I killed one with my lvl 11 Barb Shaman using Kite. It took me forever, but using SoW on myself and using my two DoTs, I took this thing down with minimal damage <50% hps remaining. Shammy's rule!
I tried taking on one of these with a 23 ranger. They hit hard for their level and like to dodge and parry a lot so hitting them is tough to do. I had to snare the one I was fighting and run for one of the bridges and zone because it was kicking my butt. Back to fighting scythe beetles, I guess. (sigh) :(
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snare slows a MOB down greatly, but does not wear off because of damage. Therefore, it lasts longer than root.
Root, on the other hand, completely STOPS a MOB, but will wear off because of damage. Also, if memory serves me, (it's been a while since I played a caster besides a bard), it resists more often. This is only good for the root 'n' nuke tactic. What happens is that you cast root on the MOB, get REALLY far away, then nuke. If the root wears off, you might be able to cast it again, then RUUUUUUUUUUN.
Others correct me if I'm wrong but I believe that it works the same way on a lot of MOBs. When rooted they have to stay in 1 place and will turn around and attack you. When snared they still try to move, since it only reduces their movement rate, not elimante it, and thus keep their back to you. As I have noticed many times when my health starts dropping below 40% my movement slows - the same is true for MOBs so there is a point where they stay still but do not fight.
ok ok... snare reduces the movement of a mob and root stops the mob from moving completely.
a mob will still come after you when snared... the only way a mob will turn away from you is either (a) he is feared or (b) it is low on health. the snare alone will NOT make a mob turn and run away.
and yes... if rooted and the mob is low on health, it will still fight instead of trying to run away...
I been workin' on my ranger, gave him a centi warhammer to work up his 1hb...decided to hit a griffawn since it was dark blue, and I'd been whacking dark borer beetles and white pincer beetles already. Well I root, snare, then waste 3 flame lick getting it to stick. Lightning and burst of flame till root breaks and then melee. Well I quickly started getting my *** beat, even after I put the centi in secondary and my something (Icetooth Warclaw? 9/2? +3 agi) in primary I was still falling behind in dmg, vainly swapped the warhammer out for a shield and tried to root and run, no go. I did almost kill the effin' thing but I died while it was at a sliver of health (and flame lick had died already, doh)
Belhade Baulien - 18 Danger Ranger
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These things are hard to kill, but they are fun. (Well hard for most up to about 20) my 15 shammy can take them usually as long as i am full mana and root last longer than 2 seconds. There is one easy trick to kill them, root, DoT, nuke, nuke, nuke, nuke, RUN, root, nuke, and then they are dead
I LOVE these guys. After hunting uncom spawning kodiaks in WC and fighting others for the kill I love these feathery KFC wannabes. They're so common and I've never seen more than a dozen people in the zone at a time. Fav trick is fear kiting. I never understood it until I did it and it's now my favorite trick and since Griffawns are ANIMALS druids can fear or better yet terrorize MWAHAHAHAHAHA. Run you lunch meat I got a side order of coleslaw with your name one it
I stay at the edge of spell cast time/running range so if he breaks by the time he's close enough to hit I terror and he wets hismelf running away and just resare, like a kite from a string hehe. I soloed one with less than a bub of health just by fearing it to keep it out of melee range and only running a couple times to buy me those 3 seconds (I don't recommend trying though it was a stupid move on my part)
Just 'member druids they can be feared and if they run they wont attack if snared, rooted yes to the death, snared no. Also best hunt after you reach 19 so you get those lovely kite friendly and heavy damage spells like dizzywind and terrortize animal. And try befriending a smaller animal and then sic them on the rooted animal. They will most likely die but hey they are there for your survival not theirs
Happy Griff hunting..... oh and makes sure it's a Grifawn not Griffon I see most by the farm near the bridge. You are so dead if you go after it thinking it's a fawn
These things were made for kiting, as long as they don't resist too often. Snare, DD, stay out of their reach. If they resist too much, try to cast panic/terrorize animal. If they resist that, run for your life, these things will tear through a druid like we're a wet paper bag.
For melee classes these things are a major undercon, don't melee one without a partner that can heal you, or snare/fear it.
