View Full Version : What breaks MEZ
Barobra
03-29-2006, 07:12 PM
<div>Just curious. Is there a list out there that explains what class and what skill could possibly break mez and why? Maybe we should start one ourselves? With so many classes out there with countless skills its hard for anyone one person to know all the skills that can break mez in any given situation. Also, looking for specifics.</div><div> </div><div>Such as, *exact name of skill* when cast on tank and he taunts can break mez.</div>
Every ability that either does health damage or power damage will break mez.The only other thing is using AoEs and targetting the mobs that is mezed.
Barobra
03-29-2006, 08:11 PM
<div></div><div></div><div></div><div>Well I know that thorns cast on a tank and he taunts will break mez. Or it did. This is the kind of info I am looking for. The strange things that break mez. I also have heard of a necro pet that will break mez as well even though it should not.</div><div> </div><div>Yes I know...dmg breaks mez... I am looking for common skills that break mez and in what kind of situation. So that I know that I have X class in group I should be looking at what there doing that may cause a break.</div><p>Message Edited by Barobrain on <span class="date_text">03-29-2006</span><span class="time_text">07:13 AM</span></p><p>Message Edited by Barobrain on <span class="date_text">03-29-2006</span><span class="time_text">07:13 AM</span></p>
Nothing breaks it, except people not targetting correctly.
Barobra
03-29-2006, 08:42 PM
<div></div><div></div><div>That is incorrect. There are many classes with specific skills that will break mez. I recently read some posts on other class boards with a problem with one of the pets. I do not remember specifics unfortunatley. This game is not perfect as you well know. Help me...dont work against me.</div><div> </div><div>For instance. Much like our synergism I am sure there are spells that work the same way....so if a tank taunts when he has there buff...it causes dmg. Looking for this kind of info.</div><p>Message Edited by Barobrain on <span class="date_text">03-29-2006</span><span class="time_text">07:43 AM</span></p><p>Message Edited by Barobrain on <span class="date_text">03-29-2006</span><span class="time_text">07:43 AM</span></p>
SageGaspar
03-29-2006, 09:42 PM
I have heard Swashbuckler's hurricane proc will break mez, because it procs an extra autoattack on everyone in barrage range that acts as if you have them targeted. I haven't been able to test it yet, as every time I'm with an enchanter I'm raiding and don't want to try my luck. I just keep hurricane switched off just in case unless we're going AE happy anyway.<div></div>
Barobra
03-29-2006, 10:09 PM
<div></div>Whats the name of that skill? Could not find anything on ogaming about hurricane under swash skills.
SageGaspar
03-29-2006, 11:09 PM
<div></div><div><span><blockquote><hr>Barobrain wrote:<div></div>Whats the name of that skill? Could not find anything on ogaming about hurricane under swash skills.<hr></blockquote>It's called hurricane, hehe <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />It's our first Ancient Teachings I believe, at Adept 3 it's a permanent toggle with a 43% chance to proc an extra melee attack on everything in a frontal arc.</span></div><p>Message Edited by SageGaspar on <span class="date_text">03-29-2006</span><span class="time_text">01:10 PM</span></p>
Geero
03-30-2006, 02:32 AM
<div></div><div></div><div>I think you are talking about Fury and Wiz aoe pet...</div><div> </div><div>If you mez them before pet does damage you are good, since it seems like pet is considered as AoE DoT.</div><p>Message Edited by Geero on <span class="date_text">03-29-2006</span><span class="time_text">01:33 PM</span></p>
plutek
03-30-2006, 07:16 AM
<div>I may as well add, the wizard's protoflame/ferno will break a mezz if it is killed by a mob because it AE's when it's destroyed. A lot of wizards I've talked to didn't even realize proto did extra damage if it was killed.</div><div> </div><div>Example (because I can't ever explain things clearly, hehe): There's a mob of three, two are mezzed. Wizard throws protoferno on the mob the tank is whacking but the mob does an AE and protoferno is killed: protoferno will "explode" and damage the other two therefore breaking the mez.</div>
