Mar 19, 2008, 06:02 PM // 18:02
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#21
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Even if you pull (I do so a whole lot)
There are some monsters, specially some species, like Mursaat, that will run MILES even if they were never aggroed before.
Monsters are supposed to have less sight range (with exceptions like kournan spotters) but in those cases they seem to have a pair of high-quality ultra-tech magical binoculars or sumzin'.
And if you attack the rogue healer (that includes Scourge Healing), its party will tag along.
8 vs 16 may be plausible, even 24, but 8vs400... not even Ursans can stand that.
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Mar 19, 2008, 08:40 PM // 20:40
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#22
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Hall Hero
Join Date: Aug 2005
Profession: E/
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I forgot how bad henchmen monk are.
The other day I did H/H Shards of Orr. Of course I have to set my hero monks to smite, so I had to rely on Henchmen monks for healing. God was that terrible Mhenlo would get spiked down in a matter of seconds and neither he nor Lina would try to heal each other (granted, Shads of Orr is hard in the first place). They also ressed mid battle a lot, which always led to wipes.
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Mar 20, 2008, 03:06 AM // 03:06
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#23
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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IMO if a healer is linked to a group, he should only heal that group. If he isn't he should have a little more freedom. Either way, their awareness is too high.
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