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LVL 9 vs LVL 15 PAL SpellsFollow

#1 Mar 14 2004 at 12:14 AM Rating: Decent
I just made lvl 15 Pal. Bought all the spells for lvl 15.

A couple of questions.

Should I replace all my 9 with 15 lvl spells on my hot keys?

Healing is a given.

But what about LVL 9 Yap and Flash of Light, will those get stronger still or would it be better to replace all with lvl 15 spells?

Thanks
#2 Mar 14 2004 at 12:26 AM Rating: Decent
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Diffently keep Yaulp, Cease and Cure Poison.. FOL can hurt ya if the blinded mob runs around and agros a bunch of others...

Courage and Holy Armour belong in your buffing spell list.. Lull, Cure Disease and Desist are also good.. Ward undead is a bit mana intensive for not much damage...
#3 Mar 14 2004 at 12:56 AM Rating: Good
http://www.red3.com/TWC/Magic/LoadAtlvl15.htm
I agree with this.

#4 Mar 14 2004 at 10:08 AM Rating: Decent
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Flash of light doesn't get stronger and you don't get an upgrade to it. It's a usefull spell in certain situations. What it does is blind the mob for a short period of time. This does 3 things primarily: 1. causes the mob to be unable to follow you if you get out of melee range(great for escaping if you're in a losing battle, throw a blind on the mob and RUN, FORREST, RUN!) 2. It slighly lowers the attack rating of the mob, not enough in my opinion to be worth the hassle of keeping it mem, but some people like every little bit of an advantage they can get. 3. It REALLY, REALLY ticks the mob off, so it's a huge aggro spell. There's only one real downside to the spell, but it's a huge one. If you blind the mob then for whatever reason leave it's melee range, it will start to wander randomly till it runs into someone to hit(usually it runs around until it's trained every mob in the general area on you). Some of our stun spells have a knockback effect that will push the mob out of melee range, some classes have direct damage spells with knockback components, weapons can have processes with knockback, and other classes pets can have knockback processes at higher levels, so it's quite possible that using this spell in a group will result in a massive train. That single drawback makes it a fairly worthless spell unless you're soloing, then I'd keep it up at all times, just in case you have to retreat.

Yaulp is a spell that you get upgrades to as you level(I think paladins get up to yaulp 3), just use the highest version you have available to you.

As a general rule, you should use your highest level spell of the same type that is available to you, with the exception of your stun line. Stun is the main method we paladins have for holding aggro, it's what allows us to shine as main tanks. Because stuns produce a lot of aggro regardless of the duration, your level 9 stun can be useful for generating and holding aggro even at much higher levels(I use my level 9 stun to both pull and hold aggro with my level 55 paladin).
#5 Mar 14 2004 at 11:05 PM Rating: Decent
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as a a paladin i always have heal, stuns yaulp and root memmed. i also kept fol memmed until 30. I normally keep ac and hp buffs in one location and swap out the one i just cast for the next one that will drop.
#6 Mar 15 2004 at 12:22 AM Rating: Decent
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Typically the paladin class really doesn't get that many spells, so you shouldn't be overly concerned about stuffing your spellbook. IMHO keep all of your spells. You never know when you'll need them. Sometimes it's nice having a lower version of the spell for skilling up...say increasing your Divination skill by casting Sense Undead again and again. The lower level spell is almost always costs less mana.

Flash of Light is a very useful spell, where even as a level 52 pally I still use it. Unfortunately there isn't an upgrade for it. The main reason to use the spell is to lower the attack rating of the mob making it slightly easier to hit. You notice this effect even at higher levels...although the spell never gains in strength. Just make sure that you melee close enough to the mob or else it will run away. Like the previous posts, it also is great for aggro control for it really pisses the mob off and cost very little mana. Root, Flash of Light, and Yaulp are almost always memorized.

Cease and Desist are the two great spells to use against spell casters. One trip to Oasis of Marr and attacking the Orc Priest will quickly demonstrate this point. Casting one and then the other will almost ensure the mob caster won't get off any spells. It should be noted that when chain casted at lower levels these do eat up mana fairly quickly.

Keeping two version of a healing spell memorized is also a good idea. This is great for those desperate moments when you are close to dying and can get off only 1 healing spell (and may not have the mana for the more powerful one). You can't exactly sit down in the middle of combat to memorize a spell. Keeping a lower level heal memorized may be the difference between life and death. [I'm sure others will flame me saying the lower pally spells don't heal that much, but experience has shown this position to be flawed. That little bit CAN make a difference.]
#7 Mar 15 2004 at 7:24 AM Rating: Decent
Thanks for all the great answers and help.

