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Message ID: 13253
Date: Wed Jan 19 00:00:33 GMT 2000
Author: Reece, Tom - 25IDL G4
Subject: Cazic Thule Exploits (was bard vs enchanter)
> -----Original Message-----
> From: Blitz Krieg [SMTP:blitz_krieg@...]
> Sent: Saturday, January 15, 2000 10:46 AM
> To: eqbards@onelist.com
> Subject: [eqbards] Cazic Thule Exploits (was bard vs enchanter)
>
> From: "Blitz Krieg" <blitz_krieg@...>
>
> >
> > Ok, Cazic-Thule spoiler time.
> >
>
> This is not a spoiler... This is an Exploit. If caught, you will get
> banned.
>
> I've been fighting at the top and the bottom of the temple for about 2
> months now. If you engage a mob and run to the bottom, the mob will
> eventually follow you all the way down and you can fight it without
> exploiting. The frustrating part is when a small group ( 1 or 2) will sit
> in the temple halls, steal the pulls, and exploit the mob. (In many cases
> this is a level 50 and a level 25 or so, get the hint?) I normally let
> people play however they want to play, as long as it doesn't effect me, no
> matter how cheesy and lame the tactics may be. However, when I head back
> up
> the temple to find what happened to the Archon I pulled and find someone
> exploiting in this manner (Numerous other mobs as well), I am forced to
> /petition. It was funny to hear from the guide that these players claimed
> to not know they are exploiting. How can anyone kill anything without
> risk
> to themselves like this and think it is a fair tactic? And when you're
> ruining the fun of another group who is playing fair, at that.
>
> To combat this, I've started to use charm to pull when the temple holds
> more
> groups than mine. (Just to keep this thread on topic :)
>
> Darkfox Reven'tsol
> Xegony
> >
> >
> >
> >
> > 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.
>
>