Casting mobs

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Cespx
Gryphon Knight
 
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Postby Cespx » Feb 14, 2008 19:52

Hi,
i've read somewhere what gms are working on Agramon zone which could be our next rvr place. I want to ask if it's possible to implement some casting mobs in Agramon? Those mobs are a big part of classes with charm (ministrel, ment etc.) I know we're able to charm melee fighting mobs in Emain but truely say they're useless. They are slow, they deal low dmg and reduce mana regen with every tick (menta). So in general they're not worth charming. That's why i ask again if it's possible to implement casting mobs?

Cespx

Demiurgo
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Postby Demiurgo » Feb 14, 2008 22:52

I totally don't agree. First of all pets in rvr work as rupters, the DON'T have to do dmg. I don't know what you mean with slow. I don't agree also because most of classes with summoned pet (cabalist, enchanter, spiritmaster, ecc..) don't have they pet at their full power. In this way a sorcerer would have a pet stronger than a spiritmaster.

Holundermann
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Postby Holundermann » Feb 14, 2008 23:45

But advantage of Menta is that he can charm monsters up to lvl 60+ and they SHOULD do dmg. The problem with it: You for example hit a lvl50 mob and it hits you for ~100 dmg. now you charm it and let it attack something or someone else ... and what? the mob does now only ~50 dmg... i dont know if it works still that way , but i knew it did some time ago.
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Sethor
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Postby Sethor » Feb 15, 2008 00:51

Some time ago I gave a link to a website which lists almost every monster
and its abilities to blue. Nothing more to say but "It's done when it's done" ;)
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AsNied
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Postby AsNied » Feb 15, 2008 10:03

Demirugo

This is one of the best strategy on Live.

Ministrel, Mentalist, Sorcerer (don't remember Mid class) can charm monsters with magic abilities such as DD, Heal etc. This abilities are since first days of DAoC. Why you say they are OP?

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Cespx
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Postby Cespx » Feb 15, 2008 10:20

First of all:there've been always casting mobs in daoc (especially in rvr) so why cant we have them on Uthgard? I also dont want pets which will make ~200dmg with one dd. I want pets with abilities like low lvl dd, mezz, root or something which gives me as a caster another possibility to kill enemies than stun nuke nuke nuke (dead because that was det5 tank...)

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Nayru
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Postby Nayru » Feb 15, 2008 10:44

We will check possible balancing changes that may be caused by casting pets, but Cespx is right. Those pets are missing to classes with petcharm (sorc, minstrel, hunter, mentalist) and will propably be implemented.

Sethor would you be so kind and post that link again please? :)

Myx
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Postby Myx » Feb 15, 2008 10:50

hmm I really would like to see them implemented not only in rvr zones :wink: cause they were ig some time ago but are not anymore

Take care!

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Sethor
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Postby Sethor » Feb 15, 2008 11:01

Did I mention that I had to reinstall my system yesterday? Just check these
forums. I'm pretty sure that I linked them in a minstrel topic. ^^
Characters:
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Sethor
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Postby Sethor » Feb 15, 2008 11:03

Thats the topic containing Arachnias charming guide and my speculation on
how Mythic decided which spelllevel to give to a monster:

http://uthgard.the-bart.org/modules.php ... highlight=


ArachniasCharmingGuide: http://www.enygma.net/charm/petguide.html
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Hibernia: suxx ^^

Demiurgo
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Postby Demiurgo » Feb 15, 2008 11:22

@ Asnied: I didn't say they are OP. I simply meant that:
- Spiritmaster pet should stun, proc dd, have bladeturn, intercept a lot's of attacks to the caster;
- Cabalist pet is almost done, but there are no higher levels pets
- Enchanter pets should heal, buff, tank better, mezz, nuke.
Actually if you charm a yellow mob, you have a pet stronger than a spiritmaster/enchanter pets, because now they are just common blue mobs.
I don't say it's OP and you don't have to do it, but I find it correct to fix first pet classes (which are weaker because of they SHOULD have their good pets) and then put mezzing/nuking/healing mobs in rvr zone.

@Cespx: if you don't like stun nuke nuke use a mana eld to kill det tanks. Btw it's normal that casters in 1 vs 1 die vs purge/det tanks.

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Sethor
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Postby Sethor » Feb 15, 2008 11:32

Well to be honest. The buffs and abilities you are quoting are some postNF
changes, though I don't know when exactly these were implemented, but
I can say that I quit DAoCofficial short before NewFrontiers was released
and in these times the pets could do:

Spiritmaster: Intercept
Enchanter: 1pet snare, 1pet HoT, 1pet dmg, 1pet tank

I'd recommend to implement the basics first and then if it is needed to
implement further options like the command to choose the weapon and
race of your ghost as spiritmaster.
And yes, Mentalists and Minstrels are able to charm powerful monsters,
though even here the maximum lvl is somehow capped (still capped?),
but I agree. First to do the Ench/SM pets, but probably at least in noRvR
areas some decent monsters would be great. The key of a minstrel or
mentalist to farming gold are powerful pets which are almost completely
missing and even if you charm a lvl58 monster and try to hold it it is
still weaker than a lvl50 mob as Holunder mentioned.
Characters:
Midgard: Nothing atm
Albion: Nothing atm
Hibernia: suxx ^^

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Nayru
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Postby Nayru » Feb 15, 2008 11:56

Demiurgo wrote:- Spiritmaster pet should stun, proc dd, have bladeturn, intercept a lot's of attacks to the caster;
- Cabalist pet is almost done, but there are no higher levels pets
- Enchanter pets should heal, buff, tank better, mezz, nuke.
Actually if you charm a yellow mob, you have a pet stronger than a spiritmaster/enchanter pets, because now they are just common blue mobs.
I don't say it's OP and you don't have to do it, but I find it correct to fix first pet classes (which are weaker because of they SHOULD have their good pets) and then put mezzing/nuking/healing mobs in rvr zone.


And in what way does that concern the castmobs? By the way the enchanterpets will soon be complete. That's what Blue is working on in these days. :)

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Sethor
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Postby Sethor » Feb 15, 2008 12:56

Hrm, I need to role a Light Ench ^^
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Hibernia: suxx ^^

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Blue
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Postby Blue » Feb 15, 2008 14:11

Holundermann wrote:... The problem with it: You for example hit a lvl50 mob and it hits you for ~100 dmg. now you charm it and let it attack something or someone else ... and what? the mob does now only ~50 dmg... i dont know if it works still that way , but i knew it did some time ago.


Your statement is wrong. The mob as pet is exactly the same thing. There is absolutely no difference between the mob as pet beside that it can be controlled and has an owner. In fact, a pet is just a mob (the same in case of charm) with owner set.

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