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Barnabas 11-20-2018 01:22 PM

Best way to break camps with SK?
 
Hey guys,

You may know me from my previous post about struggling with SK Feign Death. I think I have most of it figured out now.

Next question, if you don't mind. How do you guys break camps and obtain solo pulls when they're all social. Unfortunately for me as a level 43 SK, my snare is also a DoT, which keeps ticking and socializes the other mobs returning to their reset point at regular foot speed.

What are some ways you guys break camps with SKs to get solo mobs?

Thanks,
Avicious

ScaringChildren 11-20-2018 02:00 PM

You'll probably have to wait until the other mobs fully reset before trying to snag the snared mob.

Kesselring 11-20-2018 02:07 PM

Using line of sight is one easy way. Indoor zones everything is line of sight. Think of each mob having like an aura of aggro that is blocked by walls/objects indoors.

Danth 11-20-2018 02:17 PM

Shadow Knight pulling is pretty straightforward, albeit not particularly speedy. Snare the one you want out of pack. Let them all come out. Make sure the snared mob moves outside social aggro range from the camp's default location (whether due to distance, line of sight, whatever). Feign. Let all non-snared mobs return back to spawn. Stand. Your own target, now split, will continue pursuing you alone.

Make sure you're using Engulfing Darkness or better. Clinging Darkness does not slow monsters enough to keep them parked.

More advanced tactics involve things such as using Fear to split pesky monsters out of a pack, such as casters who might break your feign, or using your pet for initial aggro for a variety of reasons.

Danth

Legidias 11-20-2018 02:47 PM

Get a bio orb

Servant 11-20-2018 02:59 PM

Another way to do this is to game the walk timer -

After you pull mobs out and then fd, each of them has a random walk timer. Once it expires, each individual mob walks back towards its spawn. The timer is only reset once the mob reaches the spawn, so what you can do is pull the pack out, fd, wait until the first mob resets, then stand back up. They'll all social and come running back to you. FD again, and only the one that reset will have a walk timer, the rest go walking back immediately - voila, they're split!

NegaStoat 11-20-2018 03:06 PM

Assuming it's an outdoor camp and none of my targets are casters, I pull at max distance with my runed oak bow using cheaply crafted flight arrows and run away a short distance, then hit my target with a darkness / click shrunken skull earring / feign death combo. The idea is to allow the social mobs that I don't want to have plenty of space to walk back to their spawn points so they are simply not near enough to care about the snared target that is stuck in place and taking damage.

A good example of this setup would be the Misty Thicket wall guards. I have plenty of room to keep things safe.

Barnabas 11-20-2018 03:41 PM

You guys rock. Thank you again for your time and advice!

Tethler 11-21-2018 03:33 AM

Quote:

Originally Posted by Servant (Post 2811053)
Another way to do this is to game the walk timer -

After you pull mobs out and then fd, each of them has a random walk timer. Once it expires, each individual mob walks back towards its spawn. The timer is only reset once the mob reaches the spawn, so what you can do is pull the pack out, fd, wait until the first mob resets, then stand back up. They'll all social and come running back to you. FD again, and only the one that reset will have a walk timer, the rest go walking back immediately - voila, they're split!

Thanks for this post. I knew there was some mechanic with how mobs sometimes waited and sometimes don't, but I didn't know exactly how it worked.

San'Drax 11-21-2018 11:15 AM

Hasn't been mentioned, but don't overlook - undead lull spells.


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