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Message ID: 9938
Date: Thu Nov 11 19:27:21 GMT 1999
Author: kim@xxxxxxxxxx.xxxx
Subject: RE: Charming Methods


On Thu, 11 Nov 1999, JasonF wrote:
>
> It has become apparent in reviewing the last couple of posts in this thread
> that I'm either not coordinated enough to pull this off or I just need more
> practice. I'll try and hit the Orc Cents again and give it another go, but
> hell, if I can't even finish off two Orcs without losing half a bubble of
> health, how am I going to fare with Froon and Choon?

Top priority is keeping Accelerando up and staying out of
melee range. Remember, you can try to charm them any time you
want, but you can't run away from them if Accelerando drops.
I usually keep my drum equipped when doing this just for the
added safety margin. (Technically, the magic number is 1.414x
normal running speed. If you can exceed this speed, you can
make a 90 degree turn while they're chasing you and they still
won't be able to catch you.) I've switched to a lute to heal
up maybe 4 or 5 times, but 2 of those attempts have resulted
in me dying. If you have to heal up, chances are you're just
a couple hits away from the point where you start moving
slower, and having a lute equipped then will result in your
death even with Accel.

What I normally do is get them to chase me, run backwards (at
my level with a MM drum, I run much faster backwards than they
can run forward), and wait for a "your feet move faster"
message. When I get that message I know Accel has just been
refreshed and I hit charm. Regardless of whether or not the
charm works, I immediately start Accel again. If the charm
worked, then I give the attack command (if needed). If it
didn't work, I run away some more and Accel should refresh
before it drops. There's enough time to charm twice before
you hit Accel again, but I found myself getting hit with that
"your feet move faster/you slow down" bug too often when
trying that.

Also, I found /pet guard here to be more useful than /pet sit
down. A pet that's sitting will get up and follow you if you
move too far away (or it decides on its own that it'd rather
go somewhere else). If you tell it to guard here, it'll stay
glued there giving you not just the duration of the charm to
get away, but the time it takes the mob to close the distance
with you.

--
John H. Kim
kim@...