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quamdar
10-14-2006, 11:38 PM
i don't know if this has been posted but i personally haven't seen it so thought i would make it known in an attempt to get it fixed.  since they made the adds for MO pop when it was first engaged there is now a new way to avoid the first wave of mobs that i saw someone trying to use on the encounter.  you can just pull MO off of his spawn point and the adds will pop right there and not aggro anyone.  would be nice if these shared the same hate list as MO so that something like this couldn't be done to avoid the adds and make the encounter easier than it is intended to be.<div></div>

ShiftySands
10-15-2006, 12:09 AM
<BR> <BLOCKQUOTE> <HR> quamdar wrote:<BR>i don't know if this has been posted but i personally haven't seen it so thought i would make it known in an attempt to get it fixed.  since they made the adds for MO pop when it was first engaged there is now a new way to avoid the first wave of mobs that i saw someone trying to use on the encounter.  you can just pull MO off of his spawn point and the adds will pop right there and not aggro anyone.  would be nice if these shared the same hate list as MO so that something like this couldn't be done to avoid the adds and make the encounter easier than it is intended to be.<BR> <BR> <HR> </BLOCKQUOTE><BR>So what you're saying is that you can't kill it even with this bug, so you don't want other people to benefit from it?

Pins
10-15-2006, 12:48 AM
<blockquote><hr>quamdar wrote:i don't know if this has been posted but i personally haven't seen it so thought i would make it known in an attempt to get it fixed.  since they made the adds for MO pop when it was first engaged there is now a new way to avoid the first wave of mobs that i saw someone trying to use on the encounter.  you can just pull MO off of his spawn point and the adds will pop right there and not aggro anyone.  would be nice if these shared the same hate list as MO so that something like this couldn't be done to avoid the adds and make the encounter easier than it is intended to be.<div></div><hr></blockquote>Interesting.

Killerbee3000
10-15-2006, 12:59 AM
lets face it, the only challenging thing about mo are the adds, killing them leads to too low dps on main mob, not killing them leads to dead dps and healers. so what you do with the adds is the key to the mo encounter. therefore trying out different things with them is the way to go in my opinion and if you find a way to reduce the number of adds are figureout how to deal with them then thats ok and nothing wrong, just my opinion though.<div></div>

Dogm
10-15-2006, 01:06 AM
<DIV>Yes, the whole MO fight is figuring out how to deal with the adds, you aren't supposed to be able to skip the adds.     Based on this post, I would guess that the problem is that the initial adds do not auto aggro on you, and just spawn as aggro mobs, so you could use a pet to pull MO away and not deal with them.   Should be an easy fix,  but nothing gamebreaking really.</DIV>

Pins
10-15-2006, 01:57 AM
<blockquote><hr>Killerbee3000 wrote:lets face it, the only challenging thing about mo are the adds, killing them leads to too low dps on main mob, not killing them leads to dead dps and healers. so what you do with the adds is the key to the mo encounter. therefore trying out different things with them is the way to go in my opinion and if you find a way to reduce the number of adds are figureout how to deal with them then thats ok and nothing wrong, just my opinion though.<div></div><hr></blockquote>Hello, [Removed for Content]. They were part of MO's encounter initially, yet they were removed because of an incident on Permafrost. So, now if you're skipping the initial set of adds that pop with MO's encounter, you are OBVIOUSLY exploiting and abusing game mechanics. This is obviously not working as intended. In fact, why else did MO repop 30 seconds after it was disengaged prior to the add change? Oh, yaaah.

