[Next Message in Time] | [Previous Message in Time] | [Next Message in Topic] | [Previous Message in Topic]

Message ID: 2511
Date: Thu Mar 23 19:53:19 GMT 2000
Author: JasonF
Subject: RE: [eqenchanters] When you can't use color flux


> > at the very least hang around and make our lives difficult
> > and at worst kill me.
>
> Bummer. Is it a matter of where you stand in the room, or do they wander
> enough that it's simply luck?

There are wandering NPC guards on the level above you, so using AE stun is
risky. I have been using it when absolutely necessary provided I have SoW
up. The gards only hit for 50-60, so if I have SoW I can zone without
dying, and more importantly the guards do not agro on the rest of my group,
only me. Last night I played without stun memmed and it was a major
inconvenience. Actually this same problem would probably present itself if
I was fighting in the tower in Unrest... Those mobs agro through the floor
and ceiling very, very easily.

> Mez (and WTYH for that matter) has a 2.5 second cast time. If you cast
> immediately after seeing the "hits YOU" message, you should be able to get
> it off at least half the time. If there's only one.

This is what I was doing.

> Better yet, if you have a wizzie or cleric (or 30+ Paladin) in your group,
> warn them in advance that this will happen and they should keep a stunning
> spell memmed. In combat, just /g "please stun this unpleasant green
> thing".

We had a cleric last night (for a change), but he was often LOM and medding
for heals. BTW these things aren't green - they're high blue to red, with
most being red.

> Root is another very good option, either from another caster that can't
> stun, or cast it yourself, as it casts in 2.0 seconds rather than 2.5.
> Once rooted, step back and mez away (or step back and leave it rooted, for
> that matter).

Root's also a good idea. It's not a spell that I memorize very often
though. I tend to select mez/charm/stun type spells before a "brute force"
root.

> In fact, in the hands of a competent group without an enchanter, root is
> actually an effective small-crowd control method. It doesn't touch what
> an enchanter can do, but with just a very small amount of maneuvering room
> it can take 2-3 MoBs out of the combat.

BTW - my group last night sure loved me. The paladin and monk were pulling
three red mobs at a time. At first they were a hair's breadth away from
zoning at all times, but as the evening progressed they go relatively
comfortable with pulling three reds.. I was able to mes the pretty easily.

Chiming