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  #11  
Old 03-10-2014, 03:51 PM
solduios solduios is offline
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Best way to quad is get jboots or sow or sow potions do the quest for temporal staff http://everquest.allakhazam.com/db/item.html?item=57 use it to pull 4 mobs.

Try to make sure mobs are of same type that way no odd ball run speeds.

Once you have 4 mobs start to do circles until they clump up start big and work smaller its ok to take a hit or 2 if need be.

Once clump together run away in a straight line spamming T-Staff until is say you are out of range.

Than turn in place to face mobs and cast snare the turning in place part while isnt necessary prevents some odd ball interrupts that can happen.

Use most efficient nuke for mob type remember its not always most efficient to use the most efficient aoe nuke on that chart resist do come into play.

Always keep a fast single target DD up if you need to finish off one the 4 mobs. Always keep fast root up as well just in case.

It also is a good idea to keep a single target fast stun up and an aoe nuke/stun loaded sometimes you need the stun in small kiting areas.

I just joined this game but played wizard on live for a long time maybe ill make a video on how to quad.

Druid is a bit different so not sure on how they do it pretty close to wizard I am sure but idk if they get an instant click for pulling.
Last edited by solduios; 03-10-2014 at 03:54 PM..
  #12  
Old 03-10-2014, 04:10 PM
Rhambuk Rhambuk is offline
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nice write it up its how ive been quadding, biggest pain is when you get 1 snare resist off the 4 mobs and have to single snare then get 2 snared groups together meh.

i think the difference with dru is they pull with snare because they don't get ae snare and trying to tab target through 4 mobs is a pain.
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  #13  
Old 03-10-2014, 04:53 PM
solduios solduios is offline
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Quote:
Originally Posted by Rhambuk [You must be logged in to view images. Log in or Register.]
nice write it up its how ive been quadding, biggest pain is when you get 1 snare resist off the 4 mobs and have to single snare then get 2 snared groups together meh.

i think the difference with dru is they pull with snare because they don't get ae snare and trying to tab target through 4 mobs is a pain.
They do get an aoe snare at lvl 57.... but by that times kinda pointless for lvling lol.

As far as single resist on snare its a pita for sure as a wizard best thing to do is quick root the guy who resisted run to max range stun dd to break root snare. Then regather mobs and resnare until none resist.

When velious comes out its bit easier can root snare break root and do the same as I said above.
  #14  
Old 03-11-2014, 10:13 PM
Aborath Aborath is offline
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Quote:
Once you have 4 mobs start to do circles until they clump up start big and work smaller its ok to take a hit or 2 if need be.
I'd break this habit quickly. Also, F9 3 times for a zoomed out perspective = not having to turn to face.
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  #15  
Old 03-11-2014, 11:26 PM
solduios solduios is offline
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Originally Posted by Aborath [You must be logged in to view images. Log in or Register.]
I'd break this habit quickly. Also, F9 3 times for a zoomed out perspective = not having to turn to face.
The turning in place is more for spell interrupts after moving the game can troll you you dont need to turn completely around just turn about half way.

About the hits in this era might be lil bad haha but sometimes it happens when mobs are not clumping right usually do to terrain.
  #16  
Old 03-12-2014, 12:39 AM
Aborath Aborath is offline
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Quote:
Originally Posted by solduios [You must be logged in to view images. Log in or Register.]
The turning in place is more for spell interrupts after moving the game can troll you you dont need to turn completely around just turn about half way.

About the hits in this era might be lil bad haha but sometimes it happens when mobs are not clumping right usually do to terrain.
Pirates and later, Spirocs are both rogues. 4x double backstab from a group of either of those at it's GG. I find that turning wide circles helps with clumping as well as keeping distance.
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