Maliciosa said: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.
Maliciosa said:plus aggro programming is very unstable on WR - at least in the low end game. You will eventually get aggro from a single spell, then mob bounces between pet and you for no apparent reasons.
dbum said:Who says that you have to fear the mob?
Aggro Kiting over Fear Kiting alone will save you the mana from having to dispel them (and you may have to fear more than once). I can understand that casting mobs can be annoying to kite but there are ways to cope with whatever the mob throws at you if they land a spell - you just have to be on your toes and be prepared to respond.
Maliciosa said:lucifer please don't try to tell me how to play a necro - I have sort of tuned that for 4 years on live and for 3 days /played on wintersroar now.
A necro pet is far too weak to tank a mob until you have 3-4 spells in on the mob, plus aggro programming is very unstable on WR - at least in the low end game. You will eventually get aggro from a single spell, then mob bounces between pet and you for no apparent reasons.
Also, you seem to be under the impression this is a change that would only benefit necros - that's utter nonsense:
Rangers, Shadowknights, Wizards, Druids, Bards - these classes ALL have snares and use them to fight mobs.
Maliciosa said:Rangers, Shadowknights, Wizards, Druids, Bards - these classes ALL have snares and use them to fight mobs.
I never had a problem with it. Sounds to me like you are just whining and want things easy.Devook said:Raise your hand if you think aggro kiting a mob capable of sowing itself is a good idea. Please refer to this thread.
LOL... I do NOT want things easy. I love the challenge of EverQuest. If I wanted an easy game I would still be playing WoW where everything was spoon-fed to me. Yesterday I was soloing undeads all of which were red to me, not because they yielded better xp than killing 2 blues a minute but because they were harder to take and required precise technique.ThunndarrNameless said:I never had a problem with it. Sounds to me like you are just whining and want things easy.Devook said:Raise your hand if you think aggro kiting a mob capable of sowing itself is a good idea. Please refer to this thread.
dbum said:I can understand that casting mobs can be annoying to kite but there are ways to cope with whatever the mob throws at you if they land a spell - you just have to be on your toes and be prepared to respond.
dbum said:dbum said:I can understand that casting mobs can be annoying to kite but there are ways to cope with whatever the mob throws at you if they land a spell - you just have to be on your toes and be prepared to respond.
I quote myself. It is very possible to do. Pull with a dispell (and repeat if needed) and then snare'm. You can always alter this slightly and send in your pet if you have one and then dispel once your pet is engaged - pet will likely hold aggro through one spell (if nothing else - buys the time to land at least one dispell).
If you don't dispell the sow, then you just have to be on your toes and get re-snare in before it wears off.
I'm using my personal experience, but the concept applies to similar classes. A necro does not have the time, hp, or mana to dispell -> fd -> heal pet -> dispell -> fd -> heal pet -> snare -> get resisted -> heal pet -> snare -> fear all because snaring without a dispell is useless. Similarly, it is not feasible to suggest that a necro aggro kite a caster. They cast faster than PCs and use spells above their current level and will burn you down in a matter of seconds.maliciosa said:A necro pet is far too weak to tank a mob until you have 3-4 spells in on the mob, plus aggro programming is very unstable on WR - at least in the low end game.
I have sort of tuned that for 4 years on live and for 3 days /played on wintersroar now.
This from someone who has never played on live so would have no idea how much one's playtime on live affects one's experience in WR.Raherin said:Your playing on live matters nothing on WR. The necro class has been changed hugely in their "balance" issues. Chances are your live experience is only going to lead you thinking you are expert in your class regardless of your new environement change.
Still a cop-out. When your snare lasts a minute and a half and it takes about 15 seconds to catch up to a mob and cast a spell, after fear you get about 3-4 spell attempts before you have to recast snare. To be safe you should use up one of your previous spell opportunities to cast it about 30 seconds early in case it resists and you have to catch up again and cast. That means snare -> fear -> catch up -> dot 1 -> catch up -> dot 2(or dot 1 if resisted) -> catch up -> recast snare -> start over or if resisted -> catch up -> try snare again -> start back at fear. All "keeping on your toes" does is make you burn down all your mana to make sure that your mob doesn't disappear, but you spend so much mana snaring early that the mob is no longer worth fighting.dbum said:FYI - keep on your toes referred to re-snaring the mob before it wore off - which is why that last sentence was separated from everything else (to maintain context).
Devook said:This from someone who has never played on live so would have no idea how much one's playtime on live affects one's experience in WR.
Devook said:I love the challenge of EverQuest.