Forum Settings
       
Reply To Thread

Does this tactic in LDON work??Follow

#1 Feb 16 2004 at 3:20 PM Rating: Decent
*
173 posts


You are fighting a mob.. you do NOT want him to go into the next room if he runs and for whatever reason you can not stop him from running when he gets down under 20% health.. Soooo before he gets under 20% health you place all characters fighting between the door you do not want him to go thru and the mob in question.. So if he does run he will go some other way..


I tried this and though it worked, but was told today that we just got lucky. Anyone else try this with success..
#2 Feb 16 2004 at 3:45 PM Rating: Decent
****
8,619 posts
No he will path through you if thats his set route in the part of the room he is in. just root/snare or Stun him and it takes the problem away.
#3 Feb 16 2004 at 4:46 PM Rating: Decent
I think it depends. Some MOBs will run the opposite direction from you, not through you or past you...so if they do that, you can position yourself accordingly. But most MOBs have a path set. In fact, they are designed to present that challenge to us. The tornado guys in Mistmoore ldon, for example...they run at 20% and they head straight for the next room. Best bet is to learn what runs and when and have a root on them before they get to that point.

And you said you were unable to stop them. I would not even enter an LDON adv without some form of mob-stopping capability. If it is an out of mana issue, make sure that the person casting the stopping spell saves enough mana or meds for it during fight. You will leanr real quick which mobs run and which do not.
#4 Feb 16 2004 at 4:56 PM Rating: Decent
*
75 posts
just for your information in bb anything that is alive (meaning not undead) will run. so make a hot button saying

This is a live one we got here dont for get to snare at 30% please thank you. or something. problom solved
#5 Feb 16 2004 at 8:30 PM Rating: Decent
*
173 posts


Well we do TRY and stop them but some times they resist, or the snarer gets sloppy, or whatever.. I was just curious if my tactic would solve those few cases where the best laid scheams of mice and men go aft aglee..

Thanks for input...
#6 Feb 16 2004 at 8:55 PM Rating: Decent
**
497 posts
Blocking the route for a mob will not really stop it. Best it would do is slow it down temporarily as it paths against you, but Sony's got safeguards to prevent exploits using this tactic, so the mob will warp past you given enough time. It may give you a few seconds, but it's not worth relying on, because it will probably fail more than it works.
#7 Feb 17 2004 at 3:06 AM Rating: Decent
****
8,619 posts
Quote:
Blocking the route for a mob will not really stop it. Best it would do is slow it down temporarily as it paths against you, but Sony's got safeguards to prevent exploits using this tactic,


really annoys me how good tactics are considered an exploit what Thurvok brought up should work on mobs under a certain size if the party work together, but i always position my self facing the door <since at high end the good players will face me on the other side of the mob to avoid reposte> and mobs just faze right through everyone if thats the way the pathing takes them.
#8 Feb 17 2004 at 7:44 AM Rating: Decent
****
5,372 posts
Quote:
really annoys me how good tactics are considered an exploit what Thurvok brought up should work on mobs under a certain size if the party work together


The reason is it would trivialise many encounters if you could "trap" a mob with player bodies.
#9 Feb 17 2004 at 8:32 AM Rating: Decent
****
8,619 posts
I am not talking about raid encounters since most of them are Huge dragons , giants , gods , machines etc and it makes sence that they should be able to push through you. I am talking about LDoN trash, why should a skinny elf be able to faze through a Troll who is actively trying to prevent him doing so.
#10 Feb 17 2004 at 8:38 AM Rating: Good
**
320 posts
Two alternatives:

1. pull mobs back far enough that when they run your party can still finish them off before they reach a mob filled room. This requires your party to be prepared to stay close and follow the mob when it gets low on health, of course. Nuking, stunning (slamming/bashing), all helps a bit if your party has no root or snare.

2. mobs in LDoN do not run unless they are the last mob your group has aggroed. Thus, if you have the means to offtank one or keep it busy, you can make sure you have two mobs in the camp. Pulling one before the next is about to run helps if you want to reduce damage but still probably means extra healing.
#11 Feb 17 2004 at 9:11 AM Rating: Decent
When the mob hits about 30% I cast some form of slow on them, that way if the snare fails they are not getting away fast.
#12 Feb 17 2004 at 9:30 AM Rating: Decent
I am usually in this situation.

My common group: Me with 61 Mage (with epic) and 58 Cleric, Friend with 63 Pally and 61 Enchanter (4 toons total).

We pull back as far as is safe. Pally single pulls as best he can by using lull (does not work on MOB > 55). We have high enough DPS that the MOB usually drops in the large room we fight in or in next room. Mage often needs to drop a non-bolt nuke at 22 to 20% if there is a chance the MOB will wander into uncleared rooms. Nuke will hit even if LOS is lost.

One problem we encounter is MOB with SoW. Mage keeps annul magic up. If the incoming MOB is fast, Mage drop two annuls on it to strip off the SoW. I learned from experience that one is sometimes not enough. So far the Chanter has not complained about getting his slow stripped.

The NappyOne
#13 Feb 17 2004 at 9:34 AM Rating: Default
stun root/snare or nuke it before it gets away.
#14 Feb 17 2004 at 2:19 PM Rating: Decent
Patrician wrote:
Quote:
really annoys me how good tactics are considered an exploit what Thurvok brought up should work on mobs under a certain size if the party work together


The reason is it would trivialise many encounters if you could "trap" a mob with player bodies.


Agreed - and further you could *really* powerlevel casters or archers by just putting them behind (non-grouped) higher level melee people. If you could fully shield them, it would be zero risk which is (ostensively) one thing we are trying to avoid.

I agree it is not realistic, but I think it adds some excitement and uncertainty, and it gives snareing classes added utility.

It could be interesting to have LDoN like zones where such blocking was allowed. Obviously, we'd form protective shells around casters or fight in doorways or something so mobs couldn't get to the healer/nuker/slower - it reminds me of old school pen and paper D&D. Of course, it probably would be difficult to code just right - and it would give large races huge advantages as well as the "grow" line of spells - but it would be fun to try out.
#15 Feb 17 2004 at 6:40 PM Rating: Good
Encyclopedia
******
35,568 posts
There are literally a ton of issues to deal with in a computer game if you want to introduce stuff like blocking spaces, zones of control, and such. In the past, I've written some pretty long-winded (even for me!) posts about what would be required coding-wise to do this sort of thing.

Um... It's a real mess, and would require a complete change to the NPC AI system (and lots of combat stuff as well). It's doable with todays computers, but not really something that could ever be added into EQ. There are too many very basic game mechanics that rely on the mobs working a particular way for it to be possible.

Maybe in EQ2...?
____________________________
King Nobby wrote:
More words please
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 80 All times are in CST
Anonymous Guests (80)