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Pacify stealth nerfed??Follow

#1 Feb 21 2004 at 12:41 AM Rating: Decent
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I'm an Enchanter(mostly) and LOVE LDoN. I'm normally a room ahead of my group pacifying the critters for easier pulls. I took a little time off from playing (month or two) and did some adventures recently and pacify really isn't near as good as it was. Either the duration is shorter than it was or it now randomly drops like root but without warning!

It's definately made me a little less effective, but my other spells compensate enough to have not gotten anyone killed.

Anyone know off-hand? Any info would be great, also if Wake of Tranquility(and even Pacification) was hit by this too would be good to know as well.

I do know SOMETHING has been changed with Pacify, just not 100% sure what it is. Someone said the duration was shortened in an attempt to make monks seem more needed. FD pulling isn't effective in LDoN though so that would bite the big one if that's the reason behind it.

Thanks in advance for any helpful info!
#2 Feb 21 2004 at 12:58 AM Rating: Decent
Yes, pacify lasts something like 42 seconds on virtually any mob these days. I believe it applies to all variants.
At least that's my understanding without hard data.

All I know is, You sure can't pacify a whole room and single-pull from it for the next 5 minutes like the good ole days.
#3 Feb 21 2004 at 4:36 AM Rating: Decent
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Pacify pulling has changed since they made it 42 secs duration but it still works it just takes more skill and in the case of a chanter pac and tank pulling a little more teamwork.

You no longer have the luxuary of pac the entire room and pulling them off one at a time, you now have to chose the mob you want and pac those in aggro range. It makes it kinda fun IMHO.

If you have a tank pulling after chanter pac he has to be Jonny on the ball and when you say 'Assist and pull %t' he needs to do it NOW not in 10 seconds. I like to have the tank stood with me when i Pac like this then he can see which i am pac'in and which i have left for him.

I also try to pull the same way in each room <Right to left/ front to back> so the tank can anticipate which to pull.
#4 Feb 21 2004 at 9:07 AM Rating: Decent
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Good to know but I hate the change. :P I got the hang of it quick enough but they wanted to pacify past mobs to get to a named in LDoN. There were about 8 mobs in one room and that's just too many for this to work the way it did. Critters kept waking up and we had to pull back to a safe room as I kept all the mobs that aggro'd mezzed. I think I had 4 mezzed while they fought a fifth. I loved it in that they see what a difference an Enchanter makes at keeping a group alive in a tightly packed dungeon, but we just can't slip though rooms like we used to. :P


Thanks for the input, did they say WHY they changed it? Wouldn't be surprised if LDoN was the reason itself. Probabaly made skipping parts of the dungeon too easy. I can still see doing it, but now we'll need to AoE mez and keep mind-wipe spells handy. Mez a room and toss like 2 different wipes handy. Maybe pacifying one in an out of the way corner while you do this to his buddies.

Editting to add this question too....

Was this announced or did we have to find out the hard way? I'm pretty sure I read all the patch messages completely so not sure how I missed this....

Thanks again.

Edited, Sat Feb 21 09:09:44 2004 by KerikDaven
#5 Feb 21 2004 at 9:47 AM Rating: Decent
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Pacify has not been nerfed. Pacify was broken for a very long time and SOE has just gotten around to fixing it. Pacify was only suppose to last 42 sec. Now SOE fixed it.

And yes it takes more skill to paci/pull then it has in the past.
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#6 Feb 21 2004 at 10:59 AM Rating: Decent
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Good thread on pacify, I had played more with my chanter lately in LDON than my clc, and only recently had to pacify when clc was low mana. I thought my chanter pacify must be weaker since it did not work as well as my clc's before - glad to know the actual situation since it often makes more sense for me to pacify mana wise than clc. Best pullers call for pacify by targeting mob and having pacifier target him with assist to make sure puller knows who is pacified and in what order which has now become much more critical in LDON obviously. Note that this method allows the chanter/clc to stand BEHIND the tank/puller who has a chance to intercept failed pacified mobs (which seems to happen more recently in my experience). CLC could take some hits while mobs were taunted or mezed, chanter goes down quickly.
#7 Feb 22 2004 at 8:13 PM Rating: Decent
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Since we've moved to technique, I'll put in my 2cp's.. :)

Firstly, If there is an Enchanter in the group, and in LDoN I certainly recommend one, HE/SHE should be the one pacifying for a few reasons.....

