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#61 |
General
Join Date: Sep 2005
Location: Foster's Home For Imaginary Friends
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EasternKing wrote:
yes thats right, the ca i use first on orange con epic mobs, and im the very first person to land any attack on a mob after its been pulled has a 98% hit rate, it missed 2 times in over an hour of fighting T4 raid content That tells me that something is wrong with melee hit rates in VP. I don't believe any CA from any player any where should have a 98% hit rate; that seems obscenely high. The hit rates you're reporting in KC, by contrast, seem much more reasonable. Combine this with the number of casters complaining about poor resist rates in VP, & I think we can begin to understand why the high-end raiding casters think they're being shafted. Hopefully the Devs will make use of this information you're providing to tone melee hit rates in VP back down a bit.
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#62 |
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Join Date: Mar 2005
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Flaye@Mistmoore wrote:
EasternKing wrote:hello? did you miss its a primary def debuff with a +90% to hit bonus, dispatched and rake were upped 10% to 60% hit bonus , to help it land more when they recently changed brig ca's.yes thats right, the ca i use first on orange con epic mobs, and im the very first person to land any attack on a mob after its been pulled has a 98% hit rate, it missed 2 times in over an hour of fighting T4 raid content ![]() |
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#63 |
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Join Date: Mar 2005
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Flaye@Mistmoore wrote:
That tells me that something is wrong with melee hit rates in VP. ![]()
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#64 |
Loremaster
Join Date: Mar 2005
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![]() Looking over those parses, I don't see any group of merged encounters where you had less than a 92% hit rate overall. In a sample that contains 2 events (Rob, from the first parse you posted) or 3 events (Dispatched form the same parse), and there are only 2 possibilities (hit or miss), reguardless of the weighing that each possibility has it is not statstically uncommon to have every eventturn out the same. This is why I asked for a minimum of 10 encounters, preferably against the same mob. Since I didn't notice any changes on a single round of KC on my brigand, I am putting this down to the RNG.
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#65 |
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Join Date: Mar 2005
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EasternKing wrote:
Laniala@Crushbone wrote:You mean the always on-topic thread with constant arguing of mage mechanics and resist rates where you soloed, and still solo, heroic green mobs in Karnor's, and claim they nerfed melee hit rates on them, saying you now have from 0%-50% hit rate on some combat arts, and want mage resist rates equally nerfed and also suggesting the mobs be made immune to root, stun, and stifle. To back up these claims about the recent nerfage you are comparing it to 1) your fighting in KC from before they nerfed it and 2) to your 98% hit rates on epic orange mobs while in a raid. 3) mages apparently have no problems soloing the same mobsLet me try to break down what you are claiming:Before the nerf: b1: My brigand's hitrates in KC was ??? <-- you still haven't said a squat about this. b2: My brigand's hitrates in VP was ~98% <-- in a raid against an orange epic x4 mob b3: Mages soloed the same mobs.After the nerf: a1: My brigand's hitrates in KC is 0%-50% <-- solo against a green heroic mob a2: My brigand's hitrates in VP is ~98% <-- in a raid against an orange epic x4 mob a3: Mages solo the same mobs.And you want me to look closer at your 1-2 minute fight you did in KC the other day to see proof of that? So far the only thing you proved was that you exaggerated how much you miss, debunking your own statement (a1).Could your gut-feeling be correct about a nerfage? Perhaps. It wouldn't surprise me if SOE tweaks the difficulty rate of different mobs without mentioning it in the update notes. But you have not provided a shred of evidence except that your gut feeling about the current hitrate is exaggerated and wrong. Not to mention what you did provide was way too short to be a statistical proof of anything, except of course that your hitrate wasn't 0% after all.The only thing you have managed to do so far is debunk your own claims, post a lot of drivel about mage mechanics,grats on reading the thread. i hit more accuratly on orange con epics than i do solo in KC, something had been changed, a primary def debuff with +90% to hit should not be missing anywhere near below 5% on a green con heroic, atm that ca is 0-50% hit rate for me, if you cannot see thats wrong let me help you.as i said i have hours and hours worth of combat logs showing this stuff in KC, it does not need spamming in this thread, if the dev responsible wants to see it i can pm it him nps at allbut to try help you understand some, im a brigand pretty much im 2nd person after the first person engages a mob to hit it, my very first CA is Comp Thrust, now this is a parse from vpeak wings 1+2+3 apart from mobs after silver wing.look very very carefully at COMP thrust and its Attacks / HITS and HIT% [image snipped]yes thats right, the ca i use first on orange con epic mobs, and im the very first person to land any attack on a mob after its been pulled has a 98% hit rate, it missed 2 times in over an hour of fighting T4 raid contenti goto KC and it miss's nearly every single time i use it first on GREEN CON HEROIC MOBS.can you grasp that something is very wrong yet. |