MyChatBot
03-30-2006, 08:42 AM
<div></div><div></div><div></div><div></div><div></div>The rule is supposed to be, "single target mez will make the mob immune to AoE unless directly targeted". Remember, there is no reason to believe Brillian Regalia, or group mez, will prevent AoE waking ups. But....there is every reason to believe single target mez will. Why?BECAUSE IT SAYS SO.Ok, makes sense. So, I stun on inc, everybody assists tank, I begin to single target mez, and mobs should start to slowly but surely drop out of the fight. Group needs some discipline, give the crowd control some time to work before starting AoE's. Hold off on the DoT's for 5 5 seconds or so. I've tried it all...stun, mez 2, allows group to AE the other three. Good balance, challenging, requires skill. It doesn't work.If you read the spell descriptions, sure, it would seem to play this way, but no way. It seems virtually everything breaks mez. I've tested it...I mean, even some non damage debuffs break mez. Go ahead, try all your debuffs on a single target mez mobbed. See what happens.Your spell should say, "WILL BREAK MEZ". Please don't make us guess. The only class that pays for it is the mezzer class.<div></div><p>Another shining example of how SoE must look at each other in the design meetings when it comes to Illusionist...</p>"/shrug...I dunno. Can't we just delete them all? Read the boards...they suck".<p>Message Edited by MyChatBot on <span class="date_text">03-29-2006</span><span class="time_text">07:47 PM</span></p>
WAPCE
03-31-2006, 01:48 AM
Does anyone know which category in the chat filter includes the wake messages? I'd assume it's the combat or spell sections, but I don't recall anything obvious popping out at me. I'd like to separate them into my important chat window, I know the messages show up in the log as:(1143691194)[Wed Mar 29 22:59:54 2006] XXX wakes YYY.(1143691205)[Wed Mar 29 23:00:05 2006] Your action wakes YYY.(1143691237)[Wed Mar 29 23:00:37 2006] XXX wakes YYY.Thanks.
Barobra
03-31-2006, 02:31 AM
<div></div><div></div>I have it setup on a seperate chat tab Ill check what it is. Unfortunatley it is still quite spammy as it includes many spell messages still. I usually have to scroll several times to find who broke mez still. I wish there was a specific one that was just for broken mez.Here it is. Spells -> Worn Off<p>Message Edited by Barobrain on <span class="date_text">03-30-2006</span><span class="time_text">03:35 PM</span></p>
Asdran
03-31-2006, 04:27 AM
Nobody else has mentioned it yet, so - Damage Shields. If these are cast prior to the mezz then they prevent it from taking effect. Player ones (with DoTs) especially - potions don't have DoTs.<div></div>
Barobra
03-31-2006, 04:36 AM
<div><span><blockquote><hr>Asdran wrote:Nobody else has mentioned it yet, so - Damage Shields. If these are cast prior to the mezz then they prevent it from taking effect. Player ones (with DoTs) especially - potions don't have DoTs.<div></div><hr></blockquote>You know I ran into this once with the druid thorns. All the tank did was ae taunt and his thorns hit everyone. This was quite a while ago though, maybe 4 months. How exactly does a damage shield break it? In what situation would it happen?</span></div>
Asdran
03-31-2006, 07:38 AM
Pretty straightforward - any mob hitting you gets hit back (bit like reactive armour greaves/shield, except that it is EVERY time, rather than a chance to proc), so if the mob started hitting the tank before it was mezzed, then the damage shield is already proccing, and as mobs hit frequently ( fury's damage shield is I believe a DoT so even worse) - continuos stream of damage on mob = no mezzing.Pets set to protect themselves or their owner, or just going plain crazy are another mezz breaker.<div></div>
tawek
03-31-2006, 09:56 PM
