Spell Icon Placate  

Description

1: Reaction Radius (10/70)

Details   Raw Spell Data, Lucy Spell View

Mana: 455 Skill: Alteration
Casting Time: 4.5 Recast Time: 1.5
Fizzle Time: 1.5 Range: 200
Location: Any Time of Day: Any
Deletable: No Blockable: Yes
Focusable: Yes Dispellable: Yes
Interruptable: Yes Short Buff Box: No
Target Type: Single Spell Type: Beneficial
Source: Live 04/09

Messages

Cast on you: You feel very calm.
Cast on other: Soandso looks very calm.
Effect Fades: Your aggression returns.

Game Description

Pacifies your target, lowering its aggressiveness for 42 secs (7 ticks). Affects creatures up to level @1.

Items with this effect

Quick Facts

Scroll:
Spell: Placate

ClassLevel
CLR70

Expansion:
Omens of War

Duration:
7 ticks
Post Comment
Researchable
# Aug 30 2007 at 11:42 AM Rating: Decent
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53 posts
Spell: Placate (Cleric)
MAGIC ITEM
Level Needed: 70
Recipe(s):

Spell Research Components: Debilitating Thickener, Fine Runic Vellum, Ink of Tranquility, Luclin's Ink Additive, Quill of the Archon
In: Spell Research Kit
Yield: 1
This combine may only be made by Enchanters, Magicians, Necromancers, or Wizards
Trivial at: 404
Crash course - how this nerf bat really works
# May 16 2007 at 8:44 AM Rating: Decent
Scholar
**
316 posts
Pacification vs. Placate

Placate is a nerf-bat that shouldn't rightfully be in the Lull line of spells. It has limited use, but if you think this is an upgrade for Pacification, you are going to die (and take others with you).

When you successfully Pacify a mob, you may then do the following:

1) Spank his budddies standing next to him because his reaction radius has been narrowed to a tiny 1 foot bubble around him.

2) Run up and kiss him on the nose if you like, because he has been lulled.

This makes pacify deadly useful for doing things like
1) splitting pulls
2) running right by a mob that sees invis
3) calming a potential add that is wandering near an ongoing fight

----

By contrast, when you Placate a mob, you may then do the following:

1) Spank his buddies standing at least 10 feet away.
2) Run by a see invis mob IF, and ONLY IF you keep out of that same 10 foot bubble. Running behind them is better than running in front (if possible).

This means that Placate is well neigh useless for bypassing a see invis mob inside a dungeon. It's pretty darn risky outside. It's not great for pulls either because most static mobs are closer than 10 feet apart.

Also, if you Placate a mob, then pull his buddy who paths into that 10 foot bubble, you WILL bring both. This means in some cases you need to cast Placate once so you can run by (10 feet away!) and get into position to pull without pathing issues...then cast Placate again so you can pull your mob (10 feet away!) without bringing the Placated one along for the ride.

I've seen ONE cleric (Bikky, Saryrn/Mith Marr) use Placate consistantly and well. I'm still working on getting a solid reference for the 10 foot distance.
____________________________
*Insert snazzy catchphrase here*
Crash course - how this nerf bat really works
# Jul 19 2007 at 8:46 AM Rating: Decent
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1,352 posts
placate works fine for splitting or getting single pulls. the trick is to pull from a distance of course, and to pull the closest mob first. If a mob charging you touches the toes of a placate'd mob while youre pulling it, the placated mob will aggro as well, hence pulling the closest mobs first to lessen that risk.

youre right this spell does not work like the old pacification-- you can't use it to walk right by mobs. it does however work well for getting single pulls if used correctly, so does Dulcify, which is a great spell. I have used Dulcify a ton and it's rarely resisted and when it is less than 5 of those times the mob has actually charged my cleric.
Crash course - how this nerf bat really works
# Jul 19 2007 at 8:10 AM Rating: Decent
I don't use the cleric line very much. Mostly I pull outdoors and use the Ranger Drifting Fog/Tranq/Harmony line. In current content, only the first two are likely to be of use, and neither has a reaction radius as low as the cleric lines. So I don't know how big a radius 10' is, but I have an idea what 17' is, and that is small enough that pulling most situations is easy enough.

To give a concrete example you can test yourself, I was pulling near the entrance to Vergalid Mines for the Charm of Lore drop. The PH are slavemasters with generally three adjacent goblins, all in a tight group. There are two spawns, for instance, to the left of the mines entrance (standing at the entr facing into the zone). Both are along the wall. I can always pull the closest camp PH solo with Drifting Fog. I can never get the second camp solo, but generally only get the very closest goblin as an add.

