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#11
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![]() http://www.eqclerics.org/forums/showthread.php?t=10878
24-07-2001, 15:13 #2 Aaldiana D'Ozz Registered User Reg.datum: Oct 1999 Ort: Cincinnati, OH Inlägg: 299 Aaldiana D'Ozz Skicka ett meddelande via ICQ till Aaldiana D'Ozz Post Yes, he is unslowable by traditional means (honestly I don't know about rogue poison, we havent messed with it for the most part). Yes, even unslowed he is doable with low numbers. Basically it depends on a few things (just like all BGH mobs do): First and foremost...How well does your group work together? If your clerics don't time heals right with each other, your tanks don't know how to gain/regain aggro or take over main tanking etc, then even with 60 people you'll have trouble. Practice makes perfect on anything, raiding as a cohesive group takes a ton. How prepared are you for that particular mobs abilities? Does it AE? Is it resistable and if so which resist? Can it be slowed? Does it dispell? What debuffs are worth using? Should melee be defensive or offensive? Which nukes will land? Are single target heals or group heals more efficient? Etc. In this particular case, it's learning to deal with his AE snare. When in doubt and learning...zerg (but not to the point the resulting lag makes it even worse...ugh). Once you've gotten some experience, cut the numbers. ps...not giving specific strategies since you didn't ask for them necessarily and since some don't like spoilers *nod* | ||
#12
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![]() *** Magic System Changes ***
There is a more detailed explanation of these changes posted on our Developer's Corner. Please visit there for more details (either at www.everquest.com or http://boards.station.sony.com/ubb/everquest/cgi- bin/Ultimate.cgi). Here is a summary of the changes: - The level-based spell resistance bonus inherent in super-high level NPCs has been reduced significantly. - Several NPCs have had their resistances reduced. Each of them was examined carefully, and resistances changed as seemed appropriate. For some of these NPCs other things were changed as well to compensate for their increased susceptibility to spells, such as armor improvements or perhaps greater hit points, if needed for that NPC. - NPCs that were highly magic resistant in order to make them immune to certain spells can now be given specific immunity to those spells. This means that they can be made immune to critical spells, as intended, and still be generally less resistant to magic. Players will receive a message similar to the one that is already given for Mesmerization spells when they cast a spell on an NPC that it is specifically immune to. IMPORTANT NOTE: It is very important to note that we have not made any NPCs immune to spells that they were not already immune to. Many NPCs that were previously immune to spells due to their high innate resistance to magic have had that resistance reduced and specific immunities added. So if you see an immunity message after attempting to cast a spell on an NPC that you hadn't seen such a message from before, understand that the NPC was already immune to that spell before due to high resistances, and the only difference is that it now has lower resistances in general and specific spell immunity (which is why you are seeing the message). this was the patch the dude u are quoting referes and is when u actualy start getting the smg ,,,, this char cannot be slowed or inmune to run speed changes etc etc etc.. something actualy is wrong in our time frame as u getting this msg in mobs like the herdleader in cs when it should be snare ,,,, resisted and no than he is inmune to slow or snare | ||
#13
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![]() So a few posts on Allakhazam suggest slow ability. One post in 2007 claims unslowability, and the EQCleric 2001 post claims unslowability.
Would be nice to find more evidence on this to tip the scale in favor of one side or the other.
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#14
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#15
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![]() Far more in era posts stating slowable. That eqclerics post is the only one suggesting otherwise, so maybe they had some bad rng or something but pretty sure he is slowable from all the research I have done/seen
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#16
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![]() Quote:
I wouldn't say it's outside the realm of possibility that CT is unslowable... But the majority of the evidence suggests he was. But the quote in era, *most* state slowable. Only one guy claims he is immune to attack speed changes just after the patch you quoted. Then that same week someone else refutes that claim, stating he was slowable. The Graffe resistance chart shows him as a high MR mob, but not high enough to be immune to magic effects. Lures and Lifetaps should be 100% hits and Magic spells should require full debuffs and even then be hit or miss. EQLizier 2001 Quote:
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#17
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![]() The Avatar Snare or some other spell may have dispelled Cazic Thule (similar to Sontalak), I don't remember anyone slowing him after the Fear update.
He would Avatar Snare first then Avatar Power dispelling the snare and shooting you off (You needed top buff slot open or with jboots etc). Basically the strat was to put your clerics in the house with levitate to stop the knockback and hope your tanks resisted Fear. | ||
#18
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![]() I remember landing a slow on Cazic 2.0 the first encounter on our server. We had maybe 10 enchanters/shaman all trying and lost almost every single one in the first few minutes while trying to land slow. Quite difficult to land, but not impossible.
For what it is worth. | ||
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