Lull, harmony, soothe, et al

Aneas

Dalayan Beginner
I've several times now tried using both Lull and Soothe as an enchanter and harmony as a druid with negative results every time. Everyone who responded to my question in-game has indicated that these spells do, in fact, work. So that leaves me with two questions:

1. Are they very much less effective at low levels? Both my enchanter and druid are still below level 10.
2. Do they work differently than they did in Live? I still cast them (sometimes multiple times) on both mobs in a pair and then try to draw aggro from the one closest to me either by proximity or ranged attack (spells).

I never had this problem in Live, so I'd just like to understand how it works here.
 
I always cast it twice, because while it does give a resist message (and you get aggro on the cast) there's no "unsuccesful" message. I figured that out of the two casts chances are one will be successful.
You don't need to lull both mobs, just the one you are not pulling. I was also told it's best to use non-damage spells to pull afterwards, not sure why.

Both Harmony and Soothe seem to work fine for me, at least at lower levels.
 
Thanks for the link, Jayelle. I was aware that you don't want to pull over the top of lulled mobs, but even avoiding that, I've still had zero luck with it. Perhaps it *is* merely the fact that the aggro radius reduction is significantly less than on Live. For example, I am unable to split the two gnolls guarding the entrance to Blackburrow in Centaur Hills, though I'm sure it would have been a piece of cake on Live.

Perhaps I just need to find groups of mobs that aren't so closely bunched and try it again.
 
Sanyia said:
I always cast it twice, because while it does give a resist message (and you get aggro on the cast) there's no "unsuccesful" message. I figured that out of the two casts chances are one will be successful.
You don;lt need to lull both mobs, just the one you are not pulling. I was also told it's best to use non-damage spells to pull afterwards, not sure why.

Both Harmony and Soothe seem to work fine for me, at least at lower levels.
I've gone so far as casting it three times with no luck. Out of curiousity, have you been able to split the two gnolls guarding Blackburrow on the CH side as a low level?
 
"Zodium made a fun little diagram that helped me understand it a little better. Here is the link to the previously discussed topic: "How does the Druid spell Harmony Work?"


Umm Zodium ?

As i was trilled cause GM staff has great sense of humor i clicked on the link and wanted to get a nice laugh

But then i just see Homogens and yallas anserws =/

JayelleNephilim YOUO RUINED MY FUN !


So i wanted to se a awsome fun pic on that and noo it isnt there /cry
 
Latten said:
"Zodium made a fun little diagram that helped me understand it a little better. Here is the link to the previously discussed topic: "How does the Druid spell Harmony Work?"


Umm Zodium ?

As i was trilled cause GM staff has great sense of humor i clicked on the link and wanted to get a nice laugh

But then i just see Homogens and yallas anserws =/

JayelleNephilim YOUO RUINED MY FUN !


So i wanted to se a awsome fun pic on that and noo it isnt there /cry


wooops! :X SORRY!
 
Aneas said:
Perhaps it *is* merely the fact that the aggro radius reduction is significantly less than on Live. For example, I am unable to split the two gnolls guarding the entrance to Blackburrow in Centaur Hills, though I'm sure it would have been a piece of cake on Live.

You've hit the nail on the head, Aneas. Harmony works exactly as it did on Live, but has a much smaller effect. The mobs must be significantly farther apart to begin with in order for Harmony to be effective.
 
for what ever reason, ive found it works better the higher level you go, my enchanter can reasonalby lull things at lvl 14 that are somewhat close together and my druid at lvl 30 has very little problems.

Dont rely on harmony's radius anyways, since harmony of nature is single target.
 
Your level relative to the mob's affects aggro radius (for instance, in MielechC on the way to the crypt there is a pull that gets 3 no matter what if you're 64 or below, but only 2 if you're 65 and pull from the right angle).

Beyond that, it's all a matter of getting used to the amount of radius reduction from the spells. The higher level spells have a greater effect, though even the top ones are still far weaker than live. As they should be. Being able to split two mobs that were 5 feet apart (the high guardians in PoJ, for instance) was pretty retarded.

I didn't find the paladin line to be all that useful at very low levels, but by the time I got to around 20 and moved to First Ruins it became a permanent fixture on my spell bar until 65, when I decided crowd control is for sissies and that training your group is far more fun.
 
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