<div>Good question. I may well be out of date. After reaching lev 60 on my illusionist I switched to a swashie, but the following is what I found back before Christmas.</div><ul><li>Attacks made not assisting main tank (ie directly attacking a mezzed mob)</li><li>Main tank switches targets, perhaps to taunt, and someone assisting them attacks mezzed mob</li><li>Some AOE attacks/spells break all mezzes (Swashie Hurricane is one of them, I think perhaps zerker AOE.</li><li>All AOE attacks/spells, including weapon procs and some HOs, break some mezzes (the Illusionist AOE mez has no protection for AOE damage)</li><li>DOT's (especially AOE DOT's) make remezzing impossible. Only use on main target. Cancel asap, if cast by mistake</li><li>Damage shields which do a DOT, or, like the fury one, cause AOE damage. Poisons proc'ed from a scout AOE are a common problem too.</li><li>Proc Buffs which do damage when AOE taunts or debuffs used (when doing CQ4 and mezzing the two pets of the Djinni, I got everyone to switch off their procing buffs, including mine)</li><li>Power drains break mezz just like damage (so our stun/power drain will break mez, though thankfully it is no longer over-time, so we can remez)</li><li>Pets with "defend self" and "defend master" switched on. If mob attacks caster and is then mezzed, pet will break mez (some pets cannot switch this off, and should not be used when mezzing is critical)</li></ul><p>Would be useful if folk could list the specific AOE spells/skills (like swashie Hurricane), which break mezzes, even when the mezzed mob isn't targetted.</p><p>And of course, post corrections, if I'm out-of-date.</p>
Barobra
03-31-2006, 10:37 PM
<div></div><blockquote><hr>tawek21 wrote:<div>Good question. I may well be out of date. After reaching lev 60 on my illusionist I switched to a swashie, but the following is what I found back before Christmas.</div><ul><li>Attacks made not assisting main tank (ie directly attacking a mezzed mob)</li><li>Main tank switches targets, perhaps to taunt, and someone assisting them attacks mezzed mob</li><li>Some AOE attacks/spells break all mezzes (Swashie Hurricane is one of them, I think perhaps zerker AOE.</li><li>All AOE attacks/spells, including weapon procs and some HOs, break some mezzes (the Illusionist AOE mez has no protection for AOE damage)</li><li>DOT's (especially AOE DOT's) make remezzing impossible. Only use on main target. Cancel asap, if cast by mistake</li><li>Damage shields which do a DOT, or, like the fury one, cause AOE damage. Poisons proc'ed from a scout AOE are a common problem too.</li><li>Proc Buffs which do damage when AOE taunts or debuffs used (when doing CQ4 and mezzing the two pets of the Djinni, I got everyone to switch off their procing buffs, including mine)</li><li>Power drains break mezz just like damage (so our stun/power drain will break mez, though thankfully it is no longer over-time, so we can remez)</li><li>Pets with "defend self" and "defend master" switched on. If mob attacks caster and is then mezzed, pet will break mez (some pets cannot switch this off, and should not be used when mezzing is critical)</li></ul><p>Would be useful if folk could list the specific AOE spells/skills (like swashie Hurricane), which break mezzes, even when the mezzed mob isn't targetted.</p><p>And of course, post corrections, if I'm out-of-date.</p><hr></blockquote><div>Thats exactly what I am trying to do. Compile a list of common mez breaking spells/skills. I posted another thread in the abilities forum but got a very small response. But did learn a view things...</div><div> </div><div>Also to the previous post about thorns. As mentioned here thorns that do a DOT effect would break mez. But how would it break mez if the mob is not attacking something. For instance.</div><div> </div><div>Mob X enters encounter and the tank has thorns. Just regular thorns that dmg when the tank is hit. The mob hits tank...hits tank...gets damaged one time per hit. I mez the mob. At that point mob X is no longer hitting the tank thus not causing it to break. So how does it break if its mezzed?</div>
Fury's thorns in particular hit more than the mob that hits the tank. The spell description says it damages the encounter, but it seems to only hit 3 mobs, and single target mez's do not block it.If a tank is being hit, the thorns hit back the three closest mobs in the encounter, which will break mez if the mob is within range of the thorns.In my experience, any true AE (not encounter based) will also break single target mez.
