Rogue hide, Raid Mobs, and You

Brimztone

Dalayan Elder
In this thread, the high amount of raid trash/named that see through Rogue sneak/hide will be discussed.

In the raid game, the first couple tiers of raid zones are scoutable by a Rogue when he is sneak/hidden. Stormkeep, DHK, Storm's Eye(Minus the Vault), Plane of Air, Plane of Torment, Plane of Nightmare, Plane of Water, Sepulcher, and CoD are all scoutable by Rogues. This is great, gives us another utility to a raid. After this, the scouting stops.

I don't remember if the Ice Giants in Everchill see through sneak/hide and that makes MoTEC unscoutable by a Rogue if so. I know for a fact that Lower Thaz is unscoutable by a Rogue, as well as Upper Thaz. Valor B is also unscoutable.

Is there a certain reason why this scoutability stops and Rangers/Druid become the scouters with track?

I would really, really wish that less mobs saw through Rogue sneak/hide. It would also make Escape less of a hassle to use in a mid-wipe situation. Sometimes it's hard to have to run around trying to escape an AE range, as well as Aggro range before you hit Escape and have it actually work.
 
Sepulcher is designed this way on purpose because I don't want people scouting the later encounters before they've progressed to them. The zone was originally designed with impassible barriers that kept you from reaching those encounters, but I eventually removed them to make the zone a more non-linear approach rather than requiring people to clear certain named.

At that point I made stuff see rogue stealth to keep the later encounters(mostly DoTO and the ritualists) unspoiled until your raid actually got to it.
 
I see the reasoning behind that change. Thaz is not like Sepulcher is the way that you can learn a ton about the encounter by just triggering the script. Same with Valor B.

This post in some ways is a request to make upcoming content such as ToT and Inner Sanctum(Not as much as ToT) scoutable by Rogues. Possibly also making it so that Prison, Outer and Inner are scoutable by Rogues as well.

Thanks for the clarification though.
 
Most mobs may not see through hide/sneak in CoD but the entrance mob does. This means if he is up there is no way for the rogue to scout.
 
Yeah idk what your talking about. I just scouted all of CoD today with Ponden, i didnt have any problems.
 
Ponden said:
Yeah idk what your talking about. I just scouted all of CoD today with Ponden, i didnt have any problems.
Yeah stuff in Sep doesn't see hide/sneak either :what:
 
I'm doing a :psyduck: on your face buddy.

Anyway, Sepulcher mobs are *supposed* to see through sneak - at least some of them - because I didn't want DoTO being spoiled. Apparently this isn't the case(and hasn't been for a while). It's probably the same reason one of the bloodblade guys was casting invis when he was supposed to be casting something else. How that happened I don't know, but I'll change it so a handful of stuff sees sneak in Sepulcher. I won't make everything; I'm not worried about named spawn locations themselves being scouted, I just don't want heavily scripted encounters scouted by a lone rogue.
 
in ec, giants + bladewielders or whatever see sneak hide.
in prison... u cant get far at all... the first 2 mobs see you...
thaz = death to rog.
ive noticed that sultan sees sneak hide when u get close enough to him=/
considering this appears to be one of our better utilities... id have to say id like to see it be more useful....
 
While I can understand mobs with see inviz in high-end content, is our Escape skill supposed to be completely useless there ?
 
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