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#11
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![]() Just chimeing in- as this is indeed true, you also could recast prenerf cos while running thru mobs with no agro etc etc- stand->insta invs = the awsome
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#12
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![]() I don't have one on test to verify, but on live you could also tag something, hit circlet, and run through other mobs and pull it solo provided nothing else was within range on the initial tag. Used this to pull Talendor to Burning Woods zoneline without adds quite often.
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Trystych
<Inglourious Basterds> | ||
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#13
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![]() You can still kind of do that using the current version on beta, but it fails sometimes.
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#14
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![]() Just to add my .02....Skie was doing this pretty consistently a while back when we went up and tried to 4man plane of sky =D
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#15
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![]() Skie was doing it using hide while FD to preclude the issue on standing. I think Uth had the issue nailed though, it's really that the server is probably running better than SoEs and we're all on LOWER latency not higher. Instant cast as opposed to .1s should fix it though, thanks Uth.
-Jayko | ||
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#16
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![]() The aggro checks after standing will be almost instantly. The mechanic is not there for this to work. Playing an SK on live, I know how this should work. This and sneak pulling need to be worked on.
H | ||
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#17
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![]() The CoS (even prenerf) was 'nerfed' to a .1 second cast. It still worked though, then, AND now on Live servers. Which I'm sorry, your server doesn't run better than Live servers, not even close.
I could out pull any one on my raids, mobs that needed split we always used me on my SK to split cause no one could touch me. DC mob, run away, Feign, wait til reset stand, and pull 1 out of an infinite number of KoS mobs, OR, tag, run, snare, Feign, stand and insta invis, wait til mobs moved, tag and pull. Tons of ways to do it, but the insta and .1 cast on the CoS made no difference to this mechanic. | ||
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#18
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![]() Quote:
The mechanic is not there to support this in the server code. It has nothing to do with latency, server performance, etc. There needs to be a slight delay from the time you stand up, until there is an aggro check performed or the mobs sucessively aggro, something. Messing with how mobs aggro can affect so many things, so making changes is very tricky. I know proximity here will aggro mobs faster than on live. I think that is where the key is. Its almost as if you need to pass 2 checks, about 1 sec apart, before the mob will aggro. If that is the case, that time interval needs determined. H | |||
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#19
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![]() I might be able to figure this out on live, by slowly inching up to a mob and see the distance appart it aggros. Then do some running at the mob, see where it aggros. I might be able to figure out if there is a delay, or what. I am not sure of the mechanic on live that exists, that allow this.
H | ||
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#20
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![]() Just wanted to further confirm the circlet should be allowing non-aggro invis clicks immediately upon standing from FD. Chain clicking while running should also result in no aggro. Unfortunately I'm not sure what the trick was on live for this to be implemented [You must be logged in to view images. Log in or Register.] I'll see if I can find anything.
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Zeelot <TMO>
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