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  • #16
    Harmony of Nature is THE spell.


    When I, as a level 56 druid, was in PoStorms, the groups had ME harmony the mobs to prevent multiple-pulls.

    Only once, in 12+ hours did we get more then one Mob, and that one was when someone else was supposed to be Lull/Harmonying.

    I did not, however, pull. I left that to a tank person.


    -Lilosh
    Venerable Noishpa Taltos , Planar Druid, Educated Halfling, and GM Baker.
    President and Founder of the Loudmouthed Sarcastic Halflings Society
    Also, Smalltim

    So take the fact of having a dirty mind as proof that you are world-savvy; it's not a flaw, it's an asset, if nothing else, it's a defense - Sanna

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    • #17
      My paladin does the pulls for guild groups, and only gets adds when something pops in the pull path on the way back (and sometimes not even then). There's one word that explains why - Pacify.

      Several months ago, the Lull line of spells was fixed so that it worked as effectively as Harmony always had. Unlike Harmony, it will only work on a single mob, but it can also be used indoors (Harmony cannot).

      It also doesn't require line of sight, which means that you can barely move close enough to see the tip of a mob around a corner and cast it without having to worry about agro.

      The downside to it is that it has a variable duration (its pretty reliable up until about 4 ticks, but after that is questionable - max duration is 7 ticks) and you don't get a message when it wears off.

      If you go visit Paladins of Norrath, and look through the spell suggestions, after you get past the ideas that the devs probably won't consider on even a cold day in the underworld of the wicked of your choice (such as undead snares, damage shields that only affect undead, and other ideas that don't necessarily mention the not-living) you'll find that one of the more popular ideas is an upgrade to Pacify. You see, Pacify (the finall Lull spell that paladins currently get - there are higher level spells, but paladins don't get them) only works on mobs up to level 55. Which means that once you start dealing with mobs of a higher level than 55, paladin pulling utility changes from way up near the top to only a step above having the wizard pull.

      It is possible to have the spell resisted. And if this happens, there's a good chance the mob will come after you (there's a check against your charisma). But if it doesn't, you can walk right past the mob without a thing happening (just don't walk on top of it - it still has an agro radius, albeit a small one).

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      • #18
        I love Harmony, but unfortunately you can't use it in indoor zones, so most dungeons are off-limits.
        Bittleaye Arkades
        Halfling Druid of Xev
        Sans Requiem


        Tailoring 252 - Smithing 222 - Fishing 200 - Brewing 200 - Pottery 199 - Baking 197 - Fletching 142

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        • #19
          If you have lull in the back of your spell book you are making a big mistake. It is a very powerful ability. It always was (at least for bards... ours worked while enchanters and clerics complained about thiers), and now it's even better. I expect it to be "tuned" some day, frankly.

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          • #20
            The cleric/enchanter/paladin lull line has already been tuned, actually. When the changes went in, it originally held for a few minutes, which meant that people could literally Pacify their way through Chardok (and did). Now it generally only holds long enough to lull 2 or 3 mobs at the same time reliably, and since you don't get a message when it wears off, its a bit reckless to do any more than that.

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            • #21
              Originally posted by Eumerin
              It is possible to have the spell resisted. And if this happens, there's a good chance the mob will come after you (there's a check against your charisma). But if it doesn't, you can walk right past the mob without a thing happening (just don't walk on top of it - it still has an agro radius, albeit a small one).
              With my trophy equipped (and a charisma of 105-107), I've only once had a mob aggro on resist. Without the trophy (cha 55-57), I've gotten a handful of aggros. The spell is rarely resisted , so its a minor issue, and the cha-based secondary save can make the chance of aggro pretty miniscule if you've got your cha prepared.

              As for the aggro radius, that's one of the things I love about Pacify & its upgrades, as compared to Harmony and the lower Lull spells - you CAN walk right over the mob. With Pacify, I've hugged mobs, stood on top of them to get the right angle to see something, with no fear of aggro. When I spent some time with a higher level ranger harmonying, it caused me a few problems because Pacify wouldn't overwrite his harmony, and I hadn't yet realized that harmony still left an aggro radius.

              I've got a little druid, and playing around with Harmony made me love Pacify even more. Not needing line-of-sight comes in handy more times than I would've imagined, since often if you've moved in deep enough so that you can "see" the mob, you're already in the aggro radius. Pacifying mobs 2 rooms away after /assisting the puller is fun

              You can still pacify-walk some places, but not nearly as well. Post duration nerf, a cleric friend of mine was left behind deep in HoT (I forget the details of why). She managed to walk out via pacify without a single aggro. I myself have walked around a lot of the upper Hole via pacify. Its just a question of mob density - if you can get #1 out of range by the time you need to pacify #4, you're generally good, so long as your mana holds up and you don't get any fizzles or resists.

              I love pacify I still miss the longer duration (when I could use it on tight space breaks, pacifying all mobs but one and then fighting in the room with them all standing there. Also on unexpected respawns before they aggro), but after the revamp it is a wonderfully useful spell. I do hope they give Paladins the higher level cap versions though
              Last edited by Dunthor Warsmith; 08-15-2003, 07:50 PM.

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              • #22
                Ok fine.. i'll have to play with it. I've repressed the spell line from my memory after it's performance back in the day... 60-80% of attempts resulting in full camp pulls is/was enough to disuade me from using it.. and it's grandchildren.

                I'll try it when our monk is around.. he likes really big trains.

                Oh.. um.. and.. can someone stand between me and Lilosh? Pleeeasse!

                /hides
                Last edited by Moraganth; 08-16-2003, 04:14 AM.

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                • #23
                  Ya, old lull was a pain. Trying to split 3 mobs in mistmoore, I could maybe lull one if I was lucky, and generally get a aggro resist from the second (if not the first), which then aggro'd any I had successfully lulled beforehand. After repeated attempts and failures (with associated deaths), lull never got memmed again until the revamp. Post-revamp, Pacify is now in my standard solo spell lineup

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                  • #24
                    The only downside is that the last one paladins get is pacify.




                    Paladin single pulling utility goes from Excellent to Nil the moment the mob goes from level 55 to level 56.

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