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Message ID: 12945
Date: Tue Jan 11 23:55:03 GMT 2000
Author: Steven S. Klug
Subject: Re: Gypsy Lute Fun


Wow.. Thanks for the thorough explanation (slow day at work? :) Seems to me the most feasible of these
is the method from the kitchen. It also helps that quite frequently the maid room is camped. I've never
come up from the jail side, so I'm unfamiliar with that route. I'm intrigued by the invis idea. It
doesn't really mesh well with the way I thought invis works. But we should definitely do more testing on
it! You'd have to walk up and do something to break invis (like attack) JUST before your next invis
pulse. Could we have the successor to monk feign death pulling? Heh. I doubt it too.. but heck, we
should try it! What's a few more trains in Mistmoore among friends? :)

Laluni Songhammer, Level 32 bard of E'Ci.

kim@... wrote:

> From: <kim@...>
>
> On Thu, 6 Jan 2000, Steven S. Klug wrote:
>
> > Got a question for you guys. Now that I'm level
> > 32, I've on a couple of occasions managed to get
> > in pretty decent groups in Mistmoore. Is there
> > any practical way to pull musicians from the
> > castle once you have control of, say, the plateau
> > in front of the castle? This is with a mid-30's
>
> Heh heh. Short answer: No.
>
> Long answer: My guild and I tried this over the weekend. We
> caused probably one of the biggest trains in the history of
> Mistmoore. From what I could tell, the music room, negotiator
> room, piano/window room (and stuff outside), and all the mobs
> in the little nooks and crannies in between came pouring out.
>
> The plateu in front of the castle is easy to break (go in
> invis to the far side, drop invis, and lull everything you
> see, then pull). The mobs just inside the gate (there are 2-4
> of them) are easy as well, as are the two gargoyles in the
> grand hall/lobby. You got this far:
>
> > group. I have been in a group once that actually
> > managed to fight their way into the lobby (with
> > the stairs going to second floor, etc.) but then
> > we couldn't figure out how to reasonably go much
> > further due to large clusters of mobs at such odd
> > angles that lament wasn't really doable, etc.
> > Plus the fact that everyone was scared out of
> > their minds because of the stories of bad pathing,
> > trains, etc.
>
> Yup. Be glad you didn't try it. I got to this point, tried
> to come up with a way to lament the mobs but couldn't. So I
> had a ranger try casting harmony. That's when we started that
> train.
>
> The problem isn't that lament or harmony don't work - they
> do. The problem is that the pathing is so screwed up that the
> mobs take circuitous routes. You pull the mob in front of the
> music room, and instead of following you, it will circle
> around the entire music room, out the back door, through the
> negotiator room, then through the lobby, incidently pulling
> everything it meets along the way. There *might* be a way to
> pull it semi-safely (I suspect you can pull the negotiator
> room by itself), but I'm not going to risk getting other
> innocents killed in trains figuring out how.
>
> There are several ways to safely get to the music room. By
> far the easiest is to have a high level person pull. We had a
> L48 person do it, but I hear a L47 can do it as well. Most of
> the stuff won't aggro on a person this high, so he can pull,
> the mob can go through its convoluted pathing, and it won't
> trigger any extras.
>
> If you don't have a high level person, someone in wolf form
> who hasn't played much in Mistmoore can pull just a few at a
> time (I think agro radius is linked to faction).
>
> If you don't have any of these, you have two options I know
> of. First is to invis your party and go back into the
> kitchen. Kill the three mobs there, clear the hallway, then
> the maid and bulter rooms. Then comes the hard part - using
> invis to move around, lull the gargoyles in front of the
> negotiator room. Once they're lulled, you can position
> yourself to lull stuff inside the negotiator room (the agro
> radius extends beyond the door so don't get too close). If
> you're lucky, you'll get 1-3 mobs at a time. If you're not so
> lucky, you'll get the entire negotiator room, the three mobs
> in the alcove beyond it, and a couple gargs (which is the
> monster pull I described in my other post). Once the
> negotiator room is clear, you can start to crack the music
> room. I haven't gotten this far, so I can't help you beyond
> this point. :)
>
> The other option is go in the back way, through the jail.
> Clear up to just before the pool room. If Xicotl is not up,
> you can clear the pool room, then pull the room down the
> stairs. If Xicotl is up, you're probably best off invising
> everyone and just going down the stairs to the next room and
> clearing there. After that is the piano room - make sure you
> fight away from the windows or you'll pull the entire outside
> as well. Clear the outside if you want to be safe. Then the
> alcove just before the music room. After this I'm not sure,
> but I've seen other groups pull the music room from here so it
> must be possible.
>
> I have a theory on another way to pull. I was invis and had
> SoW on, and started what should've been a train. All I got
> was three mobs. I think what happened is that after I
> triggered the first mob and it started its screwed up pathing,
> my invis kicked in making me indifferent to everything else.
> So the castle didn't get aggroed when the three mobs passed by
> them (kinda like how green mobs won't trigger if you let a
> runner get away). I haven't really tested if this is what is
> really happening, so use it at your own risk.
>
> All this becomes much easier of course if another group has
> partially cleared the inside.
>
> So there you have it, pretty much all I've learned about
> the castle in Mistmoore.
>
> --
> John H. Kim
> kim@...
>
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--
Steven S. Klug
sklug@...