Snares should overwrite SoW

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so that is what the scowling / indiff thing while being FDed is all about...
Anyways - FD still has some problems- like last time when I had an add, FDed, they left me alone, but a roamer came and jumped me, and while it was whacking me, the other two kept ignoring me despite my DoT still running on one of them.

Anyways- I disagree that FD being guaranteed aggro-clearing once mob is far out of sight is overpowering - it involves quite a wait AND kills your pet.
AND it is already doable - by quitting the client with /exit while FDed - which is simply more annoying.

Since it is really just a way out of hopeless situations and is well logical within the reasoning of an RPG, I think this should be implemented.

Regards,

Maliciosa
 
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.

Let pet tank...then dispell, then snare and fear.

Cancel magic - 30 mana at level 16 as a necro.

Nullify magic - 50 mana at level 39 as a necro.

TONS of aggro? Come on... snaring with a DoT on it will pull more aggro than dispelling...

As far as taking the mana you dearly need for finishing them off...I suggest you guys start fighting lower cons if it's too hard. Either that or move out farther to the south in EB so you're away from the pathing of the treant buffed mobs...

Killing off sow when snared for all the classes who get it so necros can solo easier isn't a cool idea to me really.
 
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:
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.

When mob rushes you, standing causes him to return his attention to the pet; also, oftentimes a mob will run up to you, then turn and hit your pet anyway. For some reason unknown to man, he just wants to be within arms reach, but he doesn't actually want to hit you. Hell if I know why they do that, but it makes my color-stun life a lot easier.

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I completely agree with the FD timer idea. I was reading old posts, and I believe it was said (by Wiz?) that if you remain feigned for 1 minute, aggro would be cleared. I've been meaning to empirically test this and post on the matter, as I've found it not to be the case. I figured this feature was removed, but I wanted to be sure. In the meantime, I've been using /q a lot to avoid a potential disaster.

This was finally changed on live some time ago to avoid the tedium of using /q. After staying on the ground for 2 minutes on live, you'd get a message that all your aggro was wiped. Even so, I believe 1 minute would be a good time frame, and a message would be most helpful.

Roamers are a serious pain in the ass.
 
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.
 
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.

Exactly... and furthermore:

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.

I play an SK...it's nonsense. If you want it to stick and slow down mobs that have sow, that's fine...but using it as a debuff and snare...meh. I don't think it should work that way.

You can aggro kite as well. If you have one tactic to play your class, then yeah. Maybe I will throw some suggestions your way and ruin your 4 years of vast amounts of knowledge.

Oh and my shaman slows and DoT's while his pet tanks and I don't seem to have a big problem controlling my aggro...slow...run a bit, pet takes aggro, DoT...rinse repeat as necessary...
 
Maliciosa said:
Rangers, Shadowknights, Wizards, Druids, Bards - these classes ALL have snares and use them to fight mobs.

I like snare just the way it is thanks. I wouldn't want some NPC that can cast some form of snare land it on me and it debuff my sow.
 
ThunndarrNameless said:
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.
I never had a problem with it. Sounds to me like you are just whining and want things easy.
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.

There is a difference between a challenging mob and an overbearing blue mob that is incredibly difficult to kill.
 
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.
 
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.
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'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.

"Keep on your toes" is an ambiguous cop-out.
 
Now that I see what you mean with mobs that actually cast SoW spell and not mobs that actually have a faster innate run speed (most outdoors mobs don't cast it, just their natural run speed), my opinion is just dispel :?

It's agro-free, with a decent range. :/

I have sort of tuned that for 4 years on live and for 3 days /played on wintersroar now.

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.
 
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).
 
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.
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.

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).
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.
 
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.

My best friend played a ton of live. And from listening on WR for the last year about people's achievements (believe me, you hear it alot) in live I think I have a decent idea.
 
no problem

I like the challenge of kiting mobs that can sow themselves, . . and even snare me :) a few hours of killing elephants in Sbadlands made me very aware of how to solo my class (Bard) well, and I learned a few things about the centaurs (primarily druids, I think) that were in the area.

Yes, you have to re-snare before it pops off. So it takes a little longer. Of course it's more challenging. For some reason, casters were always more challenging to me. But it isn't hugely impossible, by any stretch of the imagination. Clever manipulation of charm, mez, snare, and dots, as well as adapting to your surroundings can make for quite a fun challenge.

I would HATE for snare to overwrite SoW. Or Selos, in my case. It would be much much more annoying.
 
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