Killerbee3000
10-15-2006, 03:23 AM
<div><blockquote><hr>Pinski wrote:<blockquote><hr>Killerbee3000 wrote:lets face it, the only challenging thing about mo are the adds, killing them leads to too low dps on main mob, not killing them leads to dead dps and healers. so what you do with the adds is the key to the mo encounter. therefore trying out different things with them is the way to go in my opinion and if you find a way to reduce the number of adds are figureout how to deal with them then thats ok and nothing wrong, just my opinion though.<div></div><hr></blockquote>Hello, [Removed for Content]. They were part of MO's encounter initially, yet they were removed because of an incident on Permafrost. So, now if you're skipping the initial set of adds that pop with MO's encounter, you are OBVIOUSLY exploiting and abusing game mechanics. This is obviously not working as intended. In fact, why else did MO repop 30 seconds after it was disengaged prior to the add change? Oh, yaaah.<hr></blockquote>first off, thx for calling me [Removed for Content]. second, this has nothing to do with how the encounter was before.third, the guild in question, did not manage to kill the mobs so the whole discusiion is a bit pointless anyway, second, since when is pet pulling exploiting? if you show me the post of a dev that staes that pet pulling is exploiting or show me the part of the eula that states that pet pulling is exploiting well then kudos to you, but i know you wont be able to find such a thing.thourth, thx for calling me [Removed for Content].fith, point one and four wear meant as sarcasm blcokhead.sixth, the guild in question did not manage to kill mo so again, there was no exploit as it ddnt leas to anything, so the whole discussion is [expletive haxx0red by Raijinn]ing pointless. </div>

Expiate
10-15-2006, 05:47 AM
Pet pulling is lame.. try this new hip<font color="#cc0000">shaman pulling</font><div></div>

Pathos311
10-15-2006, 08:40 PM
ok here is the deal1 The original poster can kill it with all adds.2 The guild who killed it did it with all adds.3  The people trying to advoid the first set of adds didnt even have a chance at killing MO.4  Make shure you are not full of it before you speak.<div></div>

jago quicksilver
10-15-2006, 10:22 PM
pet pulling isnt an exploit, but if you pet pull to intentionally abuse the mechanics of an encounter, it is an exploit.

Timber13
10-16-2006, 01:16 AM
<div><blockquote><hr>jago quicksilver wrote:pet pulling isnt an exploit, but if you pet pull to intentionally abuse the mechanics of an encounter, it is an exploit.<hr></blockquote>And if you don't believe that, go read an exploit manual if your exploit is listed there. Such as: http://www.<b>censored</b>.com/mmo-games/everquest-2/eq2-powerlevel-services/eq2-everquest-2-powerleveling.html</div>

Killerbee3000
10-16-2006, 01:45 AM
<div><blockquote><hr>Timber13 wrote:<div><blockquote><hr>jago quicksilver wrote:pet pulling isnt an exploit, but if you pet pull to intentionally abuse the mechanics of an encounter, it is an exploit.<hr></blockquote>And if you don't believe that, go read an exploit manual if your exploit is listed there. Such as: http://www.<b>censored</b>.com/mmo-games/everquest-2/eq2-powerlevel-services/eq2-everquest-2-powerleveling.html</div><hr></blockquote>god [expletive haxx0red by Raijinn] it, if it would be an exploit, then the op would have been banned by now for making it public, second, if you pet pull from first try on, therefore not know about it..... </div>

quamdar
10-16-2006, 03:12 AM
<div></div><div><blockquote><hr>ShiftySands wrote:<div></div> <blockquote> <hr> quamdar wrote:i don't know if this has been posted but i personally haven't seen it so thought i would make it known in an attempt to get it fixed.  since they made the adds for MO pop when it was first engaged there is now a new way to avoid the first wave of mobs that i saw someone trying to use on the encounter.  you can just pull MO off of his spawn point and the adds will pop right there and not aggro anyone.  would be nice if these shared the same hate list as MO so that something like this couldn't be done to avoid the adds and make the encounter easier than it is intended to be. <div></div> <hr> </blockquote>So what you're saying is that you can't kill it even with this bug, so you don't want other people to benefit from it?<hr></blockquote>not at all my guild does NOT use that strat but another guild that got some pulls when we didn't have the people on did try that strat.  i didn't even think of doing that until i saw them doing it.also i am not trying to call anyone out with this post either i just feel that this is obviously not working as the devs want it to work so i made a post in an attempt to get it fixed.</div><p>Message Edited by quamdar on <span class=date_text>10-15-2006</span> <span class=time_text>07:15 PM</span>

Atmosphear1993
10-16-2006, 10:12 AM
I think the bigger exploit is taking down the entire zone by MO's AoE Lag Attack.  Shouldn't that be taken care of first?