Thought of another reading all this. Can I buy other Pal spells elsewhere or is headquarters the only place.? Sorry, being lazy and not wandering around checking places right now.
#8 Mar 15 2004 at 7:35 AM Rating: Excellent
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If you click Here you can get a full spell list by class and by level.
Click on the spell for a list of where each spell can be bought or dropped.
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#9 Mar 15 2004 at 10:17 AM Rating: Default
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WARNING - quote contains bad advice:

Quote:
Flash of Light is a very useful spell, where even as a level 52 pally I still use it. Unfortunately there isn't an upgrade for it. The main reason to use the spell is to lower the attack rating of the mob making it slightly easier to hit. You notice this effect even at higher levels...although the spell never gains in strength. Just make sure that you melee close enough to the mob or else it will run away. Like the previous posts, it also is great for aggro control for it really pisses the mob off and cost very little mana. Root, Flash of Light, and Yaulp are almost always memorized.


1) Flash of light does NOT lower the attack rating of a mob for any noticeable amount. so you do not get hit for significantly less
2) Lowering the attack rating of a mob would NOT make it easier to hit a mob
3) Flash of light does not lower a mobs mitigation or avoidance

Flash of light is not a significant debuff of any mob stats (-5 to attack), it blinds the mob so that it can't find any players outside of it's melee range, and creates quite a bit of aggro. Nothing else.

The only use for flash of light is to create aggro, or maybe to escape a mob as a last resort when solo. Before cease and desist were implemented, FoL was the main low level aggro spell for Pallies. Now that cease/desist exist, FoL is a waste of time and also quite a dangerous spell to cast while grouped, especially in dungeons.

If for some reason everyone gets out of melee range while fighting, the mob will run off blindly, with a big risk of creating a nasty train. Because of this, it is inadvisable to use flash of light for aggro, especially when you have low mana stuns which have the added benefit of interrupting casters.

Flash of light = back of the spell book, never to be used again. It does NOT affect a mobs attack rating significantly, or mitigation and avoidance at all.

Edited, Mon Mar 15 10:20:11 2004 by Patrician
#10 Mar 15 2004 at 11:15 AM Rating: Decent
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1: Blindness(-1)
2: Decrease ATK by 5

Mana: 12 Target Type: Single
Casting Time: 1.50 Duration: 2 ticks
Recast Time: 3 Resist: Magic (0)
Fizzle Time: 2.25 Range to target: 200

Cease 15 mana, Casting Time: 1.50
Desist 25 Mana, Casting Time: 1.75
Root 30 Mana, Casting Time: 2.00

just to have them all here.

Patrician, you are right, the ATK decrease is not significant. but, when soloing this is almost a must. this one is in slot 2 since. right, am only lvl 32 and am surely not as experienced as you are, but I do solo quite a bit (in order to keep my weapon skills maxed - which I am not able to do in a group) and as an escape spell it is well worth the 12 mana... escape spell as e.g. root too.

Quote:
If for some reason everyone gets out of melee range while fighting, the mob will run off blindly, with a big risk of creating a nasty train. Because of this, it is inadvisable to use flash of light for aggro, especially when you have low mana stuns which have the added benefit of interrupting casters.


scenario: you are getting low on health? LoH is not up yet? mob is beating you for good? cast FoL, move away from mob and run. you got 12 seconds until the mob starts running after you.

of course, using this spell when in a group is not a good thing (trains, yes, you are right). but, as it saved my butt (even last night, when soloing in split paw), I don't think it is a useless spell as you put it.

pro:
duration 2 ticks (longer than any stun)
fast recast in case it fizzles
only 12 mana
only 1,5 sec cast time (same as Cease, but after casting cease you are not able to run far without SOW...)

Smiley: twocents

please correct me if I am wrong, am always open to suggestions. Smiley: smile

PS: for interrupting casters and gaining aggro, stuns are much much better than FoL, of course.







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#11 Mar 15 2004 at 12:19 PM Rating: Decent
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With regard to the basic question of replacing existing spells with higher levels when reached, the answer is generally yes for upgrades but there are good reasons for keeping some of the lower ones as well.

As pointed out, lower level spells take less mana and have less chance of fizzle - I often have 2 heal spells up at all times (highest one plus another lower one), sometimes you will be low on mana and not have quite enough to cast that higher heal.