1) Pacify resists check CHA and if the check is made the critter doesn't aggro! Enchanters should all have high CHA for the sake of all our control based spells so is also the best person to Pac for the sake of resists.

2) For time it's better that the Chanter pacify. In LDoN I'm usually a room ahead of the group checking out the mobs(looking for healers and/or critters we can avoid to save time if we're trying to get to a named fast, ect....). Doing this makes pulling faster which greatly adds to successes in Dungeons.

3) For mana it's best for everyone, especially the cleric! Haste is the most demanding spell we have. After that though we shouldn't be doing too much more than debuffing and slowing. I generally try to have a Shaman or even a BL to slow. BL is better than nothing and better than using my mana. :D Critters tend to go down fast enough that you can even live without slows, definately debuff the magic resist though. With a good chanter you should be getting single pulls at a fast rate and THAT right there usually makes the clerics life a lot easier. Especially if the MT is keeping aggro as they should.


Anyway, while Enchanter's pacify is the same as Clerics and Paladins, ours is better just due to the nature of our higher CHA lowering resists. I guess I just got spoiled in the past because it last so long and I assumed it was meant to. It's still very useful, but timing is more important an you really need to keep on your toes.

Rickea, Personally, even though we Enchanters go down faster than any other class that can Pacify I still recommend we do it. First, I always try to keep Rune 3 up. (I'm too cheap to spend on the dots and 1 cast usually covers me pretty well, 10 casts for the same cost of 1 Rune V and Rune V doesn't save you 10 times as much damage. Plus you don't make enough cash off adventures to cover using a lot of dots.) Second, I have my pet up and he usually stops a mob or two from hitting me, then I AoE mez, then use a better mez to keep them out of the fight. When the pet doesn't stop them we have our color series of spells to get them off us long enough to mez. In the end it's really VERY easy to get aggro'd mobs off you in LDoN, and as I said, I'm usually a room away from everyone else.

GoD note: I think as an Enchanter we should try to get the GoD group leader abilities. Mark being the most important. Enchanters are natural group leaders in most cases and should try to be as effective as possible and these new tools are a great help so I say take advantage of them!

Good hunting. :)
#8 Feb 22 2004 at 8:33 PM Rating: Excellent
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Ok. I have to comment. This info is wrong wrong wrong.


Sir KerikDaven wrote:
1) Pacify resists check CHA and if the check is made the critter doesn't aggro! Enchanters should all have high CHA for the sake of all our control based spells so is also the best person to Pac for the sake of resists.


As a dwarven paladin, I can state with reasonable assurance that the pacify failure rate has *nothing* to do with CHA. If it did, I'd be screwed...

I get the same (1 out of a hundred or so) failure rate that everyone else does.


Quote:
2) For time it's better that the Chanter pacify. In LDoN I'm usually a room ahead of the group checking out the mobs(looking for healers and/or critters we can avoid to save time if we're trying to get to a named fast, ect....). Doing this makes pulling faster which greatly adds to successes in Dungeons.


Yes and no. This is a semi-valid tactic. However, given the now-shortened duration of pacify spells, it makes vastly more sense for you to simply pacify as part of pulling and spend the rest of your time medding, or helping with the kill. Obviously, if your group is killing stuff really fast, you will spend more of your time getting the next mob going. IMHO, it just doesn't take that much time to look at the mobs in a room and determine the pull order. If you're hanging out in a room, casting pacify over and over on the same mobs, you are wasting mana that could be spent killing mobs faster.

Again. Very situational. The key is to know *when* this is a good idea, and when it's not.

#3 is reasonable advice. I'd mention that chanters do get stuff like charms, stuns, dots, and *gasp* nukes in addition to CC spells. No class has just one role. As a good player you should adjust your role to the group you are with, rather then making your group to fit the role youwant to play. But that's just a minor point.


