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Message ID: 13628
Date: Mon Jan 24 23:03:05 GMT 2000
Author: kim@stormhaven.org
Subject: RE: PoA bard quests plus a rant


On Mon, 24 Jan 2000, Kimes, Dean W. wrote:
>
> Our biggest problem in Sol A was like Guk it really requires your group to
> include a ranger if your bard doesn't have chains yet. Roots just weren't
> enough to keep the gobbies from fleeing and causing trains as trying to kill
> the rooted goblins usually ended up freeing them too quickly. If the 'real'

Snare is the most effective, but it's not like they're the
only option.

Necros, and later shadowknights have the engulfing darkness
spell which does the same thing as snare (although it doesn't
seem to be as reliable).

Bards get chain long before any of these mid-level dungeons
turn green.

A lot of classes can stun runners, giving you a chance to
root/kill them. An enchanter friend I was grouped with did
this all the time - it had a minimum guaranteed duration so
was more reliable than root.

If you have a good nuker, you don't even need that - a wizard
can drop them dead before they start to run.

Also, if you're working without a snarer, the first priority
for me would be to find an area you can pull to and still have
a reasonable amount of time to kill a mob when it runs.

Besides, druids and rangers comprise probably half the
characters in the game. :) The only people I really feel for
are warriors, rogues, and monks.

--
John H. Kim
kim@...