Cure lines are also great ones to have up, even if at lower levels.

Yaulp is one that you will keep up, since it is self buf you can cast in the middle of combat without switching target to yourself. I kept using it until I got Yap II.

I was interested in FOL discussion, I used it initially but discarded it almost immediately since target had a nasty habit of grabbing adds with its pathing. I had not noticed any real impact after the blindness wore off. I had never thought to use it to escape.

My pally is at 46, but I still remember being happy when I got root and stun - hated chasing those runnimg mobs on my short legs LOL.


Edited, Mon Mar 15 12:20:05 2004 by rickea
#12 Mar 15 2004 at 12:56 PM Rating: Decent
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Kajolus, I did acknowledge that FoL has some use during escape while soloing, quote me:

Quote:
The only use for flash of light is to create aggro, or maybe to escape a mob as a last resort when solo


Personally I prefer root, as a rooted mob is more under your control than a blinded one. In a dungeon, using FoL to escape, even solo, is very risky (I did a lot of soloing in dungeon environments against undead, mostly Unrest and LGuk).

In a wide outdoor area, FoL has more potential as the risk of adds is lower. But still I prefer root as it is more controlled, better still get Jboots.
#13 Mar 15 2004 at 1:32 PM Rating: Decent
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405 posts
Quote:
If for some reason everyone gets out of melee range while fighting, the mob will run off blindly, with a big risk of creating a nasty train. Because of this, it is inadvisable to use flash of light for aggro


First of all the stats of this spell from this website:

1: Blindness(-1)
2: Decrease ATK by 5


Spell Type: Detrimental Skill: Divination
Mana: 12 Target Type: Single
Casting Time: 1.50 Duration: 2 ticks
Recast Time: 3 Resist: Magic (0)
Fizzle Time: 2.25 Range to target: 200
AE Radius: 0 Interruptable: Yes
Location: Any Time of Day: Any
Reflectable: Yes


Although -5 ATK isn't a huge decrease when the mob has say 750 ATK, every little bit helps. The Vengance line of effect is highly prized and grants +5 (for Vengance I), which basically does the same thing. Although +/- 5ATK won't make you a tanking powerhouse and is only very slightly noticable, at lower levels where the mob has a low ATK this can make more of a difference. I disagree with Patrician's comments.

Based on first hand experience as long as you stay close to the mob it will not go running away when using Flash of Light. As a level 52 pally I've never had a train develop in LDON or elsewhere because I used this spell. If you know what you're doing this is a very safe spell [I'm sure others will counter this arguement..but I don't care. I'll use it and continue to use it even while grouped]

The only problem you will see when using Flash of Light or Yaulp is when you're using a slow weapon (typically 2HS). Casting a spell in the middle of a combat sequence will reset your strike counter. Typically you don't want to do this with a weapon using a lengthy delay factor. With a fast weapon this should be no problem.
#14 Mar 15 2004 at 2:50 PM Rating: Default
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Do what you like friend. Go post your thoughts on FoL on the Paladin's of Norrath boards, and you will get laughed at. Currently you are playing in a way that means you are one unlucky lag spike away from wiping your group.

Quote:
The only problem you will see when using Flash of Light or Yaulp is when you're using a slow weapon (typically 2HS). Casting a spell in the middle of a combat sequence will reset your strike counter. Typically you don't want to do this with a weapon using a lengthy delay factor. With a fast weapon this should be no problem.


Do you always pull stuff out of your ***? If you are casting lots of spells in combat, the slower the weapon the better. This allows you to cast between swings. With a fast weapon you miss out on more swings. In other words, the faster your weapon, the more your dps will be decreased from casting during battle (which Pallies do a lot of).

Disagree with me all you like. You are wrong.

Don't even think about casting FoL on a raid by the way. Unless a quick TL to bind point is what you are after.
#15 Mar 15 2004 at 5:19 PM Rating: Decent
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Um.... Wow.

Valzarius. I'm not sure if you quit the game for a couple years and haven't updated your strats, or are reading your info off of sites that have 2+ year old data. Sure. Back in the day, casting spells did reset your weapon swings. They changed that a long time ago (been so long I'd forgotten about it until you posted). I think this was fixed about the same time fram as when the other hybrid issues were adressed (ie: mana pool being half size, some spells haveing half effect, spells ******** with swings, hybrid exp penalty). *cough* those have been long dead issues for a long time...


