by chordling » Wed Jul 02, 2008 11:04 am
continued...
4) Mob_02 must have Line of Sight to mob_01
LoS Split
This is an old monk fave, FD split mobs till one is round a corner from its buddies. Another PC can then tag it single. This is really a FD splitter trick and needs a monk/tagger pair. Imo the best tagger is bard because a) Bellow is an instant tag, no cast time with good range. b) Bard fade is full mem-wipe, if a monk tagger makes a mis-tag he now is screwed and must wait for the 2 min reset. Monk + Bard tagger = awesome team.
5) You must be in pursuit range of mob_02
Heres another interesting one that I have been playing with recently and it seems to be the solution to aggro-linked mobs. I'm just gettin a hang of this, but i think it could be veeeeery useful, situationally.
There is a range limit beyond which mobs will just stop chasing you, hey Im a bard, I think most mobs just give up. So how can we use this to split unsplittable mobs? Basically this technique needs LOADS of space, so mostly outdoor technique. What I do is tag a mob and they all come, I tag from my max range (300) and flee at full speed, after a short time I will be out of pursuit range and they will stop chasing and look around stupidly, but they are still aggro and will stay aggro until they reset (which takes a long time). What I do then is edge back in step by step till im only in pursuit range of the nearest, it will chase, but all the rest will continue to mooch about because under no circumstances will a mob pursue someone out of pursuit range... evah! Bingo, unsplittable mob is split.
Additional info: Wander Behaviour Split
Have you ever had the situation where you tag a mob and a small train comes at you, when you fade all the bastages wander back at the same time? You retag and fade again, they are still determined to huddle together back. Actually you are just wasting mana, because... The current 'Wander Behaviour' of all the mobs, is "go home, dont hang about'. No matter how many times you tag and fade, they will not change their 'Wander Behaviour'.
Wander behaviour is set when the mob is reset, and wont change until it has reset again. So what a good monk will do, is let them wander back and when some have reset, stand again. The mobs that havent reset will just wander back like before, but the ones that have reset will have a new wander behaviour and they *may* not immediately wander back. This is absolutely huge for monks, but again its not something that we will be able to play with much due to mana restrictions.
Summary
Theres are your main techniques, and I would put them in the following order. So try 1 first, then work down list till you can find a good one
1) Lull Pull. Bleh
2) Simple Mezz Split
2) Advanced Mezz Pull. Sexiness
3) Snare Split
4) Wander Behaviour Split
5) Mezz Push Pull. Double sexiness
6) Pursuit Range split
7) FD Split / LoS Split
8 ) Highsun Split
How It Works: The Lull Spell
Basically it reduces one or both of the aggro ranges of the mob. Remember that mobs have two ranges, aggro range and assist range.
Lull songs up to the lvl 61 song will reduce aggro and assist range to a tiny tiny range. So you can pull mobs right by them and they will not assist, and you can walk right up to them and they wont aggro. BUT, and I find this the hardest thing to beat into peoples heads, it does NOT reduce the aggro range to zero. If you walk right over the mob, it will aggro as normal. Time after time, i lull mob and watch folks gaily tromp right over its toes and get smished, the first thing they say after LOADING,Please Wait... is "**Halfling** I thought it was lulled" About this time I am tearing my hair out. It will happen to you too, and it will happen A LOT.
The highest level lull song only reduces Assist Range, so you cannot just walk past the mobs, but you can pull mobs right by it and it will not assist. Again, it does not reduce assist range altogether, if the aggroed mob paths right over it, it will assist as normal.
So... can mobs resist lull? Most definitely, mobs have an innate check to resist a lull. NOTE: This is NOT a MR check or a check on any normal resists. A mob may well have perfectly normal resists BUT be almost impossible to lull (e.g. LDoN hard mobs or some Qvic mobs) A lot of people assume that MR mobs will be hard to lull, the two things are not connected in any way. So what happens on a resist. Basically when you lull a mob, there are two checks.
1) Check to see if lull fails. The chance for a lull to fail is modified by only two things afaik. The mobs innate resistance to being lulled and level difference. To be honest, even the lvl difference affect is not confirmed, its just my observation so take that is guesswork. If lull lands all well and good, if it fails then a second check is made. NB: CHA does NOT affect the chance for lull to fail. No sirreee bob.
2) Check for critical fail. If lull fails this second check the mob will aggro. The only factor I know that affects the chance of critical fail is the bards CHA. The higher your CHA, the less chance of a critical fail if the first check fails. This is one of the main reasons bards desire CHA. Especially in the early-mid level game where lull > almost all content.
One thing that not all the newbie bards know, is that lull is considered a beneficial spell and thus does not need line of sight. i.e. If you can target a mob and it's in range, you can lull it, even if its through the wall. This is really necessary for lull to be useful, if you had to go into the mobs room to lull it, it would really be much help. So how can you get a target on the mobs in a room without going in? Again several techniques:
1) This de-luxe, royale bard will come with a Singing Steel Helm. If you don't have one, well, it's like not having a drum. Really, get one. Get it now. You can just send in the eye, get your targets. Lull them etc. NB: If you dont have helm you can use Stalking Probes, but this will be a spendy option. The uber super-deluxe bard model will come with Holgresh Elder Beads as these have a much faster cast time. Believe me 7 second cast on the helm seems a long time, when the raid/group is going "FEED ME!! FEED MEEE!!! FEEEEED MEEEE NOOOWWW!!!!"
2) Gimpy bards use invis! If the mobs don't see invis, then you can invis in to room, get targets, come out and lull.
3) Gimpy bards also use bind-sight. Open the door and get a target on a mob that you can see, then back up and bind sight on that mob, you can then bind-sight hop round the room, lulling all and sundry. Er... Actually uber mobs use bind-sight too from time to time. Case in point, the Feratha pull.
For the uninitiated, Feratha is a big badass puppy in RSS who lives in his big hutch with about 8 guard puppies. The guard puppies are lulleable so if you can lull round his room quick enuff you have a single pull. Howevah!!! The room is too big to lull them all from outside, and you cannot go into the doorway as Feratha has a substantial aggro range and will bite your head off. Sooooo how.... First run downstairs and, from a safe range, get a target on any mob in the room. Then go back upstairs and into the room directly above Feratha. You can now bind sight on the mob and hop around the room lulling with impunity!
Bard Tagging
Most of this is fairly obvious, you bellow it, or tag it with HoS. But one thing very very important to mention is how to tag mobs out of Line of Sight. HoS only needs to have line of sight at the initial cast, not when it finishes casting, so you can get close enough to start casting HoS on a mob, then fade and start running away around a corner or whatever, as long as you are still in range HoS will still land! You can also do similar things with throwing items since they take some time to reach their target.
Another thing to mention is long range tagging, there is a bard clicky boot called Sorrowsong Boots, they cast a 300 range bolt which is very useful for pursuit range pulling. The best bit about this is the time the bolt takes to reach the mob. By the time it hits you are pretty much out of pursuit range already.
Edit: hmm another edit ~ pursuit range pulling just mentioned doesn't really work that way anymore either, but the new code that makes mobs lose agro completely when you leave pursuit range can be used for splitting as well.