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#66 |
General
Join Date: Sep 2005
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EasternKing wrote:
hello? did you miss its a primary def debuff with a +90% to hit bonus. "Its"? I thought we were talking about ALL of your CAs, not just one of them. I reiterate: from what you're showing me, your hit rates in KC are what I would expect them to be. 98% hit rates in VP are freekin' ridiculous, so, YES, I'm agreeing with you that there's a discrepancy between VP & KC. Did you not realize that? The difference is that I'm entirely disagreeing with you as to the solvency. It's not solved by making you hit in KC more often than you do in VP -- that, BTW, would increase your KC hit rates to 99%, or even 100%, since your hit rates in VP are 98%. Right? I'm sure you'd agree that 99-100% hit rates are excessive, would you not? So, what I'm saying is that melee hit rates in VP are far too high, & so are Mage resist rates, which is why people are seeing the DPS discrepancies in VP between melee & caster. Ergo, melee hit rates in VP need to be decreased to bring them in line with Mage resist rates.
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#67 |
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Join Date: Mar 2005
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Laniala@Crushbone wrote:
EasternKing wrote:wow thats a lot of ignorance to be spouting there matey.gut feeling? what does gut feeling have to do with looking at my in game combat tab and seeing my attacks missing, missing like they have never ever done before hand on green con heroic mobs. missing more than they do on byzolya/trakanon/avatars/tangrini know what im talking about, you clearly do not.but grats on thinking its right that mobs in the weakest dungeon in Rok are harder to hit that any other content in rok.this is not about me soloing, i can still kill and do everything i have always done, i just think its a retar-ded change, making green heroics harder to hit than blue-white-yellow-orange heroics and the same for epics.Laniala@Crushbone wrote:You mean the always on-topic thread with constant arguing of mage mechanics and resist rates where you soloed, and still solo, heroic green mobs in Karnor's, and claim they nerfed melee hit rates on them, saying you now have from 0%-50% hit rate on some combat arts, and want mage resist rates equally nerfed and also suggesting the mobs be made immune to root, stun, and stifle. To back up these claims about the recent nerfage you are comparing it to 1) your fighting in KC from before they nerfed it and 2) to your 98% hit rates on epic orange mobs while in a raid. 3) mages apparently have no problems soloing the same mobsLet me try to break down what you are claiming:Before the nerf: b1: My brigand's hitrates in KC was ??? <-- you still haven't said a squat about this. b2: My brigand's hitrates in VP was ~98% <-- in a raid against an orange epic x4 mob b3: Mages soloed the same mobs.After the nerf: a1: My brigand's hitrates in KC is 0%-50% <-- solo against a green heroic mob a2: My brigand's hitrates in VP is ~98% <-- in a raid against an orange epic x4 mob a3: Mages solo the same mobs.And you want me to look closer at your 1-2 minute fight you did in KC the other day to see proof of that? So far the only thing you proved was that you exaggerated how much you miss, debunking your own statement (a1).Could your gut-feeling be correct about a nerfage? Perhaps. It wouldn't surprise me if SOE tweaks the difficulty rate of different mobs without mentioning it in the update notes. But you have not provided a shred of evidence except that your gut feeling about the current hitrate is exaggerated and wrong. Not to mention what you did provide was way too short to be a statistical proof of anything, except of course that your hitrate wasn't 0% after all.The only thing you have managed to do so far is debunk your own claims, post a lot of drivel about mage mechanics,grats on reading the thread. i hit more accuratly on orange con epics than i do solo in KC, something had been changed, a primary def debuff with +90% to hit should not be missing anywhere near below 5% on a green con heroic, atm that ca is 0-50% hit rate for me, if you cannot see thats wrong let me help you.as i said i have hours and hours worth of combat logs showing this stuff in KC, it does not need spamming in this thread, if the dev responsible wants to see it i can pm it him nps at allbut to try help you understand some, im a brigand pretty much im 2nd person after the first person engages a mob to hit it, my very first CA is Comp Thrust, now this is a parse from vpeak wings 1+2+3 apart from mobs after silver wing.look very very carefully at COMP thrust and its Attacks / HITS and HIT% [image snipped]yes thats right, the ca i use first on orange con epic mobs, and im the very first person to land any attack on a mob after its been pulled has a 98% hit rate, it missed 2 times in over an hour of fighting T4 raid contenti goto KC and it miss's nearly every single time i use it first on GREEN CON HEROIC MOBS.can you grasp that something is very wrong yet. |