FoL was also a useful spell back then. I remember posting about its hidden agro control virtues way back in the day. However, the day cease and desist came out (SoL release), the primary use for this spell pretty much vanished (heh. In a "flash").

Today. It's just too dangerous for the benefits you gain. Sure. I suppose you could use it to reduce that mobs atk by 5 points. But it only lasts 12 seconds. You're literally better off just saving your mana and using your heal instead. How much less damage do you think you'll take over 12 seconds by hitting that mob for a big -5 atk debuff? It's just not worth it for that.


Vengeance is worth it, and I'll tell you why. First off, it lasts longer then 12 seconds. Second, you get to cast it on all your melees. That -5 atk reduces the damage that *one* member of your party is taking by a very very tiny amount. +5 atk increases the damage each member of your group will do (also by a very tiny amount). However, over a long time, and applied to everyone in the group, that +5 will add up. Doing the reverse on a single mob, for 12 seconds at a time, while adding the risk of losing control of the mob just makes it a less then attractive spell.


I can think of just a very few uses for this spell:

1. Escape. Pre-22, it's good for that. Really, after that level, just mem root. It'll give you a much safer run to the zoneline then FoL ever will.

2. I suppose if you're soloing maybe. I still think that just healing will be more cost effective though. Honestly, I can think of much better spells to put in those slots instead.

3. Maybe. Maybe, if you're really looking for "bizaare" strats, you could use this on a raid against a perma-rooted mob. Since it's rooted, the blindness effect is irrelevant (it can't run). However, a mob that is blind has the nice effect of being *unable* to target any opponent at range. As long as someone's in melee, a blinded mob will always pick a target out of those in melee. I can't off the top of my head think of any encounter where you'd need this to prevent caster agro on a perma-rooted mob, but I'm willing to lock the idea up in the back of my head and pull it out in the rare chance that I do come into that exact situation...


That's it really. Use cease and desist for agro control in a group. Use FoL for escape until you get root (root changes your whole world as a pally. Trust me!). There's no other reason to use this spell anymore.
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#16 Mar 15 2004 at 5:56 PM Rating: Decent
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Quote:
Do you always pull stuff out of your ***?


It's nice to see we can have a constructive conversation without getting personal. We can disagree on a point, but swearing has no place in this forum. Put the poisoned pen down...

The source of my information for the weapon delay is Paladins of Norrath. The primary article on 1HS vs. 2HS in the Tomes of Knowledge section http://pub148.ezboard.com/fpaladinsofnorrathtomesofknowledge.showMessage?topicID=82 is a definite read for any newbie paladin. There was another article called "To Yaulp or not to Yaulp" (or something similarly named) also on this forum, however, since I'm at work and don't have the time to research I can't immidiately reference the article. This article explained the resetting of the weapon's strike counter by casting spells with a slow weapon delay. If this information is out of date...you at least know where I obtained my information from.

Please also keep in mind the context of the original question. Am I proposing to use Flash of Light during a raid? No..but the original question was in context of a level 9 - 15 user. You don't need to take the extreme end of an issue in order to make a point.
#17 Mar 15 2004 at 8:41 PM Rating: Good
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Hmmm... The thread you linked doesn't mention casting spells at all. It's just general theory about 1h vs 2h weapons (and is correct). There's a more complete and precise explanation of the issue on another thread somewhere IIRC.

I did not find any thread with the title "To yaulp or not to yaulp". I did a search on all forum areas for any thread with the word "yaulp" (not case sensitive) in the subject, and found not one that mentioned anything about spell delay reseting your weapon swing.

Again. Where on earth did you hear this? All you need to do to know this is wrong is to watch your autoattack button when you are fighting.

Each time you swing, your button will pop up (ungrey), and then almost immediately grey out again. If you cast a spell, the time it takes between swings is unaffected *unless* your spell delay takes long enough that your swing is delayed (can't swing while casting). When this happens it's *really* obvious. Your autoattack button will ungrey, and will stay ungreyed while your spell continues to cast. The instant your spell finishes, you will swing. It does not wait an additional delay time to swing.


Heck. Do this test. Target something at a distance (so you wont actually be in combat). Hit your autoattack. You'll get spamed with messages saying you are too far away. Ignore them. Just watch your button. It'll grey and ungrey as you attempt to swing (even though you wont hit anything). Now. Cast a spell that takes a long time (valor of marr for example, but could be anything). Watch your button. It'll ungrey about halfway through your casting, and will stay ungreyed until your spell is done (delay is done, it's just waiting to swing). The instant your spell goes off, your button will grey.


