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Vanguard Monks  |  Monk Discussion  |  Monk General  |  FD pulls broken again « previous next »
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Author Topic: FD pulls broken again  (Read 1705 times)
Zarthaz
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« on: May 23, 2007, 06:03:13 AM »

 Was commencing pulls in rahz inkur tonight and from the word go mobs returned right away after FD.
   Also the bug with staying in combat is back, pulled 3 mobs , FD, 1 remained agro on me with me staying in combat.
So craptastic to see this happening again......


   Zarthaz
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Ciro
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« Reply #1 on: May 23, 2007, 06:08:52 AM »

I think they tend to stay only if you FD close to them, but run back if you FD too soon and too far away. Try letting them come so close that they can slap you once.
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Quinn the Mighty
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« Reply #2 on: May 23, 2007, 07:35:11 AM »

From my conversation with Talisker / Avair regarding tweaking the pause in FD, as far as they can tell coding did not put the pause back in the mobs. This appears to be a side effect of something else. It is being looked in to.

~QTM
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Grik
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« Reply #3 on: May 23, 2007, 01:11:21 PM »

 :idiot2:i must be crazy to have my first post on the forums be whining, but man I hope it doesn't take as long as It did last time to get the FD pauses up and running again. Wouldn't be able to take another 2 months of that. btw. Hi guys  Tongue
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Ugluk
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« Reply #4 on: May 23, 2007, 06:02:27 PM »

The pathing and warping in Razh Inkur is diabolical.  Try splitting the mobs around the named Templar near Aluul's room.  Often the mobs don't move at all, but chain agro anything that walks past - and because of the 4 mob thing, you're guaranteed to have to use /exit if you don't want the entire area agro on you.  I found that I could get the named to warp to me by plowing enough shruikens into it - but inevitably, it would stay in that spot, until you plowed another batch of shruikens into it.  This is with the rest of the mobs agro on you so you can't get a heal - and inevitably his DoT will kill you, or transfer agro to the group if someone does heal you.

Then when you do manage to lose agro, you end up with mobs ghosting and warping around, agroing you in bizarre spots. With almost all the mobs being immune to lulls/stuns/mezzes/snares etc., it does not make grouping in that area fun.
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Ugluk - Cold Fury - Gulgrethor
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« Reply #5 on: May 24, 2007, 07:50:12 AM »

I have had the same problem, yet worse...I logged in inside of rahz due to my game freezing up the night before and I always immediately FD as soon as I log in...I had a Flarehound attatched to me no matter how I tried to fix it for a HALF HOUR...that was just rediculous..he followed me all the way from the west entrance area aroud the entire palace.


As far as Azchek The Templar or however you spell his name, my tip:
Collect bags from whatever mobs you can and go get the serum from afrit that you can mez mobs with. He is generally a 3 pull but this is how it works, you want to serum an add like on of his gaurds or whatever, pull the other 2 mobs far far away from that add and close to your group. Then you need to FD  FIRST, and as the templar and his non mezzed add starts walking back, your group pulls them out...be sure that when you FD, the add you mezzed no longer is on your aggro meter. What this means is your group now only has 2 mobs to worry about instead of 3 and the mezzed mob will never come to your group unless you are within normal aggro range when he becomes unmezzed. Once you have pnly the 2 other mobs, templar and his add, you have 2 options:

A-be sure everyone in your group has serums and predetermine an order for who is mezzing him, due to the refresh, your just need to go in an order and makes sure everyone knows who is mezzing when and don't hit the mob or well, you should know lol. and just keep him mezzed until templar is dead then kill him.

B-Have a ranger/bard/monk off tank the add while your mt is tanking templar. DPS the add first as he is easier and you have your weak tank on him.  Paladins are great for this as they can tank the templar and keep themselves healed for the short time you need for the add to die. Some prefer having the ranger/bard/monk off tanking the templar instead due to them not really taking any damage since they do nothing but parry or dodge till te add is dead and its easier for a tank to hold aggro when the rest of the group is attacking rather than the person not attacking but only spamming parry or dodge.

That is a method that has never failed me. It works rather well, that is when all the group members understand the plan and don't act too early. Be sure when you are done with mezzing and fd'ing that no one on your group has aggro on that mob and you wont have to worry about it. If someone does, they responded too early and you can either evac and try again, try it, get a t least one mob dead before the group dies and the monk just fd and rez after or some groups can just handle all 3...just a lil tip to help you out is all.