I agree that these guys were made for kiting. My favorite tactic with my level 17 shammy is to start at extreme range and hit them with Spirit Strike, then Flash of Light as they get closer, Walking Sleep as they wander off and sit and med. When the timer on FoL expires I wait for them to get in range and hit them with SS and FoL again then sit and med. Wash, Rinse and Repeat - I usually end up meleeing them when they drop down to their last bulb of health and if they're an even con I'll toss on a Tainted Breath to keep their regen down but either way I usually lose less than a half bulb of health and use about 2 maybe 2½ bulbs of mana.
A griffawn conning light blue to a Firiona Vie (re: untwinked) 21 paladin with banded armour and a reasonable weapon caused said paladin to have to use LoH to stay alive.
These things WILL tear you to shreds unless you're wearing a ridiculous amount of armour and have a weapon with a 400 dmg proc or something ridiculous like that.
yea of course if u think about it druids have it easy on these things, i mean the thing cant move when snared <a big plus> and druids can dot and nuke without having the trouble of getting attacked back<another plus> being a paladin dont waste your time unless your grouped, whenever the time comes that you can solo a griffawn easily is when they are all green.
I have killed one of these as a Lvl 16 Druid solo. Snare, root, DoT, med. Reroot, re DoT, med. Ignite, ignite, Ignite, OOM.... club, club, club... please god help me... It starts to try and run, but still snared so... club, club, Dead Gfiffawn. No mana and 2 bubbs of health left and a quick dash back to Misty Thicket newbie zone. It can be done but it's hard and risky. I think I'll do that again at 19+.
It's easier and more mana efficient to snare, DoT, fear. Med while the DoT does it's work. Repeat as needed. It may take longer but the fear usually sticks. Better yet, charm another griff and let it do the killing for you. Just keep gate up in case things get out of control.
I was bored and in East Karana, near the bridge, and I saw a pretty blue Griffawn just waiting to be killed. I kited many of these easily, had few resists. Granted they hit hard and fast so you need to resnare as soon as it breaks, before he catches up with you. At 18 they were all blue to me and gave as much as 1/2 blue a pop. However, they would usually take me at least four bubbles of mana. I usually melee creatures when they start to run, but it's much harder to hit griffawns, so I find it more time efficient to nuke them to death. The 10 minutes of medding isn't fun though.
Most of 'em give about a half blue bubble to my 18 druid.. Of course, killing them's a PITA.. Poor non-uber/guilded druid = not enough mana. Medding while kiting isn't the most fun thing to do, especially if you're easily distracted, like me. :P
Just noticed something, though. Griffawn = Animal. :P
*smacks self* *fears* Maybe I will stay in the Karanas for 19..
That is odd but then again that's great for folks with enchanting spells, you can befriend one and then sic it on another creature.
If they are close enough in strength and hit each other for around the same amount then when the creature you sicced it on is about to die stop befriending and when the other one dies root your griffawn and then hit it for all your worth just make sure you hold onto enough mana so you don't have to get to close to a REALLY POed griffawn.
If it turned before the other creature died though all bets are off but if your God is favoring you they may be low enough to get them both but it will be 2 to 1 though and if you are really favored at least one is rooted so you can take turns
Lvl 16 paladin on jy way to highkeep, when a dark stalker and a griffawn came after my erudite ***** I died, was pissed. Anyway, is this a good place for a lvl 17 paladin to solo, carefully i mean
I dunno about that dude i am a 20 paladin and i still find this zone dangerous most of the time i am not in a group ) When you get the big doggies assisting the griffs you know you got trouble! Belter Arder 20th paladin of Brell
PS i can solo two elephants in south karana and one of these griffs is harder than that.
I pulled off a weird one last night. 18 bard solo'd a blue griffawn without kiting, and without weapons: Discord, CoD and Hymn, and the Mighty Bard Punch. (Yes, I stood there and took stupid amounts of damage, because I can never judge the AoE radiuses right and I don't usually have patience for Bellow-kiting.) He went down, but it was a close one.
these things make great druid pets. once you get to lvl 14 you can just sow yourself, charm one of these things and kill many things with ease. they are fairly low lvl for the amount of damage they deal making them even better. but if you use this tactic i suggest staying by a zone or guards because once in a while you will go in over your head. but i have yet to die with this tactic and it gives great exp. -note: do not buff your pet, you better off letting it get down to low life then killing it when it turns on you. the last thing you want is a buffed giff comming after you