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Message ID: 3207 
Date: Sat Jul 13 17:34:01 BST 2002 
Author: mlockridge01 
Subject: SK Gnolls 
I was hunting the gnolls at the Spires in SK when I learned something 
about them which others may find useful.
My current technique for gnolling is to find one by himself, and hit 
him with Creeping Crud. That dot gets his attention, and begins doing 
damage. I then begin running away from the Spires, to get some 
distance from any possible gnoll back-up. Once I have the distance I 
want, I root him and hit him with another dot, Incinerate in this 
case. I then rest to regain mana. I will run, root, and dot him until 
dead. With luck I have enough mana left to rest only a short time 
before I go get another.
I was talking with my son-in-law while taking one gnoll, and rooted 
the thing at the spire rather than pulling him away. I guess I was 
distracted. A second gnoll came along and agroed on me, driving me 
away. I knew I did not have the mana to manage both, so ran south for 
Lake Raithtear. I reached the zone well ahead of them. I rested to 
full capacity, with no gnolls in sight. Didn't even zone.
I went back to get some more gnolls, but found someone camping the 
spire I had been working. I started to leave, honoring his claim to 
an abandoned camp, when a gnoll hit me from behind. I lead him on a 
fatal chase. The camper sent a tell regarding a perceived violation 
of camp courtesy, for which I appologized.
It seems that the gnolls will abandon a chase after some time and 
distance, but remember you well. The second gnoll I had been involved 
with agroed on me from a considerable distance from the Spires. 
So, gnoll hunters, keep in mind that an injured gnoll has a long 
memory, and even longer agro range.
Barto Proudfoot