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  #11  
Old 05-11-2012, 01:35 AM
formallydickman formallydickman is offline
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Quote:
Originally Posted by Schortt [You must be logged in to view images. Log in or Register.]
PS: Wizards have snare too (post level 29). The amount of LGuk groups I had to convince on live that I could indeed snare on my wizard reinforces my memory of those frogs running like crazy. Ass/Sup was the worst if you camped in room - you constantly had to chase mobs down the ladder.
QFT. Back in the day I was a young wizard convincing many that my snare was as good as a druids.

*Edit* besides mine being AoE and costing 60 more mana
Last edited by formallydickman; 05-11-2012 at 01:43 AM.. Reason: Because it really isn't as good as a druids..
  #12  
Old 05-12-2012, 10:37 PM
Goraith Goraith is offline
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They ran in classic but not before their health was reduced to the point where the speed was reduced
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  #13  
Old 05-13-2012, 11:53 AM
douglas1999 douglas1999 is offline
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I don't remember any mobs ever fleeing (unless feared) at "full speed" in classic. By full speed I mean still playing the normal run animation for the mob instead of the walk animation. Are mobs actually running that fast? I haven't seen any do so yet.
  #14  
Old 05-13-2012, 12:01 PM
Wolfgang Wolfgang is offline
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who sowed all the mobs in the game?
  #15  
Old 05-13-2012, 12:35 PM
batkiller batkiller is offline
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Quote:
Originally Posted by Schortt [You must be logged in to view images. Log in or Register.]
PS: Wizards have snare too (post level 29).
And bards.
  #16  
Old 05-13-2012, 12:39 PM
HarrisonIsStillPosting HarrisonIsStillPosting is offline
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Runspeed on fleeing mobs is fucking retardedly broken lmao
  #17  
Old 05-13-2012, 01:01 PM
Teddie1056 Teddie1056 is offline
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I just hit a shaman down to 24%, he healed himself to 50% and ran with sow speed.
What the ****. GMs, please fix this already. Things don't run this early.
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  #18  
Old 05-22-2012, 08:59 AM
douglas1999 douglas1999 is offline
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Ok so I see what people were talking about. I was soloing a drolvarg sentry in KC and at about 22% he fled, except it was playing the actual RUN animation as he ran. AFAIK every mob has a walk\patrol and a run\pursuit animation. I definitely don't ever remember any mob in classic ever fleeing with the run animation unless feared with a substantial amount of HP remaining. Why was this change made? Or rather, based on what evidence that it is in fact classic?
  #19  
Old 05-22-2012, 03:42 PM
Bewk Bewk is offline
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Quote:
Originally Posted by Goraith [You must be logged in to view images. Log in or Register.]
the undead frogs run at full speed and wipes the whole group. Its near impossible to get line of sight to stop the run is there is any lag. Classic EQ certainly didn't have the frogs running at 25% health.
You have LoS before it starts running, right?

/sigh
  #20  
Old 05-22-2012, 04:36 PM
kaev kaev is offline
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Quote:
Originally Posted by Goraith [You must be logged in to view images. Log in or Register.]
They ran in classic but not before their health was reduced to the point where the speed was reduced
As I recall, it the run threshold for XP giving mobs was just above the point where they would start slowing down, so it depended on how far you knocked 'em under when you triggered the run behavior. If you just got a mob down to run health you were SOL in a dungeon if it wasn't already snared, especially if the mob was SoWd.

Soloing a Paladin in LGuk on live I had to fight sword and board despite the inferior DPS so that if root broke at a bad moment I could instantly bash for a stun to buy time to recast root.

Greens ran early and often and ignored the presence of allies, as they do here now.

The only complaint I have is xp-giving social mobs fleeing despite having allies in the fight (I'm looking at SolA goblins), which I do not recall happening on live.
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