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Are there any non-line-of-sight pulling spells?Follow

#1 Feb 09 2014 at 8:06 AM Rating: Decent
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I want to pull around corners. It seems from some old forum posts that cancel magic spells were once used to pull mobs on the other side of walls, but that doesn't work today. Lull/pacify spells can be cast without line-of-sight, and I believe buffs; but offensive spells, mesmerize, root, cancel magic, and more require line-of-sight (which is often quite finicky about little things like stairs and doorway thresholds). So...are there any spells that can be used to pull that can be cast without line-of-sight?
#2 Feb 09 2014 at 4:19 PM Rating: Excellent
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This is the HOLY GRAIL of EQ puller classes! If you find one, let us all know! I think druid harmony can still be used without LOS but you'd have to get a resist that pisses a mob off for it to work as a pulling technique and that just isn't gonna be reliable or convenient!
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#3 Feb 10 2014 at 12:33 AM Rating: Excellent
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Sippin wrote:
This is the HOLY GRAIL of EQ puller classes! If you find one, let us all know! I think druid harmony can still be used without LOS but you'd have to get a resist that pisses a mob off for it to work as a pulling technique and that just isn't gonna be reliable or convenient!

And dangerous, as critical fails usually brings a horde, since it amplifies aggro range, basically disabling any successful harmonies on other nearby mobs.

I still like it though, 'cause simple failure usually don't move mobs at all, when out of line-of-sight, so it's safer to cast it out of los then as Ranger use taunt as it doesn't require los, just very close proximity to pick the one you want. Or maybe it does req. los, and I've just been using geometry bugs to seem like I'm out of los (corners and such), and tick timing.

Also, Hail of Arrows is a frontal conical AE that goes through walls, but risky due to the AE nature. Not sure if the other frontal conical AE spells like the Mag Beam spells work that way or not.

Yther Ore.

Edited, Feb 10th 2014 1:35am by Yther
#4 Feb 10 2014 at 2:51 PM Rating: Good
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Drakkin Breath weapon..... does not need LOS and can go through Walls.... and around corners, I have pulled so many trains with it....
#5 Feb 10 2014 at 7:25 PM Rating: Excellent
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Sippin, I hadn't thought of using a resist to pull the mob. Clever!

And to find this Holy Grail, I just might go through the whole spellbook and see if anything works. That's a lot of spells...

Yther, I have a question about the critical failure you described. Suppose there are 3 mobs in a room. I successfully pacify 2; and the 3rd is resisted. Since the first 2 are pacified, how can they be aggro'd by the failure of the 3rd pacify spell? Is that what you mean?

Interesting about Drakkin breath. Judging by the nerf (?) to pulling mobs through walls with Cancel Magic, I'm surprised the devs left something that can do just that. Maybe it's because the range of the breath is small.

One time, I stood against a door, and there was kind of a clipping error so I went partially through the door; and I attracted the attention of mobs on the other side of it. :(
#6 Feb 10 2014 at 10:29 PM Rating: Excellent
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Critical failures are extremely rare, but when they happen, they increase the aggro range of the mob, basically nullifying the effect of the pacify on the other mobs. It's nasty if it ever happens to you, but seemed more likely at lower levels, with lower stats and abilities. I'm not sure how it's calculated. I think the last time it ever happened to me was back at level 70 in DoN Creator mission. Luckily it was only 3 mobs.

Again it's pretty rare, and you may have never seen it happen. I don't remember if the emote says it's critical or not, but that's just what people have called it, since already pacified mobs come with the failed one. Most failures are just normal, and even those are pretty uncommon.

The drakkin breath is probably due to the target type being the same frontal conical AE as other like Hail of Arrows and Vineleash that work through walls. PBAEs work well for through walls pulling or getting summoned through locked doors as well. Never tried a targeted AE through a wall myself thouh. Those may work as well, but I think those are los to the target.

Yther Ore.
#7 Feb 11 2014 at 7:23 AM Rating: Good
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Supposedly resists generate more agro than the successful landing of a detrimental spell.

Of course you realize I'm mostly joking about using harmony resists as a pulling technique. It would be so unreliable as to be a waste of time.

I remember back when LDoN missions were "all the rage" pulling around corners was an important skill. Obviously it still has its value altho dungeons today tend to be bigger, allowing more use of angles to get a successful "pull shot" off. As a druid with a mage alt I love to use snare/CoHero combo since as long as I have enough distance to work it this always leaves my puller (druid) out of agro and with the target mob remaining ensnared for 15 minutes and, with luck (and skill), moved far enough away from his buddies to allow the tank to tag him and pull him single.