Quote:
Anyway, while Enchanter's pacify is the same as Clerics and Paladins, ours is better just due to the nature of our higher CHA lowering resists. I guess I just got spoiled in the past because it last so long and I assumed it was meant to. It's still very useful, but timing is more important an you really need to keep on your toes.


No. It's exactly the same as the clerics. Chanters (and clerics) are preferred to pallys for one reason only: They get pacification, which is required to pacify mobs higher then 55th level. They are *generally* preferred to clerics simply because clerics have another major role to fill (healer). It has nothing to do with CHA. It has everything to do with the spell you have and what you'd be doing with your mana if you weren't the one pacifying mobs.

If you have a paladin in your group, and you aren't pulling mobs over level 55, there is close to zero reason for the chanter to pacify. The paladin should be pulling and using pacify to do so. The only exceptions are in a really fast pulling group where the paladin is the MT and mobs dont run at low health. In that case, the chanter could pull and probably increase kill rate.
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#9 Feb 23 2004 at 1:08 AM Rating: Good
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Charisma does have an effect on pacify-type spells. When you cast Pacify or one of its ilk, the game performs a normal resist check. This can fail rarely. When it does fail, the game performs a second check, this time against the caster's charisma. If that check passes, the mob doesn't aggro. If that check fails, the mob aggros.

Hence, having high charisma won't affect the resist rate on the spell, but it will lower the number of mobs that aggro due to resists.
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#10 Feb 23 2004 at 1:38 AM Rating: Good
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Aye, what he said. CHA affects the chance of a "critical" resist; i.e. a resist leading to aggro. That's how the dev's have described it, anyway.
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We don't usually get too far into specifics in favor of people discovering the usefulness themselves.
Unfortunately, with an ability as subtle as this one, Charisma's impact is hard to discover, and would likely continue on into the annals of EQ history as "useless."
That said -- On the Lull/Harmony series, which has recently been rewritten, there are two checks, as I imagine most everyone knows already.

Is the effect resisted?

If the effect is resisted, will the NPC get angry and tell its friends that it's time for a BardSnack(tm), or will it ignore what just happened?

Charisma is the sole determinant in the second check. It doesn't affect the first.
As for the in-game justification: If it likes you enough, it might find itself compelled to forgive you for trying to pull a fast one on it.

Hope that helps.

Best,

Scott Hartsman
Technical Director, EverQuest
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#11 Feb 23 2004 at 3:03 AM Rating: Good
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Hmmm... That may be (first I've heard of it, but then I don't go reading the dev boards all the time), but I put it firmly in the arena of "mostly irrelevant info". I have used pacify to pull for literally hundreds of groups as main puller, against hundreds of mobs in each group, over and over, for hours at a time, for many many levels. I can literally count on the fingers of one hand the number of times I've had pacify resisted, let alone have a mob agro as a result (in fact, I can only remember that happening once).

I've had pacify not work because the level of the mob is too high, but failures happen so incredibly rarely that worrying about a slight increase in chance of agro in the case that pacify should fail would seem to be about the most insignificant factor to consider.

I play a dwarven paladin. My charisma naturally is a 55. I don't wear +cha gear (cept for pieces that just happen to have it). I am called on to paci-pull virtually every time I group (which is pretty much always). I can assure you that whatever effect charisma has on your ability to pacify is so insignificant as to really not matter. It's certainly not significant enough to make using a caster to pull a more desirable method on its own.

Here's the deal: In the hour you spent completing that LDoN (insert your own time if you want), if you'd been sitting on your butt medding instead of running ahead pacifying rooms you aren't pulling from yet, a level 50 chanter could have gained 9000 mana (about the same as what you'd get from KEI during that same time period, effectively doubling your mana for the adventure). How much more could you do with that? Even if all you did was nuke, you'd be more effective to your group that way.

