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Message ID: 13134
Date: Sat Jan 15 01:06:39 GMT 2000
Author: Tom Henschel
Subject: RE: Bards vs Enchanters Part 2 with a little Lullaby thrown in (long)


I can add to this by Crier Sharpsong:

The steps in question are any in the temple, although he is quite correct in
the pulling tactics that many exploit. I have seen lizzies get stuck on a
level and stepping on steps to a level frees them up. I also agree that the
pulling method that uses the technique he described is very very boring, and
i agree that it is not as fast as a few normal fights. Nevertheless, folks
do it. The point I was trying to make was that this location was not a good
place to try the two bards and Lullaby.

I suggest going to a lowish level dungeon to try the lullably and two bards.
Black Burrow comes to mind.

Fflewduer Fflamson only bard in guild or I would do this myself!! (ok lame
excuse :P)


>From: "JasonF" <JasonF@...>
>Reply-To: eqbards@onelist.com
>To: <eqbards@onelist.com>
>Subject: RE: [eqbards] Bards vs Enchanters Part 2 with a little Lullaby
>thrown in (long)
>Date: Fri, 14 Jan 2000 17:03:28 -0600
>
>Ok, Cazic-Thule spoiler time.
>
>I DO NOT CONDONE THESE TACTICS (sorry Harm), but knowing how the pathing
>works in any zone is very important to being successful there, the Archon
>Temple top is no exception. The Archon Temple is fun to hold and great
>experience when held in a sportsmanlike fashion, however, I am only human
>and have used these pieces of information to save my cute bardic ass a few
>times when I've gotten into a jam.
>
>Crier Sharpsong
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>The Archon Temple is very buggy pathwise. There are two primary ways in
>which groups exploit this:
>
>1) A puller is SoWed and (with or without levitation) runs down the tiers
>and away from the Archon's steps to pull. He punches a lizard in the nose
>and runs back to the group at the base of the steps. Generally speaking
>that lizard hasn't followed him back, it is somewhere away from the Archon
>steps, aggrod and "frozen". Quite often groups will curse the bad pathing
>and run to the lizard to defeat it (nothing wrong with that). However, if
>the puller stands *on the steps* themselves at the Archon Temple top, the
>lizard will unfreeze and run to the puller at the steps. To be perfectly
>clear: You MUST stand upon the steps for the mobs to come to you.
>Therefore, the puller's presence on the steps becomes something of an
>on/off
>switch for mob activity and movement. The exploit part of this occurs once
>these lizards have come to the puller at the steps. If the puller to whom
>the lizards are aggrod removes himself from the steps they will once again
>"freeze" due to the pathing bug. The group can now fire at will with
>little
>chance of the lizards leaving the steps to actively engaging them in melee.
>Other melee members of the party can sometimes melee the lizard on the
>steps
>in safety - it's as though the hate list of these buggy lizards doesn't
>reorganize itself. Regardless of the damage others do to them, the lizards
>remain aggrod on the first guy that bonked them on the head. If the
>lizards
>*do* engage in melee, the entire party can move away from the steps to the
>first 90 degree corner (either seems to work) and the lizards have another
>very good chance of freezing when the party reaches the corner. A group
>that knows how to work the pathing of the lizards up there can have a
>*very*
>safe time of taking out lizzies.
>
>I have been in groups that had the puller deliberately go out and smack as
>many lizzies as possible to create a 12 liz train to the Archon. Once
>there, the puller stands on the steps and takes a bit of abuse while all
>the
>lizards catch up. Then the puller does his best to arrange the lizards
>into
>as closely knit a group as possible on the steps, then jumps from the steps
>freezing them all in place. Wizards and Mages then AE the whole bundle
>down
>at their leisure. I quickly departed these groups because this is BORING
>as
>hell, and actually not any faster (I'd argue slower) than a good
>old-fashioned fight or three. The only reason I was invited was as a mana
>pump for the casters. Basically I was to stand around watching and playing
>Clarity continuously. Forget it - the Throne Room is more fun and better
>potential loot in that case.
>
>2) Mobs that are aggrod to a party cannot reach the actual flat top of the
>temple. If (when) trains of lizards occur, simply run up the sloped walls
>of the Archon's Temple and you will be both out of melee range and out of
>spell range. The mobs will remain aggrod on you, but will mill around on
>the Archon steps. Casters can cast on the lizards from here in relative
>safety (this is an confirmed exploit by Verant, you can get BANNED if
>caught
>doing this). Large races will either need a levitation (maybe a shrink
>would work too) or old Guise of the Deceiver in order for them to reach the
>top. If the situation with the lizards gets unmanageable, simply camp out
>up here and come back to clear their aggro lists. All members of your
>party
>must camp for this to work. I have camped overnight on the top here many
>times. Lizards simply cannot get up here, and the two or three times that
>I've seen it they 32k (suicide) themselves. I have *never* heard that
>running to the top to escape lizards is an exploit, only that casting from
>here is.
>
>Use your knowledge wisely.
>
>
> > From: "Reece, Tom - 25IDL G4" <g4mntofcr@...>
> >
> > So what you are saying is that because pathing is screwed up at the top
>of
> > the temple, mobs standing on the steps will not move down to the bottom
>of
> > the steps and attack anyone standing there? That may explain why I
>rarely
> > got attacked. I was standing at the bottom of the steps along with the
> > cleric and enchanter. The other three characters were on the steps
> > meleeing.
>
>

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