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#1
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Quote:
Factually, if you don't want to risk dying, you can not Lull an otherwise unwinnable camp with a Cleric. The risk is extremely relevant if ever playing the game without port bots and alts stacked everywhere, aka anybody who is new to a server or simply wants to play in their own way. Death will frequently mean wasting a LONG time getting back to camp or outright losing the camp. Quote:
Quote:
This is why it's sometimes better to use Root + camp if you're a new char without a GCD clicky, particularly in actual Classic EQ when Lull was resisted a lot more and Channeling was less effective. When you open with Root you're gaining more time, instead of starting to cast Root after the Lull failed, while MOBs are rushing at you. Even with a GCD clicky there's still a bit of delay. Lull is a gamble, and in actual classic it would essentially never work for trying to dungeon crawl through non-green cons. You'd pretty much always get a crit failure after 1 room at most. That's why people back in the day were so envious of Druids/Rangers using Harmony in the zones where they could - because it actually worked. The Guk example is not too relevant for playing p99 right now either. Sure when Green launched it was highly lucrative to just live there. Bind at the zoneline and reduce the downside of dying. But in Velious it's ideal to bind in Plane of Mischief (hard to access the zone otherwise + quick access to other Velious zones), and you generally don't want to be changing that bind. Or in Kunark era when you're bound at the pots you probably won't want to give that up, and it's always a significant run during Kunark era to get back to most dungeons, since you can't port directly to EJ or SF.
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#2
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High Elf Max Charisma is the way to go (Cleric)
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#3
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DA doesn't really matter. What matters is if you can beat the room without Lulling or not. If you're dependent on Lull to do content, then it has to be the Enchanter, so the Cleric can rez them on the crit failure and then you keep going. Otherwise you now have to waste time running back with the dead Cleric, which might even mean needing to stop for the night if there's no port available.
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#4
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Consider pocket clerics.
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#5
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Cleric always does the lull.
Always. Cleric survives a critical fail far better with more Hp and more AC, and ability to DA while calmly discussing a plan. Enchanter is free to cast as he pleases to CC. Enchanter lull fail means panic enchanter channeling and panic healing. Or stun command and pull aggro off enchanter anyway. Back to step 1 but with less time and less hitpoints. For critical setups you have a corpse and cleric rezbox on self during lulls. Recorpse every 3 hrs. It’s far faster to recover from a rezbox acceptance to clear aggro with a FM enchanter than it is to Rez an enchanter. Camps like duo chardok king and queen, duo emp, duo drusellar back in the Kunark days farming necks etc. | ||
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#6
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Obviously on crit resist lull you cast fear bomb, gate out, pull the plug and go to the bar. Come back an hour or two later and sell rezzes.
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#7
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lmao this guy is a clown
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#8
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Easy/low risk lull: either Enchanter or Cleric lulls, more based on convenience than risk avoidance
Moderately/seriously risky lull: Cleric lulls, prepares to DA as Enchanter cleans up adds Extremely risky lull: Enchanter lulls and Cleric stays back ready to rez You could get crazy with shit like Cleric corpsing and casting a self rez box but let's be honest, it's rarely worth going to that trouble and it's not realistic to assume it as a common strategy. | ||
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#9
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Imagine being a newer player trying to discern this thread.
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#10
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Not used TL much in groups, but tldr I did agree TL is their best raid spell.
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