Snares should overwrite SoW

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i'll second that!

It's just damn sucky when you snare a mob and after snear wears off and fear is still on, it runs off at SoW speed never to be seen again - or to return at the worst possible moment unless you relog.

As long as we are on the topic - _please_ introduce an aggro-clear timer after a certain timespan of being FDed - it is simply not feasible for a mob that thinks you are dead to come running across half the zone for you the moment you get up after a minutes-long FD (unless you still got DoTs on it, that is)

Regards,

Maliciosa
 
The spell is a snare spell, not a debuff. I think the only reason this is being brought up is because people don't like mobs that can move. Outdoor zones, in all the safety they are atm, should not be made easier. Just my opinion =o
 
Raherin said:
The spell is a snare spell, not a debuff. I think the only reason this is being brought up is because people don't like mobs that can move. Outdoor zones, in all the safety they are atm, should not be made easier. Just my opinion =o
Snare is completely useless on a sowed mob. A snared and sowed mob seems to run only marginally slower than a un-sowed PC(read: makes kiting classes useless), and if snare breaks, one of two things will happen. If you aren't fear-kiting which is almost impossible anyway because of how fast a mob capable of casting sow will own you, he will run up to you with near blinding speed and obliterate what little health you have left(because of the improportionally high level dot he has on you plus the two nukes that you didn't even partially resist). If you ARE fear-kiting, he's gone and there's no way you will ever see him again(except for 5 minutes from now when he comes back from nowhere with two red mobs of a different species that are for some reason social to him).

Outdoor zones are NOT safe for soloers. It maybe be ok for a group of 6 running through to get aggro from one mob and then catch a wanderer 15 seconds later, but for a soloer taking xp efficient mobs, that wanderer means feign death or die for real. Add sowed mobs in to that equation and now you have mobs that are too far apart to be hunted by a group and too ridiculously fast to be hunted by soloers.
 
Out door zones not safe? You have alot of space in outdoors making it pretty safe. I leveled most of my levels on 4 different characters to level 65 mostly in outdoor zones. You can out run SoWed mobs (especially if you have SoW), and you can zone to safely much easier than in an indoor zone. Believe it or not, you can outrun SoWed mobs without SoW (striffing to the side while running) on yourself. Also, most of the fast outdoor mobs don't cast SoW, that speed is their natural speed, not SoW. So even if snare did overwrite SoW, the mob would still be fast.

For PVP I don't think Snare should have a dispel SoW effect since Dispel in dueling isn't possible, with the exception of bards dispel song (Is that a bug?).
 
Are you talking about WR? I can only assume you think this is EQLive or you've never tried soloing in an outdoors zone if you think outdoor zones are somehow a safe-haven for soloers. Kiting requires constant vigilance. I'm always swinging my character's view 360 degrees watching for other wanderers or adds. Take a level 30 character into a zone appropriate for his/her level, snare a shaman/druid mob, then fear it a few times until your snare breaks. Try to get any spells off on it. Try to chase it down with your 1337 strafing technique. Better yet, do it in East Badlands, a perfect example of a safe outdoor zone!
 
Devook said:
Are you talking about WR? I can only assume you think this is EQLive or you've never tried soloing in an outdoors zone if you think outdoor zones are somehow a safe-haven for soloers. Kiting requires constant vigilance. I'm always swinging my character's view 360 degrees watching for other wanderers or adds. Take a level 30 character into a zone appropriate for his/her level, snare a shaman/druid mob, then fear it a few times until your snare breaks. Try to get any spells off on it. Try to chase it down with your 1337 strafing technique. Better yet, do it in East Badlands, a perfect example of a safe outdoor zone!

First off, yes, I'm talking about WR. I never played live. Second off, I'm not lying. Third off, I leveled my shaman kiting in out doors zones. Fourth off, I'm currently leveling a newb 40 necro kiting in outdoors. I haven't had any insane problems either. It's not a "safe haven", it's alot easier to zone/train than an indoors zone. I admit there are a few mobs that run a tad to fast, so, do I dare say: I don't fight them. :)
 
Raherin said:
I don't fight them. :)
Exactly. Why don't you fight them? Because they run too fast. The mobs become almost un-beatable and too difficult for the level they are expected to be beaten at.
 
Not unbeatable, just too annoying to deal with until a couple more levels. And it's only a few mobs, out of a whole zone of other fine things to kill.
 
Raherin said:
too annoying to deal with
How many times do I have to reiterate this? The whole point is that nobody wants to deal with them, so there is no reason for them to be there unless they are slowed down.
 
And, since there is only a few of the mobs like that, who cares? Just do the faster mobs in a couple levels? If they are light blue, they are still decent solo XP. And if they are still dark blue, ggg.
 
Well, even if your right. Completely avoiding the mobs isn't that bad. There are raid zones, where they try to completely avoid some mobs in it, because they are too annoying and difficult for the work. Same with some high end XP groups, and even regular XP groups.

I can't think of any outdoors zone that has all it's mobs run speed fired up that badly. Most have a mix of decent speeds.

Missed the point or not. I've leveled using kiting techniques and snaring, and fearing and wasn't put in a position where is was too difficult, especuially if I waited till I was proper level for the faster ones.
 
Here's a crazy idea...pull with dispel then snare.

You might have to dispel a couple times to take the buffs away...

Snare shouldn't overwrite sow. I always thought that was lame on live.
 
luciferblack said:
Here's a crazy idea...pull with dispel then snare.

You might have to dispel a couple times to take the buffs away...

Snare shouldn't overwrite sow. I always thought that was lame on live.

/agree

Nothing more annoying than having to re-sow after getting snared. Also, as I havent run into this yet - but does slow overwrite haste? hopefully not as well.
 
the scenario Devook pictures is very familiar to me, sadly.
It is true - snared mobs do run far too fast if they are SoWed - if you get a fear off on them, then you can get 1 short casting spell off on them IF YOU ARE LUCKY - before they are out of casting range.

Dispelling them prior to the fight is possible, but not an option when it gets you tons of aggro and takes the mana you need dearly for finishing them off.

And you can _not_ outrun SoWed mobs with strafing when you don't have SoW yourself. I have a hard time outrunning snared mobs by using strafing, in order to get some headstart on them and sit down to med a little for that next dot or nuke - or just to refresh snare in time.

Snare should definitely cancel SoW - or at least for the duration of the snare, the SoW effect shouldnt be there.

And not hunting those mobs isn't an option when you need them for a quest (corrupted centaurs in badlands).

Regards,

Maliciosa
 
FD can clear aggro, but making it clear aggro every time would make it far too powerful imo. Speaking as someone who has leveled a monk(and my experience with checking if FD cleared aggro), simply con the mob while FD. If it cons indifferent, you've cleared your aggro. If it cons threateningly/scowl then you haven't cleared your aggro and will need to FD again.
 
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