Game Forum / Role Playing Games / EverQuest / August 2005
Cheat or tactic?
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Lance Berg - 25 Aug 2005 04:40 GMT So here's my new plan; I aggro a mob, drag it over to another mob which hates it but not me, and get it attacked. I then kite it around a bit if necessary till it starts to fight back. Then I wait till its down to "run away" hp%, and charm it.
The mob it was fighting stops, because its now suddenly a pet and thus neutral, but doesn't start fighting me instead, because I'm not KOS to it, and the mob it was fighting wasn't my pet at the time.
I run off to one side a bit, away from the "guard" mob, and invis to break charm. Chain the former pet, beat it to death while it stands there running in place ("RIP"), boom, practically free exp.
Failures:
1) mob catches up with me and manages to interrupt me enough to stop me stopping it from killing me. Unlikely, but it can happen.
2) We run over an add, and things become more difficult as I try to get BOTH off me. Fortunately, there are usually more "guards" around, and I don't have to stay near a fight once I get one started, I can either return after ditching, or just give that guy up as a lost cause and continue the plan with the new one
3) Charm resists mean the "guard" kills the mob. This is a pain, but I really don't have a lot invested, so its just shrug and go get another
4) Mob kills guard. See 2); thats ok, I just drag him off for a second guard, although I can also help out by chaining and doing song damage to the mob.
5) Guard has a swing aimed at the mob which lands in the split second after charm does; now the mob which is my pet reacts by hitting him back, and the guard suddenly hates me. Not wanting bad faction with the guards, this is a Zone Out event.
6) Mob's regen rate is so high that in between charm and charm break, it regens so much that it isn't running anymore but instead comes running for me. Happened in NL a few times, hasn't in GD so far. Solution, charm later, break faster (carrying a flute and having invis song memmed helps)
I don't remember using this trick, or reading about it, on my previous bard. I did do something similar involving rooting and atoning, for my cleric.
I'm wondering whether its considered an exploit, although frankly its less effective than charming one mob and having it attack another as my pet; only thing is, with the ED oath restricting me from SOW potions or twinky JBoots/TBoots, charming work is much harder, and I think I'm actually ending up with more exp per hour doing it this way, even though its half the net DPS, and even considering the massive detriment that is running to find a new victim and dragging him all the way to the guards.
Lance Midi, 30 bard
42 - 25 Aug 2005 05:22 GMT > So here's my new plan; I aggro a mob, drag it over to another mob which > hates it but not me, and get it attacked. I then kite it around a bit [quoted text clipped - 41 lines] > bard. I did do something similar involving rooting and atoning, for my > cleric.
> I'm wondering whether its considered an exploit, although frankly its > less effective than charming one mob and having it attack another as my [quoted text clipped - 3 lines] > its half the net DPS, and even considering the massive detriment that is > running to find a new victim and dragging him all the way to the guards. Its not an 'illegal exploit' by SOE standards to the best of my knowledge. Its probably not how they intended the game to be played either though. But then neither was wiz/dru quad-kiting or necro-FD- rotting.
I've done it myself in places like Echo Caverns with my enchanter from time to time, where it works very well. (Lots of mobs, solid gaurds, don't have to run too far...)
A variation on the tactic:
Instead of charming the mob, mez the gaurd, then melee/snare the fleeing mob, refreshing mez periodically. In many cases this is much more reliable than landing charm on the victim in time - especially if hunting reds or stuff that's higher level the the available charm.
Memblur the gaurd when you're done. Pull a new victim.
Lance Berg - 25 Aug 2005 10:30 GMT >>So here's my new plan; I aggro a mob, drag it over to another mob which >>hates it but not me, and get it attacked. I then kite it around a bit >>if necessary till it starts to fight back. Then I wait till its down to >>"run away" hp%, and charm it.
> Its not an 'illegal exploit' by SOE standards to the best of my > knowledge. Its probably not how they intended the game to be played [quoted text clipped - 13 lines] > > Memblur the gaurd when you're done. Pull a new victim. This is essentially what I did with my cleric, rooting the guard, then atoning him. The beauty, though, of the charm plan, is that I never do anything at all to the guard, so I don't have to worry about aggro on him... which is good, since as a bard it will be a long time before I get a mem blur.
The other good thing about it, though, is that I can with a little luck use this tactic to swarm the victim; just as with normal charm swarming, the object is to get several mobs hurting one mob, so you multiply your DPS. Trouble with swarming is that you really have to worry about keeping all those mobs on your target instead of on you, and when charm breaks, your target plus all the mobs come straight for you. Since I haven't aggroed the guards, though, they don't come for me, and since I haven't charmed the target, it doesn't break and come for me either, not till I'm ready for it anyway.
Charming, to use swarming, I'd have to have some sort of AE mez and AE mem blur.
I worked this out in Neth Lair, where the Neth drones etc are KOS to the Haven guards. Mobs were from green to cyan to barely dark blue, I was capable of meleeing them down or fear kiting them or charm killing them... but I was having trouble with adds, and with running over other groups while fear kiting, where the AE nature of bard fear caused trouble at least once. In the end, this tactic was more kills per hour than melee and heal, or than fear kiting if you take into account the times I ended up running to zone to clear aggro.
I'm using it now, though, in Great Divide, pulling first wolves and now scouts over to the coldain wolves and wolfmasters. In NL it was difficult to get a swarm on the mob, because there were lone guards up in front and the other pair were way back from that point. In GD, though, its relatively simple to get a swarm going, as the bad guys run faster and stick with me better, even after aggroing one or two coldain wolves (I build hate with chanting all the way over to the coldain area). Once I have a few guards at work, I snare the victim and then run off using selos to a good distance, which generally causes the victim to turn and attack his tormenters. Once that happens, there seems to be no way to get him back off of them, I've tried all ranged songs, but its safe as houses.
I have to admit, I'm losing a fair amount of coldain, but I never take a faction hit for doing so, since its a mob who isn't my pet doing the killing. I wish I could find tougher guards, since the level of the guards is entirely irrelvant to the proposition (the key is whether I can land charm on the mob, I never do anything at all to the guards, so their level doesn't deter me). Well, no, I did find a tougher set, Captain Stonesomething... but he took out my red to me scout in the time it took me to type one sentence!
So another question, then, is what zones have mobs that are KOS to each other, and with at least one set who won't be KOS to me (even if I have to use Carrilion to make that happen)
Midi
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