I'm relatively certain that this will happen even if you're out of range of the target (or can't see it, or whatever). If not, you can always just unequip your weapon (use your fists), and walk up to a greenie to test this one. Your weapon swings will be delayed if your spell cast overlaps your delay. This is one of the arguments for using a slower delay weapon. You can get an entire cast of most of your spells while the weapon is still waiting for the delay, allowing you to cast and not lose any DPS (I know that this is mentioned in one of the more detailed 1h vsd 2h threads, but not the one you linked). That's the only effect casting has on swinging.

Anyone who says that your delay counter is reset when you cast a spell is either lying, or horribly misinformed. It used to be that way a loooooong time ago (used to also happen if you were stunned and such as well). It is not the case now though. Your weapon swing is independant of anything else. Once it's ready to go, it will attack the first instant it can (ie: You're not casting, ducking, or stunned). There is no resetting.


Um... This also brings up a valuable tactic when you are self healing in combat. While not super applicable to lower levels, at my level, I'm often retargetting myself to cast a HoT while in combat (more effective then chain stunning in the long run). What I've gotten in the habit of doing is turning off autoattack, then hitting tab, then casting my HoT, then reversing the proceedure (retarget mob with tab, turn on autoattack). The reason for this is simple. Your autoattack will ungrey regardless of what else you are doing. However, if you have autoattack on, it will immediately "use up" a swing the instant you are done casting, even if you don't have a valid target at that moment. I found I was missing swings because by the time my spell was done, the button was ungreyed and I'd waste a swing hitting myself (getting the "It might be more productive...." line. By turning off autoattack, the button still ungreys, but wont swing until you hit the button again. This "saves" the swing until you retarget the mob, at which point the swing is immediate upon hitting the button (don't have to wait the delay again).


Just a good tactic for later on in life, and also illustrates how important it is to know how the game mechanics work.
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#18 Mar 15 2004 at 11:49 PM Rating: Decent
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Gbaji good friend...I'm pleased to say you've given me the best news I've heard in a long time (yeah!!). I could have sworn the article concerning the delay was on PON. I'll have to wade through my paper files and try to find the exact article. I know I printed it.

When I got home tonight I did quite a few parses using EQWatcher and confirmed that you are 100% correct. Casting a spell doesn't reset the swing counter. With haste items equipped my 1HS has a swing of around 2 sec, while the 2HS is around 5 sec. Per the article it recommended casting the spell immidiately after the swing, which I was doing whenever using 2HS. This created a scenario where I wouldn't have noticed the effect, for the reset of the swing would have been just a fraction of a second (can a human really notice a fraction of a second difference).

Again you are correct that the casting of a spell in a middle of a swing with a slow weapon has no bearing. The article was obviously using old information. Time to change some of my melee tactics.

Not to beat a dead horse...The parsing I did indicated that when using Flash of Light I had a +1 dps gain. I'll have to do lots and lots of parses in order to guarantee this wasn't a fluke.

I'll also try your Healing-targeting solution. It sounds quite interesting.


p.s. Thanks for setting me straight in a highly constructive manner.
#19 Mar 16 2004 at 4:24 AM Rating: Default
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Quote:
It's nice to see we can have a constructive conversation without getting personal.


I wasn't getting personal, I was just wondering where you got your info from. Your *** seemed reasonable.

Nice work on linking a thread where Romidar specifically contradicts you (on page 2)

Romidar wrote:
If you're tanking, a faster weapon is WORSE than a slower weapon if they have equivalent ratios; you'll be riposted more in a fight if you're using a fast weapon. Faster weapons also mean that you can lose DPS via casting - you can squeeze the cast of many of our spells between swings of a slower weapon. For example, I could cast Light of Nife 10 times in a fight and not impact my damage with Windblade (assuming I time it well). That would not be true of, say, a 20 delay weapon.


All I really ask is that you don't post incorrect information, and bad advice to new players. I don't think that is too much to ask. Do you?
#20 Mar 16 2004 at 5:21 AM Rating: Decent
Quote:
Do you always pull stuff out of your ***?

