If you read the update, itll say something like:
Enemies retreat to regain health bla bla...unless they are very close to killing an opponent.
So, i tried to exploit that. The question is, however, do they calculate 'being close' on percentage, or on amount of health. Id guess percentage, otherwise 55 monks would still be in the race. So, the idea is to get a ridiculously high amount of health, so you can safely drop to like 10 to 5% of your health.
There we got something! How about a mo/r that comes with a solofarmer, sets symbiosis, and bonds the farmer with life bond, barrier, vital blessing etc. He can stay at a safe distance, because bonding can be done in advance. The solofarmer will storm in, and engage with the mobs. Meanwhile, the mo/r will set symbiosis up somewhere outside of the aggro bubble, but inside the farmers' range. That farmer will have around 1500-2000 life (depending on how much you enchanted him). This will allow him to drop to about 150 life, and due to the bonds, he can survive that. Combine the bonds with skills such as defy pain, dolyak signet and ele/phys. resistance, and we got a heavy armored farmer, bonded and all, and enemies who will not break aggro because the AI thinks they are very close to killing this one person.
If anybody would test this, id be gratefull. Go Go Farming!
~PyrAnkh~
Idea on how to keep on farming
PyrAnkh
The Prince
awesome idea. im up for testing it over the weekend, looks like ill have to dust off the ol 55 armor now that my beloved SB/smite team is no longer effective
masteroflife
good idea, very good idea. for UW the bonder should bring AV and SV to counter interupt for the monk, if a monk is used for tanking. If a warrior is tanking, then the warrior should use physical resistance + dolyaks sig, and spam deadly riposte and riposte. The elite of the warrior could be Defy Pain for the health boost and the armor. But i think a elite damage spell might be needed to shorten the run. maybe gladiator's defense? or triple chop?
Velath
Triple chop will cause them to scatter at times, same with cyclone axe and I wouldn't be surprised if glad's defense did the same.
masteroflife
But the point is to keep your life at a low percentage of the maximum so AI thinks that you are almost dead and won't run away.
PyrAnkh
Indeed it is. Anyhow, for elite, defy pain is a tricky choice. Yes, you gain health AND armor, but on the other hand it should be up at all times. If you are at a constant 150 health and defy pain runs out, youre in trouble. Could bring endure pain in those situations, or To The Limit!.
NOTE: remember that enchanting with longterm enchantments such as vigorous spirit is useless, as that would mean healthgain, wich we do not want.
NOTE: remember that enchanting with longterm enchantments such as vigorous spirit is useless, as that would mean healthgain, wich we do not want.
Mr.H.Mishima
Quote:
Originally Posted by Velath
Quote:
Originally Posted by masteroflife
But the point is to keep your life at a low percentage of the maximum so AI thinks that you are almost dead and won't run away.
Try adding more superior runes to your armor (55 not withstanding). I use Superior Absorb, Vigor, Strength, Sword, Tactics. 305HP. Have done several test runs in Unwaking Waters (Merki, Rajzan) and Hydra's and Griffons in Skyward Reach. Nothing is running from me that doesn't come right back. I've had the target I'm hitting step off, sure, but no AOE type scatter.
PyrAnkh
So did anybody test this yet?
Crazyvietguy
Quote:
Originally Posted by PyrAnkh
So did anybody test this yet?
It was posted yesterday...
Note: the AOE panic patch was removed so skills like firestorm can be put in. However the added a new patch that when more than 3 enemies are on you at a time, when their health starts to decrease they will scatter BUT always leave 3 enemies on you. PyrAnkh
This works pretty well with highly armored farmers. Think earth eles, warriors in general, X/me with resistances......
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