Barobra
04-01-2006, 02:59 AM
<div></div>Wow, that sux. It states it damages the encounter I would think that means it only damages that encounter? Or at least it is supposed to?
Bawang
04-19-2006, 01:35 PM
<DIV>This was copied from a berserker's post on another forum:</DIV> <DIV> </DIV> <DIV>"Berserkers break group mezz for the following two reasons...</DIV> <DIV> </DIV> <DIV>Rampage and Open Wounds.</DIV> <DIV> </DIV> <DIV>Open wounds turns 100% of all auto-attacks into AOE's that affect only the targets in-front of the Berserker. Rampage proc's extra damage to all targets in an encounter when you hit them with an auto-attack or combat art. So, combine the two and it basically turns the Berserker into a DPS machine.</DIV> <DIV> </DIV> <DIV>I do this as my two opening attacks (after group taunt) when tanking so it helps me hold aggro. Realistically, DPS Berserkers should not be using these two attacks if there are people in the party that can mezz. Tanking ones should really only use them as opening attacks to build up hate."</DIV>
Manyak
04-19-2006, 01:57 PM
<DIV>The only things that break mezz are AoE <FONT color=#ff3366>PROCS </FONT><FONT color=#ffffff>(only procs, not skills), and they only break mezzes within their area of effect. If the proc says its an encoutner proc (like the fury DS) then only mezzes within the encounter are broken. If the proc is a pure ae proc (like the zerker's open wounds), then all mezzes in that area are broken.</FONT></DIV> <DIV> </DIV> <DIV>I do believe that this is a bug though. All aoe spells and CAs themselves do NOT break any single-target mezz whatsoever, unless that mob is targeted when it is cast.</DIV>
Bawang
04-19-2006, 06:12 PM
<DIV>This was posted by XtremSummons on the Conjuror board:</DIV> <DIV> </DIV> <DIV>Hey all,</DIV> <DIV> </DIV> <DIV>We've had a few threads about this of late and I thought I'd pull together some of the information in a separate thread. Let me know if there's errors or additional stuff I should include and I'll update the post.</DIV> <DIV> </DIV> <DIV>Conjurors have a series of AoE effects in their toolset:</DIV> <DIV> </DIV> <BLOCKQUOTE dir=ltr> <DIV>Conjuror has PB-AoE Knockback "nuke". This will always break mezz on mobs in range.</DIV> <DIV>Conjuror has AoE Stifle/DoT.</DIV> <DIV>Conjuror has AoE Nuke/Slow.</DIV> <DIV> </DIV> <DIV>Conjuror's Blazing Seed line will inflict AoE damage if the proc is running on a mob when it dies.</DIV> <DIV> </DIV> <DIV>Conjuror's Fire Swarm pet uses an AoE attack.</DIV> <DIV> </DIV> <DIV>Earth pet can have AoE Knockback</DIV> <DIV>Earth pet can have AoE Damage (Telluric Roar)</DIV> <DIV>Earth pet has AoE Taunt (not clear if this breaks mez or not).</DIV> <DIV> </DIV> <DIV>Fire pet can have AoE DoT (Wave of Flames) 4 ticks.</DIV> <DIV>Fire pet can have AoE Nuke (Shocking Flames)</DIV> <DIV> </DIV> <DIV><EM>Note: At least Adept 3 pets will have all of these abilities. Lower quality pets may not have all of the abilities mentioned.</EM></DIV></BLOCKQUOTE> <DIV> </DIV> <DIV>Mezzers have two types of mez: AoE and Single Target.</DIV> <BLOCKQUOTE dir=ltr> <DIV> </DIV> <DIV>AoE mezzes will break when you, your Proc line or your pets use AoE effects. If your group/raid is using a strategy based on the AoE mez, then it is important that you avoid using any AoE effects.</DIV> <DIV> </DIV> <DIV>Single-Target mezzes will not be broken by AoE effects cast after the mob has been mezzed - however, if you or your fire-pet have a DoT running on a mob and the mob is then mezzed, subsequent ticks on the DoT <EM>will </EM>break the mez.</DIV></BLOCKQUOTE> <DIV> </DIV> <DIV>In general, Mezzing strategy is best when the mezzer uses an AoE mez first, to hold the mobs initially - and then casts individual mezzes on each of the mobs.