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Dks and pet

Okay, this is old. How can they lag you enough to have a pet rescue them and then continue to lag. This is ridiculous...

Warlock bash.

Try enlarging yourself

This isn't a flame, and I wasn't even talking about a specific charmie. I just think it's weak they can trip/bash have a pet rescue with almost no lag to them, and then bash/trip you while you aren't even blinded. I had assumed my char was stronger, but I guess he isn't smart enough to realize whats going on.

Either way, this should not be possible, atleast if you can see.

This is primary reason #2 why I tend to stick to using my source of blinding and that's it against a DK. Enlarged and flying, it is incredibly unlikely they are going to lag lock you to the degree they can get an order through and another bash before you can retarget the DK, making his order a waste of his attacking window...and once that window slams shut, my how my little stick is suddenly a blessed cudgel of anti-paladin smiting.

This is all assuming the DK doesn't get that incredibly lucky bashing onslaught from the warlock he likes to do every so often.

He cannot order rescue if is blinded.

But he can wait for a Pet bash, then flee and reenter with pet Tanking. Then bash you again.

This is why i do not like classes with no protective shield.

Rescue lags for two rounds. Either you were lagged by the pet somewhere in or around those two rounds, or you spammed commands. Or the person fled and you retargeted the pet, and you just didn't notice.

Like people have said - do what you can to protect yourself against the lag. Once you've done that, if you still feel it's unreasonable, submit logs (multiple) to the prayer forum.

Meh, charm person is a blade that is plenty sharp on both sides.

Okay' date=' this is old. How can they lag you enough to have a pet rescue them and then continue to lag. This is ridiculous...[/quote']

Necro can do it too, in some ways far more easily than the DK can.

Necro can do it too' date=' in some ways far more easily than the DK can.[/quote']

In "some" ways? I would say in any ways actually. That is what necroes rely on to kill after all.

No thats what necros rely on not to be killed.

In "some" ways? I would say in any ways actually. That is what necroes rely on to kill after all.

Not exactly. A DK is personally capable of lagging the target on command - the necro is not. The necro relies entirely on the charmies bashing, which as anyone who has played a necro knows is far from 100% reliable.

I would say 75-80%.

I would say 75-80%.

In my experience, achieving true laglock as a necro without super-great zombies is under 50% of the time, if even near that.

If you had a full army of Travens or guardians of Dess, sure, things were different. Now, however, I'm willing to bet you'll find a lot more variety of zombies, with many of them hardly being able to cause a regular laglock.

When I had 3 Drsams I regularly destroyed melees that weren't uberly decked.

...And this was before I was good at pk.

EDIT: Necros can laglock, especially with ghoul touch.

Heh, I fought Kurvikhel last night with over 500 armor class. I watched him fail 5 mals, and land 3 (TWO ghoul touches) while I stood there getting lagged to **** all and back.

I do not care what limits you put on Zombies, I screamed it before the changes and that is Kurvi R teh Monst0r lol. I think he could lag lock me with an army of nymphs, dryads and brownies.

I think the real problem here is with illithids themself and partucarly the "state of shock" ability. I know that at least a couple of people got him into such state last night and what did he suffer of that? He fled, picked up his zombies and ran away. I honestly believe that illithids should lose their zombies after they enter a state of shock. Remove the drained penalty perhaps, but keeping zombies after they revert just prolonges the time they can stay in battle and finish the victim.

We were perhaps a little hasty when we were correcting the "zombies lose size on logoff" bug and didn't fully consider the way that changing it would swing balance. I've watched a lot of these fights and people are getting bashed to hell for upwards of 4 rounds, meaning necros don't have to do much but sit back and watch the zombies do the work, which is certainly not what we had in mind.

Necromancers aren't meant to be all about the lag game, after all, they aren't even melees. A combination of changes over the years + the recent one has led to a set of circumstances where a lot more of a necromancer's "strategy" has become zombies than is ideal. Obviously, any class should need to utilize a range of skills in their skillset to succeed. We will be correcting this so that necromancers will hopefully need to rely more on their skills - sorry to anyone who has been run over by it up until now.

He fled' date=' picked up his zombies and ran away.[/quote']

Don't let him have that much time? Squids are a beastly race, but once they go into shock, thats the time to pull out the stops and hit them hard. Kurv from what I've heard/seen is an excellent runner, but once you've got him on the run you have to not loose him and you can down him. It's the ultimate necro race combined with a skilled player. Get a good pally/crusader hard on his tail after hes in shock though and its good night nancy.

"over 500 armor class"

Perhaps this is the problem.

Sure this aids a lot getting the elusive missed bash, but some more saves will mean that you will be able to handle mages better.

3/8 = 37.5% that what ? 20 saves ?

Get 35-40. Once they start to land once in ten and you have a cursed polearm, you are set.

wtf? Where the hell did 3/8 come from?

are you saying saves affect bash? Im ****ing confused.