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#68 |
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Join Date: Feb 2008
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How do you know that mobs in KC are harder to hit than mobs in VP? You're soloing in KC, not in a raid... have you tried soloing in VP?
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#69 |
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Join Date: Mar 2005
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Trisscar@Lucan DLere wrote:
How do you know that mobs in KC are harder to hit than mobs in VP? You're soloing in KC, not in a raid... have you tried soloing in VP?lol is all im going to say to this. |
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#70 |
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Join Date: Mar 2005
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EasternKing wrote:
i know what im talking about, you clearly do not. I beg to differ on that point... EasternKing wrote:i watch wizzys soloing all the time, and they dont EVER die, snare+root+instant recasting on faliure to land You clearly do not know what your talking about, not half as often as you think you do at least. PS, that last quote from you, in one sentance, had 3 untrue "facts"
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#71 |
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Join Date: Jun 2006
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Flaye@Mistmoore wrote:
EasternKing wrote:yes thats right, the ca i use first on orange con epic mobs, and im the very first person to land any attack on a mob after its been pulled has a 98% hit rate, it missed 2 times in over an hour of fighting T4 raid content uh no, problem is, scouts hit well above 90% of the time, closer to 100%, i'm lucky to break 85% with the majority of my misses being my auto attacks(the chunk of my dps and aggro) while in offensive. i won't even give the shameful hit ratios i do while in defensive without a warden, it is abysmal how seldomly i can hit the mob. problem as i see it is even as 2 melee classes (although scout to tank) we are flip flopped, i have no problem hitting the mobs in KC but i do have a huge problem most of the time hitting the mobs on level 3 in VP. anyways, the title of the thread is misleading, nothing has changed to the mobs in KC but perhaps to your class? edit: i looked over my parse for giggles because i was curious, know what i found? alot of my CAs only hitting 50%-66% of the time and only on the nameds, about half a dozen of them. but see, thing is, i still killed the mobs, same as i did a month ago and a month before that, nothing has changed, no ninja nerf, no tin foil hat conspiracy against brigands, just the way they have been for as long as i can remember, alot of randomness to them to keep them from being easily soloable the same as they have been for a good 4+ months. maybe you forgot to put on your few pieces of stun gear, got owned up, made this thread because you were angry, i don't know... |
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#72 |
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Join Date: Mar 2005
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Flaye@Mistmoore wrote:
EasternKing wrote:not really no, my auto attack is no where near 98% hit rate, and thats a substantial amount of a scouts dps, usually 35-50% of zw is auto attack damage, ca's have always had such high hit rates because we get full timers when they miss. Ca's in eq2 have always been 95%+hit rate.my dps usually breaks down 45% auto attack 25% procs+poisons+applied procs and 30% ca damage. can you honsetly think having a full timer on a miss, and only 30% or so of a zw is unbalanced?melee hit rates were around 60-55%, now were at 70-75%, mages are still 95% usually on a zw. not quite sure where you think his discrepancy is. top end guilds still have mages dominating parses, surely you think they would be here screaming blue murder if they couldnt compete for a top 4 spot on a zw parse? the fact there is no mages from top end WW guilds posting day after day there broken and cant compete speaks volumes to me and to the dev team.hello? did you miss its a primary def debuff with a +90% to hit bonus. |
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#73 |
Loremaster
Join Date: Mar 2005
Posts: 6,077
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![]() Are you secretly trying to provide a list of areas in which to nerf scouts? If so, thats really clever of you, you had me totally fooled!