</DIV> <BLOCKQUOTE dir=ltr> <DIV> </DIV> <DIV>As long as the single target mezzes are in place before you or your pets begin to use their AoE effects, then the conjuror only has to stop using the PB-AoE Nuke/Knockback.</DIV> <DIV> </DIV> <DIV>You should not use your AoE Nuke or Stifle/DoT until all the mobs are single mezzed</DIV> <DIV> </DIV> <DIV>Since you cannot control your pets' attacks, you should wait until the mobs are all single-mezzed before using the Earth, Fire or Pyrotechnics pets.</DIV> <DIV> </DIV> <DIV>If it is likely that your group will kill a mob before the single target mezzes are complete, you should cancel any Fireseed line buffs running on the tank or on pets that will be attacking (e.g. Air pet).</DIV></BLOCKQUOTE> <DIV>If there are so many mobs that the mezzers cannot reasonably single-mez them all, then you should avoid using all AoE attacks, pets that use AoE (Fire & Earth) Blazing Seed and Pyrotechnics line.</DIV> <DIV> </DIV> <DIV>Air pet without Blazing Seed line running is the best choice. If it is unlikely that you will kill a mob before the others are all single-mezzed, then Blazing Seed line should be OK too.</DIV> <DIV> </DIV> <DIV>Another option is to pull your fighting target a distance away from the mezzed mobs. The encounter AoE range is circa 10m. Once outside that range, you should be able to use all AoE effects without breaking the mez on mobs outside the range.</DIV> <DIV> </DIV> <DIV>You should wait until mobs are single-mezzed before using your AoE DoTs and before sending in the Fire pet to attack or your DoTs may break subsequent mezzes.</DIV> <DIV> </DIV> <DIV>If the mezzers are likely to need to refresh their single target mezzes, then you may need to time your AoE activity so that they are not active when refresh needs to happen.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Hope that captures some of the information that has been flying around of late. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-happy.gif" width=16 border=0></DIV>
<blockquote><hr>Bawang wrote: <DIV>This was posted by XtremSummons on the Conjuror board:</DIV> <DIV> </DIV> <DIV>Hey all,</DIV> <DIV> </DIV> <DIV>We've had a few threads about this of late and I thought I'd pull together some of the information in a separate thread. Let me know if there's errors or additional stuff I should include and I'll update the post.</DIV> <DIV> </DIV> <DIV>Conjurors have a series of AoE effects in their toolset:</DIV> <DIV> </DIV> <BLOCKQUOTE dir=ltr> <DIV>Conjuror has PB-AoE Knockback "nuke". This will always break mezz on mobs in range.</DIV> <DIV>Conjuror has AoE Stifle/DoT.</DIV> <DIV>Conjuror has AoE Nuke/Slow.</DIV> <DIV> </DIV> <DIV>Conjuror's Blazing Seed line will inflict AoE damage if the proc is running on a mob when it dies.</DIV> <DIV> </DIV> <DIV>Conjuror's Fire Swarm pet uses an AoE attack.</DIV> <DIV> </DIV> <DIV>Earth pet can have AoE Knockback</DIV> <DIV>Earth pet can have AoE Damage (Telluric Roar)</DIV> <DIV>Earth pet has AoE Taunt (not clear if this breaks mez or not).</DIV> <DIV> </DIV> <DIV>Fire pet can have AoE DoT (Wave of Flames) 4 ticks.</DIV> <DIV>Fire pet can have AoE Nuke (Shocking Flames)</DIV> <DIV> </DIV> <DIV><EM>Note: At least Adept 3 pets will have all of these abilities. Lower quality pets may not have all of the abilities mentioned.</EM></DIV></BLOCKQUOTE> <DIV> </DIV> <DIV>Mezzers have two types of mez: AoE and Single Target.</DIV> <BLOCKQUOTE dir=ltr> <DIV> </DIV> <DIV>AoE mezzes will break when you, your Proc line or your pets use AoE effects. If your group/raid is using a strategy based on the AoE mez, then it is important that you avoid using any AoE effects.