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Old 11-17-2020, 03:56 PM
rjw513 rjw513 is offline
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Default Lull

Is lull useful all the way, or do I need to get soothe and calm for higher levels?

For Paladin FYI
Last edited by rjw513; 11-17-2020 at 03:57 PM.. Reason: Missing info
  #2  
Old 11-17-2020, 04:21 PM
Baler Baler is offline
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lul spells are strongly affected by CHA and level. So make sure you get that as high as possible if you plan to land successful luls

For example a dwarf(55) will have a harder time successfully lulling than a high elf(90), with base stats.

You will want to get the higher level lull spells.
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Told this to Rogean, Nilbog & Menden.
Last edited by Baler; 11-17-2020 at 04:23 PM..
  #3  
Old 11-17-2020, 05:15 PM
Legidias Legidias is offline
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CHA only affects the critical resist rate. Level difference is the only thing to affect actual resists.


Low CHA and high CHA make no difference in landing a lull.
  #4  
Old 11-17-2020, 06:04 PM
Barlu Barlu is offline
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As was mentioned above Charisma only impacts the chances of a critical resist.

As for your question, the different spells have different reductions in Agro radius and spell duration. I never use lull and as a general rule, I’ll use calm in most every situation (same as when playing my enchanter). It only costs 50 mana and the reduction in Agro range pretty much allows you to fight/pull on top/through of a mob without agro. It does only have a 3 minute duration though.

There are also times when pacify makes sense given the 7 minute duration but 100 mana per cast. The Agro range reduction isn’t nearly as good as calm either so you can’t always pull right on top of a mob like you can with calm.

Hope this helps!
  #5  
Old 11-17-2020, 08:46 PM
mcoy mcoy is offline
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Pacify is worse radius than calm? I use the heck out of pacify thanks to donal's bracer and it feels like I can sit right on them without getting agro.

-Mcoy
  #6  
Old 11-18-2020, 02:10 AM
Crede Crede is offline
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Quote:
Originally Posted by mcoy [You must be logged in to view images. Log in or Register.]
Pacify is worse radius than calm? I use the heck out of pacify thanks to donal's bracer and it feels like I can sit right on them without getting agro.

-Mcoy
Pacify has a better radius than calm. I think a lot of people just assumed calm was the best for so long because pacify's duration was garbage for the amount of mana it costed until the 2019 patch which made it longer. for a cleric with donal's bracer though pacify is a no brainer. for many enc/pally calm still makes the most sense due to its efficiency
  #7  
Old 11-18-2020, 08:35 AM
rjw513 rjw513 is offline
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Yes, quality info fellas...thank you!

WTB crude stein, pst Ascher (:
  #8  
Old 11-18-2020, 11:14 AM
Barlu Barlu is offline
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Quote:
Originally Posted by Crede [You must be logged in to view images. Log in or Register.]
Pacify has a better radius than calm. I think a lot of people just assumed calm was the best for so long because pacify's duration was garbage for the amount of mana it costed until the 2019 patch which made it longer. for a cleric with donal's bracer though pacify is a no brainer. for many enc/pally calm still makes the most sense due to its efficiency
Apologize for the incorrect information on my end earlier. I always thought Calm was the “best” of the spell line. I haven’t played enchanter much since the patch changing the duration of Pacify so I just always used calm.
Last edited by Barlu; 11-18-2020 at 11:20 AM..
  #9  
Old 11-17-2020, 11:07 PM
greatdane greatdane is offline
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The whole line of lull spells is pretty horrible without very high charisma. If you have the kind of charisma that a paladin is likely to have in normal gear, it's rarely safe to cast it at all because there's like a 30% chance to just aggro the whole batch. You really need 150-200+ charisma to comfortably use lulls in any setting where a hard fail is dangerous. It's pretty much just an enchanter thing. And of course Harmony for druid/ranger since it's unresistable.

I'm quite sure charisma affects not only the chance of crit resist but also regular resist. That is at least the case with the undead lulls. I just leveled from 26 to 31 on that one 4-spawn skeleton house in LoIO over the last few days and it was very clear that the lull got resisted way more than normal spells, presumably due to my iksar's 50 charisma. Low blues that would resist snare no more than 5% of the time tops would resist lull easily 30% of the time.

The rank of the spell doesn't affect resist chance unless the specific spell has a negative resist modifier, which I don't think any lulls do in this timeline except for Harmony. The ranks affect what level of mobs can be targeted and how much their aggro radius is reduced. With the low-level versions, mobs have to stand a fair distance away in order to not add. With the high-level ones they'd have to be french-kissing the target to get pulled along.
Last edited by greatdane; 11-17-2020 at 11:17 PM..
  #10  
Old 11-18-2020, 12:29 AM
Nagoya Nagoya is offline
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Quote:
Originally Posted by greatdane [You must be logged in to view images. Log in or Register.]
The whole line of lull spells is pretty horrible without very high charisma. If you have the kind of charisma that a paladin is likely to have in normal gear, it's rarely safe to cast it at all because there's like a 30% chance to just aggro the whole batch. You really need 150-200+ charisma to comfortably use lulls in any setting where a hard fail is dangerous. It's pretty much just an enchanter thing. And of course Harmony for druid/ranger since it's unresistable.
I used lull on my paladin all the time on groups of mobs that we could handle all together, but preferred to split if possible. i mean it's okay if all three jump on us, we'll root and back up and mez etc. it will cost a lot of mana and downtime after the fight but whatever. but if lull works and i can pull only one? or two? then all the better and we've saved a lot of mana and time. why not use it?? I don't understand your logic to not use something because it has a (high or not) chance to fail. This is the case for so many things in EverQuest [You must be logged in to view images. Log in or Register.] (e.g. Feign Death, Gate, Tradeskill combines, name it...)

@OP: I used Lull most of the time. But sometimes if mobs are closer to each other, or the pathing is weird/bad, or you need the extra duration etc. I used Soothe. So yes it is worth it to have all three in your spellbook and play around with them a bit IMO.
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