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Good morning, AllaK's - 7/5/07Follow

#1 Jul 05 2007 at 5:11 AM Rating: Excellent
Good morning, happy campers.

I hope everyone had a fun and safe holiday yesterday. I did up some burgers and dogs on the grill then took my family out (in the rain) to go watch some fireworks. We got a little wet, but it was still good times.

I made a good sale on a L60 berserker master. Used some of the proceeds to purchase an acrylia for my coercer so that I could get the Adept III version of her L61 root.

Did a bunch of testing and experimentation with post GU#36 coercer solo'ing. Unfortunately it seems that some part of GU#36 has broken coercer solo'ing to an extent. See, normally when a charmed pet succeeds on a resist check and breaks charm, the mob will turn back aggro and try to kill the coercer. A skilled coercer can react, stun it, recharm it, and go on their merry way. An unskilled (or unlucky with resists) coercer will be very swiftly killed. since GU#36 however, it seems that in a lot of cases if you charm a mob then run outside of it's "chase range", then the split second that the mob breaks charm it runs back home to it's original spot like any other run-off encounter. You can imagine how frustrating this is. To give you non-coercers an idea of why this is bad, imagine if you had to say, pick up a flag at the Stormhold entrance before you could kill anything. The stuff you want to kill is in...Archer's Wood. So you run all the way across Antonica to Stormhold and pick up your flag. You're ready to kill something. Then you run all the way back across the zone to Archer's wood. You are just about to attack the mob you want to kill when all of a sudden the flag you needed falls out of your pocket and teleports back to it's original spot in from of Stormhold. This is what is happening to coercers right now. One failed resist check on a charm and our pet disappears, with no chance to recharm it. We're hoping this gets fixed with the swiftness.

How was your evening and holiday?
#2 Jul 05 2007 at 7:06 AM Rating: Decent
Finally finished speccing my melee Warden. He now has a 75% melee crit and 40% double attack in addition to his CA converted spells. He also has a 16% chance to cast a group 300 heal on his melee attacks.

Now I am really torn between my 62 Mystic and my 64 Warden. Both solo very well (probably a little better on my Mystic) and are very much in demand for groups (advantage to my mystic on this one also).

But...hey...it's all about having fun right?
#3 Jul 05 2007 at 10:27 AM Rating: Excellent
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OMG. Last night a miracle happened.

I went adventuring. With a group. In an instance! My XP bar moved and everything!

You have to understand that my gameplay is almost all crafting/solo. Now, as baby is starting to actually stick with a bedtime schedule I'm able to group more, but I'm out of practice. I warned my group (a small guild who are regular customers) to treat me like a new e-bay toon and I'd be fine.

Except for the embarrassment of not knowing which song was my group de-agro, I did well! One death (I still have no clue what got me, I hadn't even engaged the pull yet). I remembered not to revive. I only rolled on stuff I could use. I stayed BEHIND the tank or back by the healer doing debuffs and range stuff.

I got invited back! LOL

Many thanks to Hubby who botched a combine when the baby woke up for a snuggle.
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