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Quinn the Mighty
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« Reply #6 on: May 24, 2007, 07:54:05 AM »

/Flash back to pulling in Fear.... random chain aggro to  DT mobs.


Now that I think back we lost the pause when they fixed the warping mobs. To fix an exploit that will go un named they allowed warping mobs again, wich gived us split pull back..... it's working in cycles. oy!

~QTM
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Kantan
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« Reply #7 on: May 26, 2007, 11:08:18 AM »

Same here noticed same thing.  Some monk in chat told me I did not know what I was talking about though?  I'll try to play again in a week to see if it's fixed! tickedoff
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« Reply #8 on: May 27, 2007, 02:00:35 PM »

I'm glad its back this way, the "pause" was rather annoying in all reality.
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« Reply #9 on: May 27, 2007, 03:54:53 PM »

I kinda like it the way it is right now.  Only 3 things I've seen so far that are annoying:

1. Mobs not moving sometimes when body pulling and you are forced to run back up to them real close and get smacked a time or two in order to get them to follow you back.

2. Sometimes you will get mobs that get stuck on your aggro list and they will camp you.  You then have to stand up and FD again to reset those mobs.

3. If you have a damage shield on you,  FD seems to fail more often than not or something is just buggy there.

Aside from that,  I have no problems FD splitting or pulling mobs right now and I can manage to do it nicely.  I hated the mobs camping you after FD for 30 - 60 seconds like it WAS doing.  That just made pulling take forever and almost not worth even fooling with.
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Moridan
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« Reply #10 on: May 29, 2007, 11:14:48 AM »

It's a shame that the only reason FD splitting is even somewhat viable is because of how bugged FD is.  When you FD and it says that everyone thinks you are dead, yet you still have a mob on your encounter list that will run up and camp your "corpse"... working as intended?  uglystupid2
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Yogah
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« Reply #11 on: June 21, 2007, 06:26:20 PM »

This kind of post has finally made me register and reply.FACT I can single pull any mob in this game and do so every night.This includes all the names in Rahz Incur and any other zone for that matter.I hope that they do not change the way we pull at all because instead of bitchin about it I have studied my monks abilities and learned how to use them to pull effectively.I would request that you do the same.To say that monks cant pull is ludicrus to me cuz I do it every single night. Also I single pull ALL of the names in Rahz Incur just use your imagination and the abilities you have and if you see me on the Hilsbury server send me a tell and ill tell you how to single pull ANY mob in the the game.Also as a hint Moridan the very thing you are complaining about is how to split the mob you want out.Just aggro 4 mobs not 5 not 3 but 4 mobs.When you fd one mob will camp your corpse which can be tagged off of you will the others go to reset.So ifa dev is reading this which is why I hate to post on boards like this please dont change this you will be hurting monks not helping them.Usually posting how to do things just gets you nerfed and we definately do not need that but monks can pull very well in this gameI know for a fact.
« Last Edit: June 22, 2007, 03:05:04 AM by Yogah » Logged
Cisgo
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« Reply #12 on: June 22, 2007, 04:22:40 AM »

 Your above post made me finally register and reply.....cookie for you that you can exploit game mechanics on FD pulls. Let me know when you are giving lessons and autographs.
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Yogah
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« Reply #13 on: June 22, 2007, 10:46:45 AM »

^Now you know why I dont post on boards cuz of above like comments when all I am trying to do is let people know monks can pull in this game. Anyway good luck to monks out there you can pull effectively (and dont take the time to bash I'll never post again)
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Khana Kopnisien
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« Reply #14 on: June 23, 2007, 09:10:17 AM »

Yes, it IS possible. I've done it repeatedly as well. It just takes too long to be a viable tactic and there's too much risk involved, with our mitigation being less than worthless and evasion and FD chance itself being hardly reliable.

For me, a success on FD needs to be a success. Period. Mobs should run back at a slower pace, because with them running at 300% run speed, there's no way you can keep up with them. They shouldn't camp your corpse at all. You shouldn't be locked in combat. Mobs should run back INSTANTLY on a succesful FD, but - as I said - walk back, not run back.

Saying "it can be done, thus no need to fix" is ludicrious. Why? Because making it work as a player is a workaround or exploit, depending on how you look at it. The problem still exists. That's like saying getting wet can be avoided if you just don't go outside in the rain, where the real solution is shelter in the form of an umbrella.
« Last Edit: June 23, 2007, 09:14:34 AM by Khana Kopnisien » Logged

Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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