</DIV> <DIV> </DIV> <DIV>Single-Target mezzes will not be broken by AoE effects cast after the mob has been mezzed - however, if you or your fire-pet have a DoT running on a mob and the mob is then mezzed, subsequent ticks on the DoT <EM>will </EM>break the mez.</DIV></BLOCKQUOTE> <DIV> </DIV> <DIV>In general, Mezzing strategy is best when the mezzer uses an AoE mez first, to hold the mobs initially - and then casts individual mezzes on each of the mobs.</DIV> <BLOCKQUOTE dir=ltr> <DIV> </DIV> <DIV>As long as the single target mezzes are in place before you or your pets begin to use their AoE effects, then the conjuror only has to stop using the PB-AoE Nuke/Knockback.</DIV> <DIV> </DIV> <DIV>You should not use your AoE Nuke or Stifle/DoT until all the mobs are single mezzed</DIV> <DIV> </DIV> <DIV>Since you cannot control your pets' attacks, you should wait until the mobs are all single-mezzed before using the Earth, Fire or Pyrotechnics pets.</DIV> <DIV> </DIV> <DIV>If it is likely that your group will kill a mob before the single target mezzes are complete, you should cancel any Fireseed line buffs running on the tank or on pets that will be attacking (e.g. Air pet).</DIV></BLOCKQUOTE> <DIV>If there are so many mobs that the mezzers cannot reasonably single-mez them all, then you should avoid using all AoE attacks, pets that use AoE (Fire & Earth) Blazing Seed and Pyrotechnics line.</DIV> <DIV> </DIV> <DIV>Air pet without Blazing Seed line running is the best choice. If it is unlikely that you will kill a mob before the others are all single-mezzed, then Blazing Seed line should be OK too.</DIV> <DIV> </DIV> <DIV>Another option is to pull your fighting target a distance away from the mezzed mobs. The encounter AoE range is circa 10m. Once outside that range, you should be able to use all AoE effects without breaking the mez on mobs outside the range.</DIV> <DIV> </DIV> <DIV>You should wait until mobs are single-mezzed before using your AoE DoTs and before sending in the Fire pet to attack or your DoTs may break subsequent mezzes.</DIV> <DIV> </DIV> <DIV>If the mezzers are likely to need to refresh their single target mezzes, then you may need to time your AoE activity so that they are not active when refresh needs to happen.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Hope that captures some of the information that has been flying around of late. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-happy.gif" width=16 border=0></DIV><hr></blockquote> Best mezzing strategy, is not to mez, unless you've got several extra encounters on you.
<BR> <BLOCKQUOTE> <HR> Pinski wrote:<BR><BR><BR>Best mezzing strategy, is not to mez, unless you've got several extra encounters on you.<BR> <HR> </BLOCKQUOTE> <P><BR>True.</P> <P>But on those rare occasions your group mates better know what they can use without breaking mez and what they should avoid and chancel. Cause usually you wont have time to explain them at that moment. :smileywink:</P>
Barobra
04-20-2006, 12:39 AM
<BR> <BLOCKQUOTE> <HR> zitha wrote:<BR> <BR> <BLOCKQUOTE> <HR> Pinski wrote:<BR><BR><BR>Best mezzing strategy, is not to mez, unless you've got several extra encounters on you.<BR> <HR> </BLOCKQUOTE> <P><BR>True.</P> <P>But on those rare occasions your group mates better know what they can use without breaking mez and what they should avoid and chancel. Cause usually you wont have time to explain them at that moment. :smileywink:</P><BR> <HR> </BLOCKQUOTE><BR>This is one of the problems. So many people don't do CC because its just not as needed so they don't know what skills they can use without worrying about breaking a mez.
