A few questions for bugging mentalists

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borg9
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Re: A few questions for bugging mentalists

Post by borg9 »

dakhound wrote:damn, know for a fact stun works against most kipees. so this means different types are immune to different things. *screws up spreadsheet was working on to find what works well and what does not*

well one dead idea
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sprite
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Re: A few questions for bugging mentalists

Post by sprite »

iphdrunk wrote:Is it possible that the same mob acts differently in different lands? I'm just asking, becasue I know for sure that I have been stunning mighty kipees in thesos springs for a long while.
I think this is the most likely thing... I mean different ocyx (ie forest / desert) are weaker against different race-specific nuke spells (electric/fire/poison/shockwave) I believe... why should it be any different for other spells? ;)
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seawe
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Re: A few questions for bugging mentalists

Post by seawe »

I sent in a ticket about Sleep and Slow. As these are pathetic at low levels. Spells should be just as usable at a low lvl as they are at a high lvl against relative mobs..

I also mentioned in my ticket that sleep should actually put the creature to sleep and forget about you if you get out of its area, something that would be very useful for foragers :)
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iphdrunk
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Re: A few questions for bugging mentalists

Post by iphdrunk »

seawe wrote:I also mentioned in my ticket that sleep should actually put the creature to sleep and forget about you if you get out of its area, something that would be very useful for foragers :)
I can't agree more.. Sleep is rather useless, right now, actually I only use it to pull, and I have submitted a few tickets so it is turned into a sneaking/aggro loss skill. One interesting comment: I was using sleep to pull cuttlers in canyon and everytime 2 or more came (I did this for a long while) it was because the spell landed and/or linked, thus having and area effect on several cuttlers: go to around 50 m, select the 'in front' cut/isolated one, and pull... If mobs are too packed or they happen to move and cross-paths, a 'resisted' spell is safer than a linked one... weird, specially with sleep
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