View Full Version : Root + Snare
batkiller
04-23-2012, 07:58 PM
Just wondering if there are any plans for this to be tweaked some time? I know you guys have your hands full at the moment though.
I remember in early EQ root and snare did not stack (just like in p99 now). But this was changed at some point to let you snare a rooted mob. I can't remember when this was exactly, but I'm pretty sure it was around this point in the game, or earlier. So just wondering if that is going to come to p99 some time?
Daldaen
04-23-2012, 08:00 PM
Early velious / late kunark iirc
batkiller
04-23-2012, 08:34 PM
Ahh cool thanks! I have a lot of fond memories of Velious, I was thinking earlier about the spell effects, particularly (I think Ice Comet) which looked like a huge comet plummeting from the sky to hit the enemy. Looked great :)
Xanthias
04-24-2012, 03:12 AM
Early velious / late kunark iirc
I don't even think it was that late tbh
Daldaen
04-24-2012, 01:32 PM
I don't even think it was that late tbh
2001 - http://everquest.allakhazam.com/history/patches.html
- Root and Snare are now seperate effects (Jan. 9)
2001, Jan 9 - http://www.tski.co.jp/baldio/patch/20010109.html
Root and Snare:
Root-type spells and 'snare' type spells now use a separate spell effect.
Previously, 'Root' spells would overwrite any snare effect upon the target. When the root would wear off, the target began moving at full speed. With this change, when root wears off, snare will still be in effect. This has a few added effects on the other end.
For instance, root will no longer cancel SoW or Journeyman's Boots effects. It also allowed us to correct a long-standing bug that was allowing bards to cancel root on themselves by playing Selo's Accelerando if Selo's was in effect at the time that the bard was rooted. As mentioned in a previous patch where the first part of this bug was fixed, this was not the intended effect.
So yea it was pretty late. It will be near the end of this servers lifespan.
batkiller
04-24-2012, 04:07 PM
Wow that is later than I thought. Oh well, thanks for the info!
Ecidew
04-28-2012, 12:11 AM
Yea for a cloth wizard soloing its a pain!!
Root breaks snare .. snare wont break root just eats your mana !!!
The Trick:
To avoid snaring your self (while being beat to death) root mob then open range
(assuming your root lasts longer than a millisecond)
Nuke mob to break snare (use a bolt spell it has longest range), then run while spell bar recycles
Turn and snare and pray to Karana it lands this time !!
(stopping and turning 1/4 turn will allow the server to register you as not moving)
Yea the Old School Mechanics are fun
Quading on this serve is not practical below level 34 "Circle of Force" is the first efficient mana quad spell.
On standard EQ Progression servers I was able to easily quad in the early teens, killing beetles in North Karana .. Strafing out runs them if you don't have SOW, but on this server beetles run a lot faster.. Not sure if its an old school thing that was tweaked at some point or if beetle run to fast here ???
aubie
04-28-2012, 02:50 PM
Come on people. Issue that results in a player advantage is placed on the "back-burner". Issue that results in a mob disadvantage/player advantage, = "bring down the servers and fix". It doesn't get anymore classic than that.
dcapotos
05-01-2012, 08:09 PM
It's late kunark now, let's get this added in.
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