StarryEyedElf
10-16-2006, 11:46 PM
<DIV>There is no need to call people names. If you can't be civil, don't post.</DIV>

laddich
11-07-2006, 05:08 AM
<P>There is a mob out there that is called Mutagenic Outcast?</P> <P> </P> <P>O M G i'm on GUK where a bunch of no-lifers has taken over the contested. Talk about s uckage.</P>

Be-min
11-07-2006, 05:27 AM
<DIV>Well they haven't fixed the revive/evac lagfest, but they have fixed the original set of adds.  They come regardless of how you pull now.</DIV>

FuRiouSQ
11-07-2006, 09:13 PM
Was fun with 5 guilds pulling one after another eh Bemin? LOL Good times... <div></div>

Be-min
11-07-2006, 10:41 PM
<DIV>Yup was Lagtastic good times <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>

javieto
11-09-2006, 06:59 PM
Hello, I'm scared of other guilds taking down the mobs I use to monopolize.<div></div>

Kyriel
11-10-2006, 06:53 PM
<BR> <BLOCKQUOTE> <HR> Be-min wrote:<BR> <DIV>Yup was Lagtastic good times <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV><BR> <HR> </BLOCKQUOTE><BR>Noo....noooo it wasnt !

3C HAVOK
11-11-2006, 03:57 AM
<BR> <BLOCKQUOTE> <HR> Zemfira wrote:<BR> <BR> <BLOCKQUOTE> <HR> Be-min wrote:<BR> <DIV>Yup was Lagtastic good times <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV><BR> <HR> </BLOCKQUOTE><BR>Noo....noooo it wasnt !<BR> <HR> </BLOCKQUOTE> <P>Come on zem, You have to love 5 raid forces + on lookers + Normal bonemire traffic while trying to kill a contested, 10 sec combat lag is fun!</P> <P><BR> </P>

quamdar
11-11-2006, 06:21 AM
<div><blockquote><hr>Be-min wrote:<div>Well they haven't fixed the revive/evac lagfest, but they have fixed the original set of adds.  They come regardless of how you pull now.</div><hr></blockquote>good, i just know two weeks ago i saw a guild try to use it again (didn't kill the mob but did avoid the adds i think) last week we killed it before anyone got a chance to try that though so good to know they fixed it.kind of surprised they fixed it though, i think i remember them saying they were going to fix the bug where you could <strike>zerg</strike> death-coordinate chel'drak and have still never fixed that.</div>

FlintAH
11-11-2006, 12:35 PM
<div><blockquote><hr>quamdar wrote:<div><blockquote><hr>Be-min wrote:<div>Well they haven't fixed the revive/evac lagfest, but they have fixed the original set of adds.  They come regardless of how you pull now.</div><hr></blockquote>good, i just know two weeks ago i saw a guild try to use it again (didn't kill the mob but did avoid the adds i think) last week we killed it before anyone got a chance to try that though so good to know they fixed it.kind of surprised they fixed it though, i think i remember them saying they were going to fix the bug where you could <strike>zerg</strike> death-coordinate chel'drak and have still never fixed that.</div><hr></blockquote>Will be fixed in less than a week.  Reviving now consumes 90% of your mana and gives rez sickness iirc.</div>

Killerbee3000
11-11-2006, 07:04 PM
<div><blockquote><hr>FlintAH wrote:<div>Will be fixed in less than a week.  Reviving now consumes 90% of your mana and gives rez sickness iirc.</div><hr></blockquote>to fix it it completly they should make it imposible to revive (just revive.. let rezz as it is) while in combat in combination with forced locking of eno[expletive haxx0red by Raijinn]er.</div>