tawek
04-20-2006, 05:28 AM
<DIV> <BLOCKQUOTE> <BLOCKQUOTE> <BLOCKQUOTE> <HR> Pinski wrote:<BR><BR>Best mezzing strategy, is not to mez, unless you've got several extra encounters on you.<BR> <HR> </BLOCKQUOTE></BLOCKQUOTE></BLOCKQUOTE></DIV> <DIV>I know its a minority opinion, but I think illusionists on this forum sell themselves short regarding mezzing.</DIV> <DIV> </DIV> <DIV>A mezzer is more than just a backup for an incomplete group (one with no full taunting tank, or no healer)</DIV> <DIV> </DIV> <DIV>In many dungeons, adds are very common, so the ability to mez them (and knowing how not to break that mezzing) can be key to a group's success.</DIV> <DIV> </DIV> <DIV>Some groups enjoy the challenge of taking on mobs that would otherwise be too tough for them. A mezzer who can break an encounter into fights with two orange ^^, instead of fighting them both at once, is a real asset.</DIV> <DIV> </DIV> <DIV>And such groups may be completely unable to take down a named with allies ... unless the mezzer either mezzes the named, or the allies. This isn't just the case with CQ4. It can apply to the end mobs of Poets, and numerous other boss mobs in the game.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>In a grind group, where they go for maximum experience efficiency, and relentlessly mow down blue heroics, mezzing the occasional add is its only use. But there's an awful lot of groups who prefer a different kind of hunt. For these groups, the discussion started by the OP is very helpful.</DIV>
<BR> <BLOCKQUOTE> <HR> tawek21 wrote:<BR> <DIV> <BLOCKQUOTE> <BLOCKQUOTE>In many dungeons, adds are very common, so the ability to mez them (and knowing how not to break that mezzing) can be key to a group's success.</BLOCKQUOTE></BLOCKQUOTE></DIV> <DIV> </DIV> <HR> </BLOCKQUOTE> <P>i have yet to find a dungeon where adds couldnt be avoided.</P> <P>but i agree in so far as it can be very beneficial to have a mezer in group (not necessarily a chanter though) if a group is going to explore a new zone and doesnt know yet what they have to pay attention to in that zone.<BR></P>
tawek
04-20-2006, 11:26 PM
<DIV><BR> <BLOCKQUOTE> <HR> zitha wrote:<BR> <BR> <P>i have yet to find a dungeon where adds couldnt be avoided.</P> <P>but i agree in so far as it can be very beneficial to have a mezer in group (not necessarily a chanter though) if a group is going to explore a new zone and doesnt know yet what they have to pay attention to in that zone.<BR></P><BR> <HR> </BLOCKQUOTE>This can be true, but I think you need the following to happen:</DIV> <UL> <LI>Your tank to know the zone well, and be good at turning the mobs so scouts don't pick up adds when they use their positional attacks.</LI> <LI>Everyone is disciplined about following close behind the tank.</LI> <LI>If someone lags, the group doesn't move on.</LI> <LI>You don't have a rogue group member, who occasionally causes adds with true AOE or mistargetting. Or occasionally runs off to scout ahead .. and brings back adds.</LI> <LI>The group are following a disciplined path through the dungeon to avoid back-pops.</LI></UL> <DIV>If you play with a regular group this is often true. It will happen at end-game, when groups are going through the same content repeatedly. But before end-game in pickup groups, nine times out of ten, one of these things won't be true and you'll have adds. Many visitors to this forum are not at end-game, still working their way up to level 70. In my opinion, mez is an extremely valuable ability for them.</DIV> <DIV> </DIV> <DIV>When I've played my illusionist, the funny thing is, I've enjoyed messy, imperfect pick-up groups more than disciplined, professional groups. It has regularly given me a chance to save the day. If folk are finding playing an illusionist boring, and don't have a chance to use mez much, you might enjoy pick-ups more, and enjoy playing with less experienced players. You could even form a group to go off the beaten track, into areas a bit too tough for your level, just for the fun of the challenge <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Hmm, this makes me wonder if we shouldn't be sending SoE feedback asking for them to randomise repop times ... to make dungeons a bit less predictable, and mezzing more useful. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV><p>Message Edited by tawek21 on <span class=date_text>04-20-2006</span> <span class=time_text>12:32 PM</span>
