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Antai
03-02-2005, 01:52 PM
My char, a lvl 34 wiz, has serious problems to fight against mobs which are classified as solo mobs but come in a group. I am getting so often interrupted that even with green or high grey mobs I often have to run. Is this a class problem (p.e. the chance to interrupt your casting is for one mob 0.1 but this number is added for each mob, so with 5 mobs half of your spells are interrupted) or an individual problem - then some of my personal traits / skills are not what they should be. I am listing here all which could be related to thatAttack 338AC 2504Str 60Agi 67Sta 52Int 115Wis 65Defense 169/170Disruption 173/173Evocations 170/170Focus 170/170 [I would have thought this is the most important value]Geomancy 175/175Ministration 153/170Ordination 166/170Parry 124/126Spell Avoidance 170/170Subjugation 153/173 [The ingame description for this one is certainly incomplete. I am not controlling pets or monsters. Looks as if they linked the stun / root spells to it]Any ideas?Tia,Zaldon (Everfrost)

roarfrost
03-02-2005, 07:28 PM
<DIV>I think we get interrupted way too often, and are left 'stunned' for way too long. I also have a lvl 34 wizard. Main difference I see in our stats is you have around 12-13 more Int. and I have about 20-22 more Agility, which makes my AC slightly better. I'm still in the process of aquiring more mainly Agility-based gear, and it seems to be helping as far as getting hit slightly less.</DIV> <DIV> </DIV> <DIV>Did you take the +5 defense trait?</DIV> <DIV> </DIV> <DIV>I would work on maxing your Subjugation skill. Like you say, Roots and Stuns fall under this category. Roots still won't be great, buit any little bit helps.</DIV> <DIV> </DIV> <DIV>I know that I can almost never kill a group of 3 or more non-grey mobs, so I generally don't even try...</DIV> <DIV> </DIV> <DIV>But with 2, I'll open with a root on one, then stun the other one and hit the original one with a DOT. Let him sit there and 'cook' while I work on the second one. I also like to put some distance between me and the rooted 1st mob. That way I have time to react when he breaks free.</DIV> <DIV> </DIV> <DIV>Root the second one and start power nuking him. I like to keep one of my stuns available in case the 1st mob breaks free, so I can stun then root him again. The idea is to never be getting hit by more than one mob, because like you say, too many spells will get interrupted.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>I'm sure others have some more ideas regarding soloing group mobs.</DIV> <DIV> </DIV>

mewba
03-02-2005, 08:56 PM
<DIV><FONT color=#ffffff>At 35, I can find myself taking groups of 3 of the lowest green mobs.  I believe at 34 I was still killing the highest sets of giants for idols, now that they are grey I've moved onto the sets up around Nek castle.  The skelly sets with casters can be very very dangerous, and I usually only keep one rooted since it's such a power drain.  These fights are not an efficient way to gain experience in my eyes, but are thrilling as heck.  It would appear that the lowest sets in Zek and Enchanted Lands, though same level, are more</FONT> likely to stun.  At 36, I'm going to have to try those catapult operators again and see what's what, it will be nice to go back to sets near the guards since the run from Nek Castle is boring and I run away a lot.</DIV> <DIV> </DIV> <DIV>Strategywise, I just tether a random mob (or the melee mob if two caster buddies) and avoid aoes while blowing up his friends fast as possible, HO as soon as it refreshes and keeping the dot on the mob I'm working on only.  Keeping distance from the tethered mob is very useful, and occasionally when it does break I don't even bother rerooting if my health is high enough.  I also always keep the cat out, since he can take some hits when I have to run away.  It's usually obvious after the opening salvo whether the fight is winnable or not and I'm not shy about losing the mobs and resetting.</DIV>