If you go take a look, you will see that 17' is just not that big a distance. I have not tried to use the cleric line, which has a lower reaction radius (too lazy or to risk averse, take your pick) but eyeballing it, I would expect to pull solo PH's every time.
?
# Apr 09 2007 at 1:59 AM Rating: Decent
Where do you get if from?
?
# Apr 09 2007 at 3:43 AM Rating: Decent
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1,352 posts
Order of spells
# Sep 18 2005 at 5:34 AM Rating: Decent
This is the FIRST spell from handin
Spell Use
# Mar 14 2005 at 6:56 PM Rating: Excellent
This spell reduces the assist range of mobs to 10 feet, compared to pacification which reduces it to 1 foot. You will have to be more careful how you pull the mobs, because the placated mob will add if the pull gets within 10 feet of them. Also, this spell does not reduce the aggro range of the mob as far as walking past them, it only reduces the range for them adding on a pull. The only thing that makes it better than pacification is that it works on mobs up to level 70, where as pacification only works up to 65.

This is explained rather cryptically in the definition of the spell: Reaction Radius(10/70). Reaction radius is the range that a pulled mob has to come within for the mob to add. A typical reaction radius is probably between 50 and 400 feet depending on the mob. The 10 in (10/70) means that this range is reduced to 10 feet, while the 70 means it will work on mobs up to level 70. Notice it does not affect the frenzy radius, which is the range that a mob will aggro someone walking by, while pacification reduces that range to 1. Hopefully this will help people understand how to read the spell descriptions a bit better.

Edited, Mon Mar 14 19:11:19 2005
its not a "lull"
# Jan 02 2005 at 4:48 PM Rating: Decent
Pacification:
1: Frenzy Radius(1/65)
2: Reaction Radius(1/65)
3: Pacify

Placate:
1: Reaction Radius(10/70)


its not a true "lull" spell, it will never be what pacification was/is
RE: its not a
# Jan 13 2005 at 1:05 PM Rating: Default
Then what is it?
RE: its not a
# Jan 16 2005 at 1:19 AM Rating: Default
Almost worthless.
RE: its not a
# May 24 2005 at 1:07 AM Rating: Decent
Do you mean Almost Worthless like yourself or do you mean Almost Worthless like your posts ?
RE: its not a
# Jan 09 2007 at 5:04 AM Rating: Decent
Good job on making yourself look mentally retarded and hypocritically moronic...
Blah Blah Blah
# Jan 01 2005 at 2:17 PM Rating: Default
Well its always worked for me, run by mobs all the time with it, but you gotta give it time to take effect. Cant jes go right after it hits, theres a timing factor, blah blah blah.
RE: Blah Blah Blah
# Jan 04 2005 at 10:21 PM Rating: Default
"timing factor"?

You're fired.

Edited, Tue Jan 4 22:25:27 2005
possibly unreliable
# Dec 30 2004 at 8:58 PM Rating: Default
This spell is also unreliable. I just made a pull I've made about ten times no problem... except the paci didn't work and I got two instead. There was no room for error on my part. Paci'd the same mob I always have when making the pull.. the back mob... pulled the front... both are static and never move, but they both came.

Not only is it nerfed, but it also seems to be unreliable.
enchanters gimped yet again
# Dec 26 2004 at 7:10 PM Rating: Decent
I normally don't get pissed about this sort of stuff. In fact, it usually annoys me when people complain, but this is another devastating nerf to enchanters.

You know... you'd figure that making the mobs run sow speed and making pretty much all of them summon would be enough of a nerf to make charming not possible for the vast majority of enchanters and only make it feasible to those who are very skilled.. hell... maybe even throw in a nerf to make them unhasteable... but nope... they had to go further... charmed mobs that usually hit for 1k hit for only 240, and when they break, you'd better be good... else the thing is going to kill you... but then again, if you were good, you'd never be charming in the first place since it's such a useless piece of crap now.

So I was in MPG today... ran into a see invis mob... I thought... no biggie... I know what I'm doing... I'll paci it with my new lvl 67 paci spell, reinvis, and run by and everything will be a-ok.

Nope. Owned by yet another nerf. I run by the mob thinking I'll be ok, and the thing owns the crap out of me. Now... I could see making named mobs unpaci'able. I'd be ok with that, but this was just a trash mob.

So much for strategy in Everquest, huh? I can't do a damn thing anymore. I can own the hell out of PoP because I'm highly skilled... throw me in MPG, and I can't even get past a see invis mob.

EQ = no longer a game that is based on skill.
EQ = no longer a game that is based on skill.
EQ = no longer a game that is based on skill.

It's all about being best buds with a 15k tank, a puller, and some clerics to keep him alive.

For everyone else that's not as fortunate? Go eff yourselves. You can't even get to your groups because there's see invis mobs on the way that you can't even paci.

What a disgrace.

