View Full Version : Spells: Root and Fire Giants
Finias
06-06-2012, 12:19 PM
Couldn't find anything on this with the search function.
How root currently works on fire giants.
1. Get in melee range and cast root. Lands normally.
2. Get out of melee range. Root always breaks on the next server tick. This is abnormal.
Root should be an effective CC tool against fire giants (and I think it was at some point on this server). I'm not sure when this changed.
I haven't exhaustively tested this, so I'm not sure if this is general to all belly casters. Have others noticed this?
Here's some evidence dating from 2000.
http://everquest.allakhazam.com/db/zones.html?zstrat=50
And the relevant part.
Tehom Aug 29 2000 at 10:31 AM
In a pinch, root-parking giants -can- work. Rooted npcs don't summon, so if you park a fire giant warrior far enough out of melee range, you may be able to keep him out of the fight. Keep in mind that there are fire giant magi, and root parking them isn't nearly as effective.
Lazortag
06-06-2012, 12:26 PM
I know this isn't relevant but, "Rooted npcs don't summon"? Is that supposed to be true?
Finias
06-06-2012, 12:47 PM
I know this isn't relevant but, "Rooted npcs don't summon"? Is that supposed to be true?
Only if they are not damaged below a threshold.
kanras
06-06-2012, 01:54 PM
Fixed, pending update.
Asher
06-06-2012, 03:02 PM
Rooted NPCs do not summon on p99 if they have a pet in front of them but as soon as the root breaks or pet dies you will be summoned and the mobs health doesn't matter for this.
I am not certain but I believe of live the mobs would still summon you and ignore your pet if you had enough agro. This would override the root prox agro.
Asher
h0tr0d (shaere)
06-07-2012, 01:51 AM
Fire giants always have used the belly caster rule. but if it is 100pct the next server tick it breaks yeah that is abnormal. Shouldn't be 100pct. But get used to having to belly cast fire giants, how is this news? And yes, no mob summons unless damaged to a degree. at 100pct and I think 99? it just chases you.
Daldaen
06-07-2012, 11:14 AM
97% *MOST* mobs summon.
When raiding became challenging they added in certain mobs that summoned at 100% to prevent people from kiting them. But in Classic it was all the 97% hardcap before summoning.
Ambrotos
06-07-2012, 12:03 PM
I never called any NPC summoning at 100%,at least not anywhere near SoL and PoP. At that point some Gods/Bosses were rooted in place during SoL and after. I don't even recall it in PoP when I would pull on raids.
Asher
06-07-2012, 12:20 PM
I worded my earlier comment badly. When the mob reaches the particular level, somewhere around 97ish it should summon me if i have enough agro on it.
I don't think I should be able to slow, land all of my dots on it and then root and let the pet tank it.
Asher
Handull
06-08-2012, 03:40 AM
root agro on p99 seems to work as follows....if a mob is rooted, it will be agro on the closest toon to it. so to avoid getting agro as a non-tank on a rooted mob, just stand farther away then the tank. once root breaks, however, agro "goes back to normal" in that whoever the mob is most p-o'd at will be its target. i have no idea how this worked on live, and it would seem logical that a summoning mob wouldn't care about proximity when it was rooted, since it could just summon anyone it wants, but that is how it works currently on here
h0tr0d (shaere)
06-10-2012, 07:05 PM
I think the OP was just that it breaks 100pct of the time on the next tick. Would be interesting to see if he did the same thing every time to acheive this, or changed up what he did to see if it still broke that same tick. The 100pct consistency of breaking on the exact same tick is what should not happen.
Droog007
07-22-2013, 04:26 PM
Rooted NPCs do not summon on p99 if they have a pet in front of them but as soon as the root breaks or pet dies you will be summoned and the mobs health doesn't matter for this.
I am not certain but I believe of live the mobs would still summon you and ignore your pet if you had enough agro. This would override the root prox agro.
Asher
This is a good question - possibly deserving a new thread.
My hunch is that it is working here as intended (classic) - which is to say that a rooted, damaged, summon-capable mob will not summon #1 hatelist PC as long as there is *something* in melee range to beat on (pets included).
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