#21
|
||||
|
Quote:
All that being said I was able to split the spore king last night in Seb at level 55 using a combination of pathing and geometry to get him away from adds and a rogue to peel him off to group. It was my first time ever in that camp so I don't have an idea what it was like prior to the nerf but I can imagine it was a lot easier before considering how many adds there are (including lots of pathers). So monk splitting (without beads) is still viable but much trickier and more time consuming.
__________________
Ballhaus - 35 Halfling Druid | Thees - 57 Iksar Monk | Siddartha - 51 DE Enchanter Fizziz - 35 Gnome Mage | Sixxes 27 Iksar Necro | |||
|
#22
|
||||
|
Quote:
| |||
|
#23
|
||||
|
Quote:
They are just another lame clicky item that have become a crutch for the lack of skill players obviously are afflicted by on p99. How many exploits do we need to succeed on a 17 year old elfsim? These beads are circumventing the very nerf to monk sneak pulling! The nerf is incomplete, admin needs to get on this asap imo. | |||
|
#24
|
||||
|
Quote:
I think this also emphasizes the break portion of a camp more and keeping it broken. It will be more time consuming to break some camps but once you do there is an incentive to keep it broken. Last night the King camp was really difficult until we got it broken then we were able to clear out all the shrooms eventually making the camp much, much easier. At one point we had to clear the jail to get someone to the group and this short delay meant we fell behind on shrooms..causing us to have to re-break camp again.
__________________
Ballhaus - 35 Halfling Druid | Thees - 57 Iksar Monk | Siddartha - 51 DE Enchanter Fizziz - 35 Gnome Mage | Sixxes 27 Iksar Necro | |||
|
#25
|
||||
|
Quote:
On live they actually single pulled whatever mob killed your eyeball without any social aggro. You could literally send an eye into a pack of 10 mobs and solo pull 1 out. | |||
|
#26
|
|||
|
I used to group with a warrior that would face pull 8 mobs at a time and train them to camp and the enchanter would cc it all. Once the camp was split, it was easy-peasy. What do you need a monk for anyway?
| ||
|
#27
|
||||
|
Quote:
| |||
|
#28
|
|||
|
Shout out to EQBallzz (in game name: Thees (55 Monk)) who pulled King camp in Seb exceptionally well last night post sneak nerf / with no beads / while also being his first time at the camp!
-Ages | ||
|
#29
|
||||||
|
Quote:
Quote:
Quote:
__________________
Ballhaus - 35 Halfling Druid | Thees - 57 Iksar Monk | Siddartha - 51 DE Enchanter Fizziz - 35 Gnome Mage | Sixxes 27 Iksar Necro | |||||
|
#30
|
|||
|
As a follow up to this thread I have some additional info to add. Based on in-game conversations it seems many are still confused as to what the sneak change actually did or didn't do. Some saying that sneak pulling still works some % of the time. I'm not sure where people are getting that info but I don't believe that is accurate.
I think people are confusing sneak pulling (sneak pulling mobs before aggro) with what actually did change (sneak no longer works to mem blur mobs you already aggro'd). If you haven't aggro'd mobs yet and pull a group from sneaking position..various things can happen..some of which will be similar to the way sneak pulling worked before depending on spacing, which direction mobs are facing, geometry/LOS, mob/player level etc..On the other hand if you pull mobs and FD..then sneaking with the expectation that it will clear your aggro when you stand..that no longer works. At all. Also, FD itself has a chance to mem blur (though I think it's too low on P99 compared to live) so some might be seeing that and thinking it's the sneak still working. I don't believe that is the case. Did Juggs yesterday and was able to solo split all the Juggs using a combination of sneak pulling (rarely on initial pull) and spawn point resetting (after pull). Some of the interesting things I noticed however is that FD mem blur is definitely still working but it's very unreliable. Mobs returning to spawn point usually mem blurs but this is also somewhat spotty. When splitting the 6 Juggs + Tolapumj in Trak's lair I witnessed numerous times where I would pull and mobs that reset would re-aggro and other times after FD a mob would not re-aggro that wasn't reset yet (FD mem blur). I even had a single Jugg split from group and the rest all reset but when I stood up and the Jugg near me didn't re-aggro but all the mobs at spawn point did re-aggro. I think this is broken and shouldn't be happening. Mobs that returned to spawn point (and are far enough away from you) should *not* re-aggro and mobs should be mem-blurring from FD at a higher rate such that when you have 2-3+ mobs aggro'd you actually have a chance to mem-blur them. So to recap: Sneak pulling before aggro: still sorta works depending on numerous factors (spacing, which direction mobs are facing, geometry/LOS, mob/player level etc). Sneak pulling after aggro: no longer works to clear aggro from a FD position (no mem blur). FD mem blur: works but is far too low of a chance making it impossible to rely on unless you have a single mob that is outside of social aggro range of others but that makes it pointless for splitting because it's already solo at that point. Social aggro: radius of aggro has increased after change making all of the above more difficult. Lazy aggro: seems to be working as intended and not really that relevant to the sneak pulling aspect other than the obvious..sneak won't remove you from hate list. If anyone else has any info about their experiences with this that could be helpful. I hope the broken nature of aggro in it's current form is being looked at and will be fixed sooner rather than later. Pulling is quite a PITA atm and while I appreciate the added challenge there seems to be broken mechanics making it harder than it should be.
__________________
Ballhaus - 35 Halfling Druid | Thees - 57 Iksar Monk | Siddartha - 51 DE Enchanter Fizziz - 35 Gnome Mage | Sixxes 27 Iksar Necro | ||
|
|
|