View Full Version : Bria's Entrancing Sonnet, Howto Use?
Chewzoo
04-04-2008, 04:18 PM
<p>Just got Bria's Entrancing Sonnet. Neat spell, but I can't find a use for it. It's interruptable so it's hard to use in combat and it's duration is so short that there isn't much of a point.</p><p> How do you use it?</p>
Banditman
04-04-2008, 05:40 PM
One of the more "interesting" ways to use it is as a tool to pull a named out of a pack of bad guys.Let's say you find a name surrounded by aggro mobs (different encounters). Charm the target, then evac. Your "pet" goes with you, and now you have the named all alone at the evac point . . .
Aaramis
04-07-2008, 05:23 PM
Wouldn't the encounter break, as the named will then be too far from it's tether point?
Banditman
04-07-2008, 05:42 PM
Shouldn't. Mobs have a pretty long leash range when you do something to them. I havent really tested the length tho.I do know that for whatever reason, Charm isn't considered a hostile spell. So, for instance, you can pull mobs out of a group using it. I did this to pull Taskmaster Oriss off the platform down to the river and ganked him there.
RanmaBoyType
04-07-2008, 08:19 PM
<p>you can use charm to pull anything that is not resistant to charm, however evacing is not necessary. just cham said target, and he will come right to you. break charm and keels it.</p><p>The only downside of this tactic is IMO the range on the charm is too short</p>
Crimson Dragon
04-08-2008, 11:34 AM
the highest level charm with achievement enhancements and harmonization lasts ~20 seconds.you'll find that the lower level ones really aren't worth much, except to maybe take a hit for you on pull when fighting a group encounter.say you're fighting 3 no-arrow mobs in a linked encounter.target one, start casting your charm. as it's casting, tab to the next member of the encounter.when your charm lands, send your pet on it, then cast your deaggro. tab to the third target.mez the third, then go back to the second that your pet is fighting. take him down.pet will break / break it, kill your pet (re-mez the third mob as needed).then kill the third mob that you kept mezzed.aside from things like that, the only use for these spells is emergency crowd control in groups.you get a nasty add, you can toss a mez on it, or charm one of the mobs in a big encounter to help keep the tank alive while debuffs get cast.
Jehannum
04-08-2008, 05:06 PM
<cite>Banditman wrote:</cite><blockquote>Shouldn't. Mobs have a pretty long leash range when you do something to them. I havent really tested the length tho.I do know that for whatever reason, Charm isn't considered a hostile spell. So, for instance, you can pull mobs out of a group using it. I did this to pull Taskmaster Oriss off the platform down to the river and ganked him there.</blockquote><p>Just a clarification (btw I did the exact same to Oriss and a few others lol)...</p><p>Charms <b>which land successfully</b> don't count as hostile spells, because by the time your target would have "called to his friends for help" he's not on their side anymore. Because pets aren't inherently aggro and this is the category under which your new charmed friend falls, he also doesn't draw additional aggro from those around him.</p><p>NB it's a lot easier to contemplate group charm-pulls in dangerous areas if you have either tinkering skill (i.e. GSoD etc) or a monk in the party to group-feign in case of resists; and always, always, always have your cast-skill boost running to minimise that chance.</p><p>Caveats:</p><p><b>If your charm doesn't land, you will catch aggro from your target and EVERY social mob within range</b>. This is important to remember; if you're solo you can usually run, but make sure your group is aware that pet pulling is generally less hazardous. Except vs casters in Kunark, where charm is an absolute godsend. It's worked some minor miracles for me in deep Seb. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p><b>If your charm breaks before the mob has made it to you and you (or someone else) lands another spell (other than charm) while he's still in social range of others, they will come</b>. Same if you try to land something and it's resisted, whether it's a charm or not.</p><p><b>Sometimes, idiot mobs won't come to you because of pathing issues</b>. With other charms this usually isn't the hassle it is with troubadours, but when our charmed pet fails to find a path, the charm will quite often have time to break by the time we move, issue a follow command and get the mob to heel. Sometimes, that means we need a second charm (in the case of casters in Kunark who won't subsequently move) to bring the mob in. Not a big deal, but be aware that it may happen from time to time.</p>
roces9
04-09-2008, 09:22 AM
I used to charm pull those annoying skellies at the end of Unrest all the time. But my favorite use for charm is simple CC when in a sub-par Pick-up Group.Tank brings 2 unlinked mobs with him, so I mez one using my macro that spams a message, an emote and sets my auto-attack to 0 so that no one will break the mez'd mob.... but then the Tank of some DPS doesn't read my message open AoEs, breaking the mez.BUT, if I charm the unlinked add using a similar Macro, even when some one isn't paying attention, they won't be able to attack the Mob for that 18 seconds and will stay targeted on the intended mob. When charm breaks, I cheapshot and Mez to keep it sleeping. Simple.
Spelchek
04-12-2008, 04:25 AM
Finding in groups it is better to charm than to mez on single adds. The extra damage helps out and after the original mob is dead your group will regen normally as if out of combat if you have a couple seconds remaining on your charm. Plus, like roces9, I have problems with group mates not being used to mezed mobs, no matter how I word my messages, everyone seems determined to use encounter ae's or just that one scout class group mate that thinks they can offtank with their dps alone. And charming and evac'ing is a fun way to get a mob all to yourself, just ensure it isn't linked b/c then the distance the linked mobs travel may just put it in a loop of agro.. then nonagro. Crimson Dragon's layout of linked pulls is right on the money. When you start raiding, I wouldn't advise charm since healers don't usually have troubs macro'ed. You'll be nice and dead if you waste the long cast time to charm an add.. then all your mage group mates hate you for dieing and doing away with thier buffs. =)
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