavis
Bumping this for Tyler.... still think it stems from coding on how mosters run away. Or with percentages they use to figure snares(snare on this server slow mobs ALOT more than on live).

But I still don't see how this was an exploit, it's alot like how monks split stuff(though i think they still have the advantage with paci abilities etc)