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#74 |
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Join Date: Mar 2005
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Noaani wrote:
Damm..you got me ![]() |
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#75 |
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Join Date: Nov 2004
Posts: 338
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I am Skwor and I approve of Easternkings 98% hit rate for scouts in VP. SoE should look into this issue immediatly. Thanks Easternking for being a team player, we mages luv ya
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#76 |
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Join Date: Mar 2005
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Skwor wrote:
I am Skwor and I approve of Easternkings 98% hit rate for scouts in VP. SoE should look into this issue immediatly. Thanks Easternking for being a team player, we mages luv yamaybe look properly ca's have 95-98% auto attack is 70-75%. they can drop ca's down to mage level, right as soon as they make them instant recast on a miss like spells.Edited to add : what i find the most laughable of all is the mages in this thread complaing scouts ca's hit to much, where were you all when you guys were running 100% to hit T5 till a few months ago when you quite rightly got FIXED.scouts have never EVER in eq2 history been running close to 100% hits on a zw, even now in the current fixed system we still only manage 75-80% hits on a zw parse. to a mages 95%+ im mean seriously, your preaching to the wrong person. |
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#77 |
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Join Date: Mar 2005
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EasternKing wrote:
Skwor wrote:I am Skwor and I approve of Easternkings 98% hit rate for scouts in VP. SoE should look into this issue immediatly. Thanks Easternking for being a team player, we mages luv yamaybe look properly ca's have 95-98% auto attack is 70-75%. they can drop ca's down to mage level, right as soon as they make them instant recast on a miss like spells.Edited to add : what i find the most laughable of all is the mages in this thread complaing scouts ca's hit to much, where were you all when you guys were running 100% to hit T5 till a few months ago when you quite rightly got FIXED.scouts have never EVER in eq2 history been running close to 100% hits on a zw, even now in the current fixed system we still only manage 75-80% hits on a zw parse. to a mages 95%+ im mean seriously, your preaching to the wrong person. 4 Second cast vs .5 second cast. Does not take a rocket scientist to figure our if a mage hits 95% a scout hitting 70% is still not affected as much in the parse. 1 miss in 24 for a 10 second fight for a scout would be 1/24th of their DPS. 1 miss in 3 for a Sorcerer in a 10 second fight is 1/3rd of their DPS. to be EQUAL in terms of Statistics a scout would have to miss 8 times in 24 or 67% hit rate. The hit rates do NOT affect melee classes the same as they have AUTO ATTACK making 50% +/- of their DPS. Casters get 100% of their DPS from spells. |
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#78 |
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Join Date: Mar 2007
Posts: 196
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Svann wrote:
Soluss2 wrote:I think I know how to apply my roots thanks. The quoted post was referring to our supposed useful snares that we make sure are on the mobsEasternKing wrote:Huh? Wizards have 2 roots. A single target and a encounter root. They stack. When one breaks you stop nuking till you can reapply the one that broke.Noaani wrote:Davngr1 wrote:please stop lying, every mage i know makes sure they have a snare on the mob in case there root breaks, thus allowing them much much more time to get it re rooted. or youre going to tell me that mages on your server cannot comprehend how a mob being snared will keep them alive when a root breaks? i mean really, you rock man. keep it up.wiz and conj do have snares and do use them.We use the spells with snares on them, but not for the snare component. I mage that tries to snare a mob is a mage that needs to be peeled off the floor. |
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#79 |
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Join Date: Mar 2007
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Davngr1 wrote:
Soluss2 wrote:In a dungeon against heroics? |
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#80 |
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Join Date: Mar 2005
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Soluss2 wrote:
Davngr1 wrote:Its funny how some people over estimate the survivability of mages, isn't it.Soluss2 wrote:In a dungeon against heroics?