Quote:

I wasn't getting personal, I was just wondering where you got your info from. Your *** seemed reasonable.


my god what a *****

nowhere did i see him insult her like that he just disagreed with her

if he was wrong or not he doesnt deserve an attack like that if he is giving wrong information all you need to do is try to give the right information like gbaji did
#21 Mar 16 2004 at 5:51 AM Rating: Decent
Quote:
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Do you always pull stuff out of your ***?
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Quote:
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I wasn't getting personal, I was just wondering where you got your info from. Your *** seemed reasonable.

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my god what a *****

nowhere did i see him insult her like that he just disagreed with her

if he was wrong or not he doesnt deserve an attack like that if he is giving wrong information all you need to do is try to give the right information like gbaji did

I agree how rude can you get
#22 Mar 16 2004 at 6:06 AM Rating: Default
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I can be ruder. I am also right.

Quote:
Not to beat a dead horse...The parsing I did indicated that when using Flash of Light I had a +1 dps gain. I'll have to do lots and lots of parses in order to guarantee this wasn't a fluke.


Ok look pal. Your parse is statistically insignificant. You are suggesting that reducing a mobs attack will increase the player dps against mob. Conversely, you are also suggesting that increasing a players attack will decrease the amount of damage a mob will do to a player (I mention this because this is easier for you to parse as a test - get a big plus to attack buff and measure damage by a mob on you compared to without an attack buff).

You conjecture is false.

Reducing a mobs attack will decrease the damage the mob does to you. Fact. In the case of flash of light, the amount of damage less the mob does will be insignificant, compared with the risk of wiping your group (possibly due to things that happen out of your control, such as a lag spike or another player casting a knockback spell).

If you really don't like my style so much that you assume I am wrong because I am rude, fair enough. I don't care. Go post your theory at PoN, or get Gbaji to cuddle you through the logic. Whatever. However, I am right, you are wrong. Deal with it.
#23 Mar 16 2004 at 6:17 AM Rating: Decent
im not taking sides in this arguement because i know next to nothing about paladins

but if your group had a mob snared couldnt this work kind of like fear
so that it would turn its back on you and try to run slowly away giving you the chance to just hack it from behind that way you stay close so keep it from gathering other mobs plus moving slowly from the snare the effect would wear off before it got very far also keeping it from picking up others?

or is the effect time so short it wouldnt make a difference?

#24 Mar 16 2004 at 6:30 AM Rating: Default
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5,372 posts
Quote:
my god what a *****


For future reference I am male. I also have a pet peeve. People who post stuff as fact that they are not sure about. It peeves me, because I damn well ensure that when I post on a topic that I am 99% sure I am factual. Doing so I endeavour to not create confusion or spread bad information for players.

If I am not sure that I am right, I will post that it is my opinion. If I think I may be wrong I will ask somebody who seems to know better a question. Finally, if I get shown to be wrong, I will admit it. It is just common courtesy to do so, so that people know what to believe.

I am very well read on the Paladin class (you see that Romidar link above? Before I clicked it I new exactly which thread it was and that Romidar had supported the opposite postion to Valzarius in the thread), and I know the class pretty well from experience alone. I pretty much only post on Paladin issues, and other than Gbaji who I consider equally as knowledgeable on Paladins, there are few regulars here who know the class like I do.

Regardless of who's style you prefer, Gbaji and I hardly ever disagree on Paladin info. Above, Gbaji completely supports my argument, if not my style, with his post.

Erroneously contradict me when I am being factual, then expect a flame. My motive for posting here is to keep new Paladins well informed, no more, no less. In return for this dedication to the cause, I reserve the right to flame people if they condradict posts where I know I am right.

Yes, I am arrogant.
#25 Mar 16 2004 at 6:33 AM Rating: Default
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Quote:
but if your group had a mob snared couldnt this work kind of like fear
so that it would turn its back on you and try to run slowly away giving you the chance to just hack it from behind that way you stay close so keep it from gathering other mobs plus moving slowly from the snare the effect would wear off before it got very far also keeping it from picking up others?


Unfortunately not. If a mob is blinded, it only runs aimlessly if there is nobody in melee range. As soon as you got in range to hack it from behind it would stop and attack you.

I guess it may work if you have nukers only, but this would still seem unecessary since snare is sufficient to hate kite.
#26 Mar 16 2004 at 7:25 AM Rating: Good
Quote:
my god what a *****


Patty has accepted "arrogant *******" once as the correct definition regarding his posting style.

And no - you won't get any chance to revenge as Patty only posts into other peoples threads, he opened this year none himself regarding EQ afaik....


Edited, Tue Mar 16 08:49:04 2004 by Leiany
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