Geez you guys must get bored. When theres a chanter in the group, why should the puller even BOTHER to try avoiding adds? Just pull em all and let me sort em out, I say.Ok, so thats an exaggeration, but still... a dungeon crawl with a chanter lets everyone be a bit more reckless and thats a lot more fun as far as I'm concerned. If we go too long without generating adds, I usually whine to the tank that we're being too careful. Helps grouping with guildies who trust my abilities... don't try this in pickups, for the sake of your repair bills.<div></div>
Snek6
05-03-2006, 06:10 PM
<P>You should really remember especially the weapon/equipment/spell proc effects on supposedly harmless abilities. The very first time when I realized this was when I was mez'ing a mob to give others time to regain some power...and while doing so, I got the mob down to 40% health by the Dynamism proc'ing from the mez. Before that, I was just always wondering why two mez'ers kept disrupting each other's mez'es now and then.</P> <P>People tend to believe that when they only use no damage abilities, it's no harm targetting mez'ed mobs. Wrong. I don't know about you, but I have so many items with proc damage that even when I want to remove them to avoid this, I usually forget some. And it's not only about mez, it's about root break chance as well - T7 mez immunity makes group root more desirable than ever.</P>
Barobra
05-03-2006, 07:55 PM
<BR> <BLOCKQUOTE> <HR> Snek666 wrote:<BR> <P>You should really remember especially the weapon/equipment/spell proc effects on supposedly harmless abilities. The very first time when I realized this was when I was mez'ing a mob to give others time to regain some power...and while doing so, I got the mob down to 40% health by the Dynamism proc'ing from the mez. Before that, I was just always wondering why two mez'ers kept disrupting each other's mez'es now and then.</P> <P>People tend to believe that when they only use no damage abilities, it's no harm targetting mez'ed mobs. Wrong. I don't know about you, but I have so many items with proc damage that even when I want to remove them to avoid this, I usually forget some. And it's not only about mez, it's about root break chance as well - T7 mez immunity makes group root more desirable than ever.</P><BR> <HR> </BLOCKQUOTE><BR>This is a really good point. Also why I don't put synergism on the tank in my group.
Impetus
05-03-2006, 09:08 PM
<div></div><blockquote><hr>Barobrain wrote:<div></div> <blockquote> <hr> Snek666 wrote: <div></div> <p>You should really remember especially the weapon/equipment/spell proc effects on supposedly harmless abilities. The very first time when I realized this was when I was mez'ing a mob to give others time to regain some power...and while doing so, I got the mob down to 40% health by the Dynamism proc'ing from the mez. Before that, I was just always wondering why two mez'ers kept disrupting each other's mez'es now and then.</p> <p>People tend to believe that when they only use no damage abilities, it's no harm targetting mez'ed mobs. Wrong. I don't know about you, but I have so many items with proc damage that even when I want to remove them to avoid this, I usually forget some. And it's not only about mez, it's about root break chance as well - T7 mez immunity makes group root more desirable than ever.</p> <hr> </blockquote>This is a really good point. Also why I don't put synergism on the tank in my group.<hr></blockquote>Although not much chance of proccing Synergism with a 0.2 sec casting time taunt now.
Barobra
05-03-2006, 10:24 PM
I don't want <STRONG>ANY</STRONG> chance his taunt breaks mez. :smileyhappy:
Dinuvia
05-04-2006, 12:03 AM
<DIV>Skills don't break mez, people bream mez because they're <STRONG><U>morons.</U></STRONG></DIV>
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