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#81 |
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Join Date: Sep 2005
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EasternKing wrote:
not really no, my auto attack is no where near 98% hit rate I wasn't talking about your auto attack hit rate. You were talking about CAs; I was talking about CAs. I don't believe for a second that my CA hit rate, anywhere, has ever been 98%. I solo a lot, versus non-heroics, & I know full well I'm not hitting 98% on my CAs. I can tell, by how often WTP doesn't spin the mob, or Boot Dagger doesn't stealth me, etc. Now, I've never actually checked it with ACT or anything, but I don't buy that sort of CA hit rate. I repeat, for clarity: if your CA hit rate in VP was 98%, then that, in my book, is too high. If it's closer to 75% in KC, then that's closer to being right.
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#82 |
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Join Date: Nov 2005
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Soluss2 wrote:
Davngr1 wrote:hey, i just saw some one say mages din't use snares when i fact they do. there is a few names in KC a mage can kite if he so wishes.Soluss2 wrote:In a dungeon against heroics? |
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#83 |
Loremaster
Join Date: Apr 2006
Posts: 919
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EasternKing wrote:
Skwor wrote:I am Skwor and I approve of Easternkings 98% hit rate for scouts in VP. SoE should look into this issue immediatly. Thanks Easternking for being a team player, we mages luv yamaybe look properly ca's have 95-98% auto attack is 70-75%. they can drop ca's down to mage level, right as soon as they make them instant recast on a miss like spells.Edited to add : what i find the most laughable of all is the mages in this thread complaing scouts ca's hit to much, where were you all when you guys were running 100% to hit T5 till a few months ago when you quite rightly got FIXED.scouts have never EVER in eq2 history been running close to 100% hits on a zw, even now in the current fixed system we still only manage 75-80% hits on a zw parse. to a mages 95%+ im mean seriously, your preaching to the wrong person. Thats is great and all about the 95% hti rate, but did you take into account that most mages use a ton of dots which bump up hit % greatly, or that many spell procs are 100% hit rate aka potm, gift, aria, Hood of Dark dealing, Wicked Wand of Malice, if i cast a 7 tick dot while gift and potm are up along with haveing both the aformentioned 100% hit proc items, if the first tiem I get a resist and teh second time it lands, guess what ACT hit % would be, nope not the 50% that it really is, but I get credied for the 7 ticks, also a potm hit, a gift hit, hood hit, and wand hit, which is a total of 11 hit out fo 12 swings.... or a 92% hit rate, but if tandem and aira go off that is 2 more hits so 13/14 now at 93% hit, say we get a guard and weapon proc as well now 15/16 and now we are at 94% hit rate for a spell we cast twice and got one resist and one hit. Of course with longer fights and the scouts debuffing the mob hit rates go up for everyone, but melee also have bonus hit rates for back attacks as well as stealth attacks on top of the 50% easier to hit that all quality of a CA already have, which is better than the resistability of a mage's master 2 spell choice. Combined with the fact that mages control almost none of the debuffs that assist them in landing or increasing damage. Then you can argue the fact that melee can use 2 temp adorns one on main hand and one on off had where mages are limited to only being able to use one temp adorn, but I digress. But yeah imho green con mobs shoudl always have a near 100% hit rate due to them being green cons. As far as mage snares wizard/warlock share a 4 sec duration snare which is about shut worthless, conj has frigid winds which is a awesome snare, necros have no snares that I know of, neither chanter have snare, and wizards also have a 5m AoE snare, problem is that you normally get hit a few times if you have to cast it and those hits can easily kill you. So for mage snares since appearently all mages have the same snares as scouts..... only the conj snare is actally worth a dam. |
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#84 |
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Join Date: Mar 2005
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Davngr1 wrote:
hey, i just saw some one say mages din't use snares when i fact they do. there is a few names in KC a mage can kite if he so wishes.Umm, no there arn't. We can not keep any heroic mob snared long enough to be able to kill it, reguardless of how much room we may have. 6 second snares just don't quite cut it for kiting.