On second thought, I've come up with a way to get past the see invis mob, but it's completely ridiculous. Mez the mob, invis, run by, camp to clear aggro... cause god knows you can't rely on mem blur to do it for ya. And that'd only work in rather gimp circumstances. If it was more than one see invis mob, you'd have to paci all the mobs in assist radius, mez the see invis mobs, invis, and run by. Good luck not getting a resist, and good luck camping out at that point. The first of your mezzes is probably going to break in 20 seconds. Better hope there's a zone on the other side of those mobs.

Any way you cut it, it's still gimp. I've taken a charmed pet from west in BoT all the way up to UE with the level 62 paci before. I guess I can forget about even coming close to being able to do anything like that now.

Enchanters = useless. Clairvoance = 4 mana per tick more than kei... which lasts 3-5 hours... and necros and beastlords are probably just as good at giving the group mana... with mind wrack + dumps and SD/SA + paragon. Shaman can land slows quicker, and it's better, and they have ridiculously awesome buffs, including a 7% damage mitigator, they can get mana as they please, and they can catch the MT if he gets owned during a CH cast.. Enchanters can um... give a ****** haste... and mez like 50% of mobs... which you'll never need anyways unless your pullers suck. Thanks a lot, Sony. <^>

Edited, Sun Dec 26 20:00:21 2004
enchanters gimped yet again
# Feb 17 2008 at 11:14 AM Rating: Default
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184 posts
very late reply to an old post, but I too find it difficult to clear aggro, and what works for me, which is very time consuming is to mezz the mob(s), run a litte (invis) and camp b4 mezz wears off, that clears aggro better than any spell. I then immediately log back in and the invis helps as wells as being tucked tight in camped spot. Some times I have to do this 4 or 5 times to get across some zones.
Regarding using this spell to "run by"
# May 16 2007 at 7:30 AM Rating: Decent
Scholar
**
316 posts
I won't disagree with anything you said about chanters being gimped. My husband retired his chanter after 8 years of EQ to play a Warrior because they nerfed the chanters so badly.

However, I would like to point out that if you were in WoS and trying to run by a see invis mob, then you should have either used Pacification or cast a *mez* then reinvised and kept running. Most of the critters in WoS are under lvl 65 and as such a "basic" pacify is enough. The only other mobs who are SI are Ciph (who you don't need to run by to get to MPG) and Shadow Hunter (who wanders so you can just wait for him to get out of your way). Generally if I get agro from SH, I end up rezzing myself in the lobby. It's just a risk of the zone, has been since the OoW expansion came out.

A mob who is mezzed drops agro when he awakes if you mez him and then run far enough away, so I'd probably do that if I didn't trust my pacification. I'm assuming you had SoW and possibly lev on you for this run because anything less would be risking suicide in WoS anyway.

Either way, Placate doesn't lull the mob, it just shrinks his personal bubble. This means you need to skirt the mob by more than ten "feet" in game (about the length of a room) to make it work for the whole running by part.

In a field, maybe....in a hallway or dungeon, forget it.

This would be why a lot of folks invis up and use lev to climb the wall when they run through WoS.
____________________________
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Different from Pacification
# Dec 22 2004 at 1:24 AM Rating: Decent
This spell lowers the reaction radious..

IE.. If you are using it to pull, it's a great thing, as you have 4 mobs, cast it on 3 of the mobs and pull the 4th. The other 3 will not come. However, if you try using this as a ghetto invis you will get trampled. This is a different spell from Pacification. Serves the purpose for what it was generaly created for, which is pulling single mobs.

Edited, Wed Dec 22 01:45:16 2004
RE: Different from Pacification
# Dec 30 2004 at 9:03 PM Rating: Default
In terms of pulling, it's extremely nerfed. Even if you take out the fact that it doesn't reduce aggro range, it still does not lull the mob, meaning the *ONLY* thing this spell does is reduce the mob's assist range... and It seems to get that down to about 15-20 feet... unreliably so.
New pacify
# Dec 19 2004 at 1:58 AM Rating: Decent
This spell allows you to pacify mobs up to level 70. However, my high recommendation, NEVER USE IT! It's the same spell that my enchanter uses, and I doubt that the bugs exist when only an enchanter class uses the spell. Basically, you cast on the mob, it gives the message "XXX looks calm" etc etc, you run by the mob immediately after casting, and BAM, agro! I thought, okay, that mob just had some serious mitigation and the timer was very short lasting on it, so I tested it out several more times, same result, the spell seems to do nothing to the mobs, NOTHING!
new spells
# Dec 05 2004 at 10:51 AM Rating: Decent
Is this an upgrade to pacify?
lvl
# Oct 27 2004 at 2:54 AM Rating: Decent
What lvl does this spell work up to?
GoD
# Oct 22 2004 at 7:34 PM Rating: Decent
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1,273 posts
Anyone tried this on a TipT or Vxed run?
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