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Old 11-29-2010, 05:39 AM
zebin zebin is offline
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Default Lull / Soothe / Pacify

Is there a resist check on this spell?

I remember this spell being a near worthless, with a chance that it would fail, and usually aggro on a fail. It was bad enough that I don't remember it being used to break camps, the accepted method of camp breaking was to just pull all the mobs and mez or root park the adds. A cleric or enchanter trying to use this resulted in a dead caster.

I've never gotten a resist when using this spell on project 1999.

an old thread from 2000, discussing the spell:
http://www.eqclerics.org/forums/arch...hp/t-6234.html

from xornn's guide again, about halfway down the page:

Aggro-Reduction
Lull (1), Soothe (8), Calm (20), Pacify (39)
Like Whirl Till You Hurl, this spell line was a one time immensely powerful, allowing caster to calm a mob for 2 minutes so that it wouldn't aggro or assist mobs beyond the radius the spell reduced it to. (1 pace in the case of Pacify... mobs are wider than one pace.) This so trivialized encounters that should have been crowd control nightmares (as single pulling was easy), the spell line was nerfed into oblivion by giving it an extreme resist rate, and giving bounces the chance to aggro. Still, it does possess some use on green mobs, where your level drastically reduces the chances of resists or drawing aggro.
http://xornn.tripod.com/Spells/spell.htm
  #2  
Old 11-29-2010, 06:07 AM
Darklake Darklake is offline
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I remember my paladin friend complaining that "Lull" was misspelt, and should have been "Pull".
  #3  
Old 11-29-2010, 07:26 AM
MiRo2 MiRo2 is offline
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I don't remember the resist rate being entirely too high, more that the risks of a resist made it one of the least favored methods of pulling.

I have had more than my share of resists from Kelin's lament, on this server.
  #4  
Old 11-29-2010, 10:11 AM
Lazortag Lazortag is offline
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Bard lull definitely gets resisted a lot, enough that it gets very dangerous at higher levels, but enchanter lull I've noticed will get resisted far less.
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  #5  
Old 11-29-2010, 10:38 AM
Estu Estu is offline
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I have had lulls get resisted, sometimes critically resisted (so you actually pull the monster). It doesn't happen very often, though.
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  #6  
Old 11-29-2010, 12:02 PM
Silvermink Silvermink is offline
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I have used Lull on both Live and here. The resist rate might be slightly better here but I never had much trouble using it on Live. I have had a few resists and a couple critical resists here.
  #7  
Old 11-29-2010, 12:24 PM
guineapig guineapig is offline
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I tend to notice that bards are not switching to their instrument when lull pulling. It's part of the songs design to work better when you are using the instrument. Spending 2 seconds to swap saves a lot of time on bad pulls and med times.

Swap out those weapons and you should notice less critical resists that cause agro.
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  #8  
Old 11-29-2010, 01:30 PM
zebin zebin is offline
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Just to clarify, this is about the spell line that Enchanters, Clerics, and Paladins get.
  #9  
Old 11-29-2010, 01:30 PM
Omnimorph Omnimorph is offline
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So long as you don't go into a place trying to lull red mobs it's fine. I remember it being like that on live... maybe it aggroed more often if you got a resist but it's close enough [You must be logged in to view images. Log in or Register.]
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  #10  
Old 11-29-2010, 01:33 PM
Scrooge Scrooge is offline
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Some people speculate that Charisma has a direct effect on the resistance rate of the Pac line of spells.
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