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#85 |
General
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Davngr1 wrote:
hey, i just saw some one say mages din't use snares when i fact they do. When soloing my Wizzie, I use my snare all the time. I just don't use it for the SNARE component; I use it for the DAMAGE part. IOW, for me, it's just another nuke.
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#86 |
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Noaani wrote:
Davngr1 wrote:Numbing Cold. 36 seconds 75% snare. One of my favorite spells and glad I got it masteredhey, i just saw some one say mages din't use snares when i fact they do. there is a few names in KC a mage can kite if he so wishes.Umm, no there arn't. We can not keep any heroic mob snared long enough to be able to kill it, reguardless of how much room we may have. 6 second snares just don't quite cut it for kiting. ![]() ![]() ![]() |
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#87 |
Loremaster
Join Date: Mar 2005
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thajoka wrote:
Noaani wrote:Davngr1 wrote:Numbing Cold. 36 seconds 75% snare. One of my favorite spells and glad I got it masteredhey, i just saw some one say mages din't use snares when i fact they do. there is a few names in KC a mage can kite if he so wishes.Umm, no there arn't. We can not keep any heroic mob snared long enough to be able to kill it, reguardless of how much room we may have. 6 second snares just don't quite cut it for kiting. Try it without a healer, see how well it works. A lot of classes can duo well with a healer, most can clear VoES.Wizards are able to do that, but snaring is not the way to go about it.
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#88 |
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Do what without a healer? I noted the stuff that was capable without a healer (clearing voes up to book golums, clearing MC up to sandstorm/sisters) and the stuff that does require a healer (book golums/praetor in VoES, named fish in chel'sith. un-rootable mobs in MC) Magma chamber owns though to negate any close range melee hit we might take from getting in a 5m range to aoe snare heroics. Hehe I just snare mobs when i'm feeling lazy, it will get our butt kicked more than if we just take our time and root, i'll give it that lol.Trash heroic mobs tho, since their HP is weaker its often easier to just land a snare, stand back and blow them up in 30 seconds. Most the names I had to delicatly (lol) kill. NEver tried KC though with green names :O
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#89 |
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Join Date: Nov 2005
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Noaani wrote:
Davngr1 wrote:plenty of room to kite snare the brittlebone, undead jailer, the ghost mob. these mobs are all green and easy to snare and kite. i never said it was the optimal way to do it.. but it is infact a soloing strat for some mages.hey, i just saw some one say mages din't use snares when i fact they do. there is a few names in KC a mage can kite if he so wishes.Umm, no there arn't. We can not keep any heroic mob snared long enough to be able to kill it, reguardless of how much room we may have. 6 second snares just don't quite cut it for kiting. |
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#90 |
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thajoka wrote:
it will get our butt kicked more than if we just take our time and root Exactly. So its possible, but not really practicle since there are far better means avalible.
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