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Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#8 Feb 11 2014 at 3:30 PM Rating: Excellent
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If you have a pacify type spell, just pacify the mobs (which you can do absent LoS), then step into the room and tag the one you want. If you don't, then you have to get "creative".

One interesting point about aggro pulling that isn't immediately obvious (and yeah, this isn't about LoS, but whatever), is that there is a different aggro range for "social aggro" versus "effect aggro". What that means is that there is always a radius around a mob where if it's aggroed on you, it will pass that aggro onto any mob socially related to it. However, there is a larger radius around a mob where if you do something to it (like hit it with a spell) it will pass that aggro onto other nearby social mobs.

In many cases then, it's a matter of figuring out which mob to tag. Root becomes an interesting pull spell (ironic, yes). Say you have three mobs in a room. One to the left, one to the right, and one in the middle. If you directly affect the one in the middle, it'll bring both of the other ones. However, if you affect one of the ones on the side, that one will come and the one in the middle, but the mob on the far side wont get aggro. Sometimes, however, the pathing of the mobs will cause the one on the side you directly aggroed to path into the middle of the room, then out the doorway (or whatever) towards you, thus bringing the one on the far side. However, if you root the one on one side, it wont move and will only cause the one in the middle to aggro. But since that one wasn't directly affected by you, it wont pass aggro on to the third mob. It'll come by itself.

I commonly clear 3 spawn rooms with my wizard by rooting the one on one side, the taking out the middle mob solo. I then target the non-rooted mob and take it out solo. Then finally, I take out the rooted mob. Obviously, this doesn't work for all spawn locations. If they're close enough together you're going to get all the other mobs in the room no matter what you do. But sometimes you'd be surprised how by selecting the right mob to tag can make a huge difference in how many come after you.
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#9 Feb 11 2014 at 9:25 PM Rating: Excellent
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I'd hope to pacify everything, but with magic-resistant mobs, that doesn't always work out. This question arose while I was trying to duo Lord Rottgrime as a 54 enchanter with a 55 mage, in classic- and Kunark-era gear. Rottgrime and his six skeletal marines are highly magic-resistant. I tried to paci all and pull, but by the time I pacified the 6th marine, paci would wear off of the first. We tried to reverse-pacify after that (pacify Rottgrime, pull everything else out, pull Rottgrime to a safe spot, let everything else go home), but not everything would leave with us...tricky. We finally got him alone by running everything around, but couldn't take him down. His summoning made it difficult for two casters.
#10 Feb 11 2014 at 9:49 PM Rating: Excellent
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And very clever root pulling tactic!
#11 Feb 12 2014 at 7:15 AM Rating: Good
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As a druid I've always shied away from using root to pull because of its unreliability, particularly its tendency to drop early. While root-enhancing AAs definitely reduce the fail frequency, they don't eliminate it. Problem is in a 3-split as described above, if the mobs are tough a broken root for a solo wizard (or druid) leads to evac at best and death at worst.
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Sippin 115 DRU **** Firiona Vie ****Agnarr
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#12 Feb 12 2014 at 5:23 PM Rating: Decent
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Sippin wrote:
As a druid I've always shied away from using root to pull because of its unreliability, particularly its tendency to drop early. While root-enhancing AAs definitely reduce the fail frequency, they don't eliminate it. Problem is in a 3-split as described above, if the mobs are tough a broken root for a solo wizard (or druid) leads to evac at best and death at worst.


Yeah. I'm generally doing this with mobs that are easy enough that I can handle 2 of them if it comes to that (and even three, but that can get a bit hairy), but it's more effective to take them one at a time. It's a bit more of an option for a wizard because we get self rune spells and fast damage (and fast casting damage spells, so getting beat on isn't as much of a deal breaker). Wizards can also significantly increase their dps at the expense of mana efficiency. Obviously, if I'm soloing, then kill rate over time matters most, but having the ability to go full burn if needed is nice.


And seriously don't get me started on what happens with a full set of GL buffs up. Sheesh! It's ridiculous.
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#13 Feb 12 2014 at 6:44 PM Rating: Good
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Ok I started working on swim skill at level 235. It took about 6 hours to max it out at 400.

A swim that took me 3 minutes exactly at 235 level required 1 min 48 seconds at level 400. That's a speed increase of about 38%. This is with no speed or lev buffs whatsoever. When I get a chance I will check what a level 100 toon with minimal swim skill would require to swim the same distance. One of my specialized alts is probably not going to have much experience with swimming.
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
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