I'm not saying that pacifying the room ahead isn't a viable tactic. I'm not even saying that a chanter shouldn't pull in some situations. I am saying that doing it as a matter of course is probably a bad idea. And insisting on doing it purely because you've got a higher charisma is a *really* bad idea. When you've got a paladin sitting there who almost *can't* spend mana faster then he gets it back with KEI, doesn't it make send to have him spend his mana pacifying rooms? Doubly so if you're having him pull, since that decreases the time spent communicating pull info back and forth.

There are in fact only a very few situations in which a chanter should be pacifying rooms instead of a paladin. Um... And their difference in charisma isn't one of them. If you don't have a better reason then that, keep your chanter back and have your pally do the pacifying and pulling. Your group will be better off for it.
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#12 Feb 23 2004 at 3:10 AM Rating: Decent
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I noticed an annoying extension to this at the weekend. I was doing an LDoN just at the awkward point where Pacify stops working. When I tried it it immediately returned (without even casting) that the mob was unaffected by the spell.

Nothing for it but to break out Wake of Tranquillity. This spell has always been a pain because of needing line of sight and having a slow recast. However I just noticed an even worse problem.

I didn't get the "you cannot see your target" until after the full cast and then had to wait the full recast time until I could sidle a bit closer and try again. I think the group thought I'd forgotten how to do it.

I don't use it a lot but I don't remember it letting you cast before giving the LoS message before. Perhaps because it is a targetted AE it is less obvious. I used to use it in Veksar and I'm pretty sure it returned an immediate LoS fail and let you cast again immediately.
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#13 Feb 23 2004 at 7:46 AM Rating: Decent
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Firstly, If there is an Enchanter in the group, and in LDoN I certainly recommend one, HE/SHE should be the one pacifying for a few reasons


Personally, I find that the biggest limiting factor in how fast you complete LDoN missions is time spent pulling. When my groups have an Enchanter, we don't pacify at all, preferring to pull multiple mobs.

Single pulling is boring and slower. Safer maybe, but then I haven't lost a LDoN since the first week it came out.
#14 Feb 23 2004 at 9:03 PM Rating: Decent
Only real reason chanters make good pullers in LDoN is because they can pull while they're charmed pet keeps beating on the last mob. Also remember that the developers have stated that some stat based effects are based on the class. So a bard with 200 cha will be very close to a chanter with 305 cha where check on cha are concerned.
#15 Feb 24 2004 at 1:15 AM Rating: Decent
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Gbaji,

As you see, CHA is a factor, but I'm not going to argue about that, I already see your thoughts on it so I'll leave that alone and we'll agree to disagree on our personal thoughts of the matter. You are right that CHA has nothing to do with the initial check though, but there is indeed a second check. I've personally only gotten aggro from a resist once, I've seen it happen to others more often though.

On to point 2)
No, I don't just sit there casting Pacify over and over, generally I'm medding, and toss in the occasional MR debuff. I'd have to say that most of my mana goes to haste. I just had an adventure and I had to keep haste on 6 characters, 4 pets (Mine, BL, Shaman and mage) and 2 players (the BL and SK). Since the spell has to be cast about every 20 minutes and costs a fair amount of mana I have to say it's the most demanding spell I cast. I NEVER let myself get below 50% mana and am at my lowest after casting Hastes. I toss in the ocassional nuke when mana allows and I know we're down to maybe 1 mob left after the one we're killing and feel we're pretty safe from adds. Generally we're killing monsters at a fast enough pace that if I tossed just 1 nuke at each mob I'd be draining my mana too fast.

I'm usually highly complemented on my skills as an Enchanter and like to think I play the class very well. Usually I try not to pacify more than 2-3 mobs and not cast it on the mob being pulled, just the ones near it that might agrro just for the sake of preserving mana.


Point 3)
When I said <Anyway, while Enchanter's pacify is the same as Clerics and Paladins, ours is better just due to the nature of our higher CHA lowering resists.>

I said it's the same spell in the first part of the sentence, but my point is that of the three classes we use it best because of the nature of the Enchanter's higher CHA we get less resists on failures so get less agrro even when resist, that's all I'm saying.

