Ft. Mech darkness nerf [Archive] - Necrotalk.com

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scrat
12-10-2007, 09:48 PM
I have bugged the heck out of this since patch day. This is what is happening since I haven't seen anybody else mention it.

In Ft mech (and only ft. mech that i'm aware of) if you cast darkness on a mob and promptly feign (to split) by the 3rd-4th tick if you are still feigned the 75% slow portion of the darkness dot is completely absolved. The mobs (if a roaming type) warp to where they would be had their movement not gotten halted, and then walk/run full speed. It is that 3rd-4th tick moment where the non-snared mobs start pathing away and it's time for a group member to tag the snared target for single kill.

Even after standing & retaking aggro, if the snare was wiped - the mob movement reduction is still 100% gone. Re-casting darkness, and though the spell holds - the snare component does not work. Only after a snare wears off and you re-apply will it work.

This absolutely kills our function of being able to FD split large groups of mobs. For 2-3 mob splits, it's not a problem because heck we can kite 3 all day long. It's those two roaming parties of 5 where the problem shows up - and those 2 roaming parties put the halts on most groups ability to make camp on that giant platform.

This had better be a bug and not an intended change to prevent necro's from kiting the cogs.

Mortticia Addams
12-10-2007, 10:39 PM
Nope I've had no trouble that way a all and lived there for awhile(sublime aug quest requires 40 kills in reavers) Only thing different I do then you I usually at least wait a tick or 2 before I fd so I can pull them away from thier position better.

Jebasiz
12-10-2007, 11:00 PM
I have bugged the heck out of this since patch day. This is what is happening since I haven't seen anybody else mention it.

In Ft mech (and only ft. mech that i'm aware of) if you cast darkness on a mob and promptly feign (to split) by the 3rd-4th tick if you are still feigned the 75% slow portion of the darkness dot is completely absolved. The mobs (if a roaming type) warp to where they would be had their movement not gotten halted, and then walk/run full speed. It is that 3rd-4th tick moment where the non-snared mobs start pathing away and it's time for a group member to tag the snared target for single kill.

Even after standing & retaking aggro, if the snare was wiped - the mob movement reduction is still 100% gone. Re-casting darkness, and though the spell holds - the snare component does not work. Only after a snare wears off and you re-apply will it work.

This absolutely kills our function of being able to FD split large groups of mobs. For 2-3 mob splits, it's not a problem because heck we can kite 3 all day long. It's those two roaming parties of 5 where the problem shows up - and those 2 roaming parties put the halts on most groups ability to make camp on that giant platform.

This had better be a bug and not an intended change to prevent necro's from kiting the cogs.

What mobs? I know if mobs are tethered together..they'll warp to stay together when darknessed. If it's individual mobs..I'd like to know. My guess is, you're talking about the oil field roaming gnomes or spy/gardeners on 2nd floor. Post what mobs they are and if they're single..if that's the case there's probably a problem.

scrat
12-11-2007, 01:22 AM
It is the oil field roaming party, and prior to dec 5th patch they were not linked. Maybe that was broke if they are supposed to be linked. I have been part of busting those parties up many, many times - and done it solo quite a few times as well. Constant zone crashing = lots of practice.

Lady Todiefor
12-11-2007, 09:00 PM
Has happened to me also..thought it was kinda wierd and just quit trying them

Jebasiz
12-11-2007, 11:22 PM
It is the oil field roaming party, and prior to dec 5th patch they were not linked. Maybe that was broke if they are supposed to be linked. I have been part of busting those parties up many, many times - and done it solo quite a few times as well. Constant zone crashing = lots of practice.

I just kite'em all at once, it's easier then dealing with that crappy pathing.

scrat
12-12-2007, 12:47 AM
I have no problem at all admitting I cannot full speed kite that 5-mob group.

Meph
12-12-2007, 06:14 AM
I have no problem at all admitting I cannot full speed kite that 5-mob group.

Did it once in junkyard. Was fun ....and dangerous :P

Jebasiz
12-12-2007, 11:55 AM
I have no problem at all admitting I cannot full speed kite that 5-mob group.

Then darkness them?