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Message ID: 13140
Date: Sat Jan 15 20:45:46 GMT 2000
Author: Blitz Krieg
Subject: Cazic Thule Exploits (was bard vs enchanter)
>This is not a spoiler... This is an Exploit. If caught, you will get
> Ok, Cazic-Thule spoiler time.
>
>on/off
>
>
>
> 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
> switch for mob activity and movement. The exploit part of this occursonce
> these lizards have come to the puller at the steps. If the puller to whomlittle
> 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
> chance of the lizards leaving the steps to actively engaging them inmelee.
> Other melee members of the party can sometimes melee the lizard on thesteps
> in safety - it's as though the hate list of these buggy lizards doesn'tlizards
> reorganize itself. Regardless of the damage others do to them, the
> remain aggrod on the first guy that bonked them on the head. If thelizards
> *do* engage in melee, the entire party can move away from the steps to the*very*
> 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
> safe time of taking out lizzies.the
>
> 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
> lizards catch up. Then the puller does his best to arrange the lizardsinto
> as closely knit a group as possible on the steps, then jumps from thesteps
> freezing them all in place. Wizards and Mages then AE the whole bundledown
> at their leisure. I quickly departed these groups because this is BORINGas
> hell, and actually not any faster (I'd argue slower) than a goodplaying
> 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
> Clarity continuously. Forget it - the Throne Room is more fun and bettercaught
> 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
> doing this). Large races will either need a levitation (maybe a shrinkthe
> would work too) or old Guise of the Deceiver in order for them to reach
> top. If the situation with the lizards gets unmanageable, simply camp outparty
> up here and come back to clear their aggro lists. All members of your
> 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.