#71
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I'm also a super pro and forced recharm a lot with hide, so I never took damage between charms.
Charm certainly wasn't a guaranteed 15minutes last week, but it was happening too often (without malo). As I said before. It should be a bit less reliable than that, but certainly not as unreliable as this. It's funny. When I went searching the net for documentation, and limited my search for classic era posts, so few of them mentioned using tash before charm, and even less recommended malo. lololol No wonder they got charm breaks. I swear it's mainly an issue of everyone suddenly knowing how to play vs. ignorant 1999 era players. [You must be logged in to view images. Log in or Register.] Still, the smarter posts claimed that charm was generally good for about two fights, where it's about time to break charm manually and swap pets anyways. | ||
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#72
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Well 2 fights sounds about what i did prior to the merge. Maybe it was too op but now you can only dream of 2 fights without a break. 5 minutes would be totally ok but now it seems to break 1-2 times each min (if solo without malo).
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#73
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Quote:
http://www.project1999.org/forums/showthread.php?t=6733 As a bonus, it also has classic-era statements from Verant about CHA's effect on Mez and Lull. HTH
__________________
Don't be a Kleat...
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#74
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Lucy also does not go to 2002 'and earlier'. It goes to March 2002, and that's it. Beside that, you can spam links to spell data all you want. Nothing in the spell data determines the reliability of the charm. That's all handled by the server's checks vs charisma and magic resist.
As far as any posts from that time frame referencing charm being unreliable being hyperbole, ubiqitous posts including stats, durations, and frustration with charm identical to the condensed raging on this thread don't exactly contradict the change. So far the extent of the argument for changing it back has been unsupported anecdotes of "I remember this". The only tangible documentation that has been provided in this thread, at all, is documentation of its notorious unreliability. It's not going back the way it was, you'll just have to accept that. If you think it should be more reliable than it is now, start posting something to back that up with a relevant timestamp. | ||
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#75
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Quote:
5 min avg I am fine with that and think that is fair. Like I said though, when whirl was pre-nerf watching an enchanter play made me sick to my stomach at how easy it was. So I am still smacking my lips from the bitterness... | |||
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#76
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Quote:
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#77
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Quote:
I was just hoping it may be useful (if sparse) data from "back in the day" as you guys tweak things further. From what I have read of the recent changes, it sounds like you guys have taken a big step in the right direction.
__________________
Don't be a Kleat...
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#78
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Posting here that charm was not OP before is way off. Before this last patch it was kind of ridiculous. I soloed in Chardok through half of 58 and nearly all of 59 using charm and died once. If you do not consider that OP I'm not sure exactly what your definition of it would be. Even having charms consistently last five to seven minutes would be pretty overpowered. I'll explain what tactics I used below and why:
Typical session in Chardok soloing. Buff (having Rune V up at all times was a must, 254 Charisma), use air elemental illusion, and invis to front gate. Target mobs in the lev tunnel, calm. Run across and use Level 4 Mesmerize to mez pet I wanted. Tash pet and charm. Wait for mez to wear off, 24 seconds. 99% of the time my pets would be casters. Most of them could go through two to three melee (Janissarys, Myrmidons) per charmed pet. I made sure I never fought caster on caster (this was the one time I died when I made this mistake I think). While pet was fighting melee mob I always made sure that mob was tashed and rooted. Reroot as my pet (caster) nuked and unrooted so if charm did happen to break I could remez/retash/recharm. When pet was low, pet guard and run a little ways away to invis. Mez/Nuke until dead. Once current pet was dead, calm around melee and repeat with another caster. My pet fighting summoning mobs and Templars (shaman that cast their fucking dots on my pet) was a big nono and I rarely ever did this. Having a pet that summoned increased the difficulty. As long as I had the mob it was fighting rooted and stood directly behind my pet (so he wouldn't summon me if he broke) it was doable without too much more risk. On average I would say each one of my pets lasted 5-7 minutes (Except for the occasional Aruspice that could go through three to four mobs) before they were low hp and out of mana so I could kill them. I would get charm breaks from time to time but they were VERY RARE. What I described here could probably still be done although it would definately not be as fast. You would end up blowing alot of mana on recharms and runes. Having a consistent 5-7 minute charm on a pet would basically be the same as pre-patch using these tactics. | ||
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#79
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charm is still op myself as a necro am able to still solo com 2nd and 3rd floor with ease thx for nerf tho
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#80
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Quote:
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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