Even with a Paladin in the group, it's more time efficient that he keep pulling instead of stopping to pacify. If the job is already done everything goes that much faster and in LDoN I find it rare to be down on time, but crap DOES happen and every time buffer you can get is a GOOD thing. Not all Paladins use Pacify to pull and much like any other class, not everyone plays their class well(that's really an entirely different thread though). I was with a Paladin that was so awesome at pulling I had little to do but enjoy the ride and add what DPS I could, but that is a VERY rare thing.

btw, I don't read develpoer boards either, I just happened to see that I wasn't getting aggro on resists and was just amazed and someone told me about the link of CHA and the lull/pacify spells.

As you noted, mobs that are too high show the message that they can't be effected and you don't even get to cast the spell or spend the mana. Learned that today when mobs were white to me at lvl 56 and I tried it. They I either mez'd them or had them be the first too pull. I was the lowest level on the Adventure.

As long as you're counting my mana, of that 9000 mana, figure out how much of it goes to haste! I really don't get a great deal of med time, but I'm lucky enough not to need it. At lvl 56 (though I've had the item since 55) I've been able to cast Tranquility(lvl 63 spell (+16 mana per tic, better than KEI in all ways except it doesn't last as long)) and I have FT 15 so even standing I'm getting back 31 mana per tic. I'm generally smart about how I spend my mana and mana is usually never a problem for me, haste are the only killer. Once I get my Epic, haste will be a mana-free click so I'll REALLY be able to do it all then.

Patrician,

Yes, single pulls are more boring, and I'll assume you group with either your guild-mates or people you know to be good, but I'm often stuck with people I don't know and I'd rather keep things safe and steady. There are too many idiots out there who can't play their characters right and I meet plenty of them. When you're with people who know what they're doing a lot more is possible, but I think we all know how that is. Honestly the action is usually non-stop my way too and I'm not wasting mana keeping things mez'd that never had to be aggro's in the first place. Each to their own styles, and long as you're having fun and winning, it's the end result that is more important than the means.

Thanks for all the feedback everyone. :)
#16 Feb 24 2004 at 3:33 AM Rating: Decent
Oh yes they did all to make warriors better the whiny asses>its sad i read on my character and made my choice however if u warrior u can pick it with no regards and ***** later and get soe to kiss your as-
#17 Feb 24 2004 at 7:10 AM Rating: Decent
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Patrician,

Yes, single pulls are more boring, and I'll assume you group with either your guild-mates or people you know to be good, but I'm often stuck with people I don't know and I'd rather keep things safe and steady.


Single pulls are also less efficient was my argument. I multiple pull even with people I don't know when there is an Enchanter or Bard.

I'd rather do three adventures every 3 hours instead of two, regardless of if I know the people I am adventuring with. It only takes the first multiple pull to find out if the Enchanter is up to their job Smiley: wink
#18 Feb 26 2004 at 6:53 PM Rating: Decent
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Pat,

I personally multi-pulled most of my career, from Unrest in my teens, Sarnaks in the Fort in Ill Omen in my 20's, Overthere in my 30's and Dreadlands in my 40's so I certainly know all about it and do it well. I just don't understand the point of doing it in LDoN. The primary reason we did it in those areas was because they were heavily camped and it got us our share of the mobs. LDoN though there is no competition except for the clock. I don't understand the point of causing aggro that you don't need.

In my adventures, normally, I pacify the mobs near the one I want pulled when the mob the group is fighting hits 50%. Then once the mob is at 20% (usually seconds later) the MT pulls the mob I selected, repeat until adventure is over. The action is non-stop and many adventures are complete in 45 minutes to 60 minutes depending on the type of adventure and/or the group itself.

Since many rooms have as many as 6 critters and they're often tightly packed, I wouldn't WANT to have to mez them all as it's a lot of monsters to control and a lot of wasted mana. Besides that, I don't see a reason to. Even if it's only 4 in a room. Normally with 4 in a room you pacify the second closest, let natural aggro cause the closest to be pulled and the 2 on the far side of the room never get aggro'd. You cast 1 spell and basically broke the room. In rooms with 6 you often need to pacify 2-3 but that's still easy enough.

Each to their own I guess. What works for one person might not work for others, but that's how I like to do it.
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