Mob Special Attacks

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rmm10
Posts: 357

Mob Special Attacks

Post#1 » Thu Jan 07, 2021 7:29 am

During a recent problem with a boss fight, I had to look at some things on my sk toon...MQ2 settings, equipment, etc. and it made me realize that I had forgotten the details of the "standard" special attacks that Everquest mobs can do. So here are the ones that I have remembered, and what they do according to what various EQ sites say. Note: Most of this info is from posts that refer to Live EQ, not emu. And so some of these details may be different than what Lillu and the devs have done here in THF.

ENRAGE: Mob reflects all (or most?) front arc melee attacks back onto you. This includes AA and Combat Ability stuff like kick, flying kick, etc. Not sure if this includes backstab. Its like Riposte for toons. Note that its not the DAMAGE that is reflected, its the attack. So, for example, if a mob goes into Enrage for 10 seconds and during those 10 seconds my monk does a regular primary weapon attack, a flying kick and a secondary weapon attack then the mob will a) get zero damage from those attacks and b) do three extra of his normal attacks on me in addition to the regular number of attacks he is doing. My mage toon sees this a lot on his donor pet cause donors do a LOT of Flurries. Ranger arrows don't count as they are a ranged attack, not a melee.

INFURIATE: I have no info on this. My MQ2melee lists this as something that a toon may want to pause combat from, but other than that, I have no idea what it is or even if it exists in mobs in THF.

RAMPAGE: this is a special attack with several of its own rules.
- its one extra attack that does damage like a normal primary attack, but is never against the toon its
presently attacking (which is normally your tank).
- a Rampage mob has a secondary Hate list that is ordered strictly by the order in which toons have gained
aggro and NOT by the AMOUNT of aggro. The toon that will be Rampaged will be the first toon OTHER
THAN the tank that aggroed the mob. I will give an example later on.
- Rampage attacks only one toon at a time. Its Wild Rampage that can attack multiple toons.
- Rampage has its own range, does not care about mob facing and does not care about Line of Sight. It can
be set to smack your mage who is behind the mob, half a zone away and hiding behind a rock.
- its a proc that works off of the mob's normal attacks and so, according to an online posting, your tank's
Dexterity can lessen the number of Rampages because a higher Dexterity can lessen the number of procs
from a mob.
- Rampage attacks are treated by the attacked toon as a normal attack and so can be blocked, parried,
etc. I don't know if a long range Rampage can be Riposted and if so, will the Riposte hit the mob.
- Example: My bard pulls a mob with aggro, then my sk attacks and then my rogue attacks. My sk will gain
primary Hate because of all his hate inducing abilities and so be #1 on the mob's primary Hate list
followed by the rogue at #2 (because he does a lot more damage than the bard) and then the bard will be
#3. But on the SECONDARY Hate list, it will still be bard, sk, rogue. And the secondary hate list will
continue to be in that order regardless of how much the primary hate list switches things around. The
only thing that (might?) can change that order is a toon hitting the mob with a memwipe-type spell, in
which case that toon disappears from both primary and secondary Hate lists.
- a strategy against powerful Rampage-type mobs that is mentioned online, is to purposely have the second
aggroing toon be an off tank.
- the reason why it may seem that a Rampage-type mob has a grudge against your healer might be because
your tank pulled the mob, then your healer cast a heal before the rest of the toons started dpsing. Since
this put your healer as #2 on the secondary list, and since your tank is ignored, that puts the healer in line
for all the Rampage attacks.

WILD RAMPAGE - apparently, this is multi toon version of Rampage but I don't know the details. I don't know if it
automatically includes (and so hits) every toon within the range, or if its limited to a certain
number of toons.

FlURRY- an extra attack per attack round. Only affects the toon being attacked (i.e. the toon at the top of the Hate
list).

SUMMON - I don't know if you can consider this an attack, per se. But its the thing that warps you right back to the
mob when you are trying to run away cause you realized that you bit off more than you can chew. 8-)


If anyone has anything to add, or has a correction then please feel free to post...especially if you are Lillu, or a dev, or an ex-dev and want to enlighten the players as to how these special abilities work here on THF. 8-)

User avatar
joffy
Posts: 31

Re: Mob Special Attacks

Post#2 » Fri Jan 08, 2021 1:13 am

Possom knows better, but I believe he told me a mob (that can summon) won't summon you if you haven't damaged it. So when pulling you can aggro a mob, but if you hurt it... you aren't going far. =D Someone correct me on this if I got it wrong.
*Annoying math question*... "I just hit stuff and it dies, or I die. Whichever" -- Mystickitty

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