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Old Oct 27, 2006, 08:19 AM // 08:19   #1
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Default Monk bosses that keep running? Update problem?

I know a lot of people have been complaining at the new AOE update, but myself and a few Guildies had a mare last night in the Desert. In Elona Reach and Dunes of Despair, the first hit we put onto a boss Monk, it ran off and kept running??? In Dunes of Despair, this meant we couldn't actual get the bonus done.

The thing is, we had a Wammo, Ranger and Elementalist from the Guild doing the missions, and i had charge and sprint equipped. And we still could catch up to the monk and didn't use any AOE spells and the warrior was setup with swords, so no triple axe or cyclone axe. Yet the monk kept running?

Has any else had this trouble, and not in a farming as thats why the AOE update was put in, but its making some missions nigh on impossible for some (we did do both quests, but it was painful!). Is there a way around it? I did try the Hamgstring skill, but i couldn't actually hit the monk!


(go easy on me, first post!)

Last edited by Cassandra Tanacel; Oct 27, 2006 at 08:25 AM // 08:25..
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Old Oct 27, 2006, 09:35 AM // 09:35   #2
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Quote:
Originally Posted by Cassandra Tanacel
I know a lot of people have been complaining at the new AOE update, but myself and a few Guildies had a mare last night in the Desert. In Elona Reach and Dunes of Despair, the first hit we put onto a boss Monk, it ran off and kept running??? In Dunes of Despair, this meant we couldn't actual get the bonus done.

The thing is, we had a Wammo, Ranger and Elementalist from the Guild doing the missions, and i had charge and sprint equipped. And we still could catch up to the monk and didn't use any AOE spells and the warrior was setup with swords, so no triple axe or cyclone axe. Yet the monk kept running?

Has any else had this trouble, and not in a farming as thats why the AOE update was put in, but its making some missions nigh on impossible for some (we did do both quests, but it was painful!). Is there a way around it? I did try the Hamgstring skill, but i couldn't actually hit the monk!


(go easy on me, first post!)
Yes i was in the ice floe with some guildies last night and this new scatter effect has cause havoc, it's the most ridiculous update so far regarding AOE, monks and mezzers ran, in Dunes it aggroed everything making the mission impossible, PLZ FOR THE LOVE OF GOD ANET CHANGE THIS!!
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Old Oct 27, 2006, 09:59 AM // 09:59   #3
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This seems to be the same for any spell caster mobs. Mergoyles were a problem as well as the Monk boss Cassandra mentioned. However I quite like it...... I know it sounds crazy, but think about it. We don't let a big warrior stroll up and batter our poor little casters...we run! Why shouldn't the AI do the same? It just means we have to get more creative and find ways to stop/trap the little sods. It is a good thing in my opinion.
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Old Oct 27, 2006, 10:01 AM // 10:01   #4
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yup happened in THK on the journey to the keep, where you clear out the village. Enemy casters kept running causing everyone and anyone to get aggro'd
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Old Oct 27, 2006, 10:18 AM // 10:18   #5
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I stand still with my monk, and the warriors just, Die...

But AI can't do that, no, they're smarter. They run, and die.

Almost makes assasins useful.
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Old Oct 27, 2006, 10:49 AM // 10:49   #6
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The thing is with a Warrior/Ranger, a Wammo, a Ranger/Mo and an Elementalist/mesmer plus 2 healer hench, none of us could catch the boss to hit them, even with charge and sprint activated.

It didn't stop moving. Even a completely useless Player Monk wouldn't run back to almost the beginning of the quest without stopping to cast! (at least you'd hope not!)
Hence why i wondered how you'd stop them from legging it?

Last edited by Cassandra Tanacel; Oct 27, 2006 at 10:52 AM // 10:52..
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Old Oct 27, 2006, 10:54 AM // 10:54   #7
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EQ+HotO+FS+TF+DS=Death

AkA

Earthquake+Horns of the Oxe+Falling spider+Twisting Fangs+Dragons Stomp=Death
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Old Oct 27, 2006, 12:30 PM // 12:30   #8
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When they run switch targets to one that's not. Was out just mapping Tyria with my Canthan born ranger. The Centaur Protector's that where in the groups I faced did this also. Start pounding on them and they run, and don't look back. After the first time this happened and two groups of Devourer's where aggroed I was a little upset. So the next group we faced we attacked the Protector first, as always, and when he decided to run, we switched to the Hunter's (archers) in the group, when (and if) the Protector came back we switched to him again, until he would run off. This seemed to work out allot better and reduced damage to the team because it help keep the aggro of other mobs down.
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Old Oct 27, 2006, 12:47 PM // 12:47   #9
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i was doin fortranik for my guildie and it took me 5 mins to actually kill the last charr alive that was runing away like crazy.

now i might actually consider using crip shot in pve.... >.>
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Old Oct 27, 2006, 02:50 PM // 14:50   #10
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Yep. My and my 7 henches were trying to kill the monk boss in Witman's Folly last night. He just ran all over the map - took about 10 minutes - literally.

Then, the monok boss at Elona Reach - he took a long time too.

Have to bring snares, I guess.
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Old Oct 27, 2006, 05:28 PM // 17:28   #11
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rise of the hydromancer ? i see it now

group lf hydromancer must bring mind freeze! :P
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Old Oct 27, 2006, 06:46 PM // 18:46   #12
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That's what you have crippled and slowdown spells for.
Just adapt.
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Old Oct 27, 2006, 07:58 PM // 19:58   #13
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This definately seems like a bug and definately not in line with how the update notes said that the new ai would act. We were doing THK and I had the monk targetted and just hit him with one arrow and he took off like a chicken with his head cut off. No aoe effects were used at all.

Maybe we should just start targetting the monks and /taunting them to keep them from healing their buddies from now on.
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Old Oct 27, 2006, 08:19 PM // 20:19   #14
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I can also confirm that it is not a monk-boss-only issue. I have found that any "squishy" tend to run away when you start bangin on them. I like it becuase it seems like they are thinking "Oh crap, that real-live-player is targeting me...I better get the f--- outa dodge..."

It can actually work to your advantage though. You can tell you team (and now you can tell henchies!!!!!<--best part of the update IMO) to stay there and kill stuff while you go and kill the running squishies, or you can target switch and keep the squishies from doing as much.

I think it is great, they kinda act like a player now, at least more so than before.

The easiest way to keep them from running is to switch targets as soon as they start going, and if you run at them while they are not targeted, and then switch to them when you are within hitting range they don't seem to run as much...
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Old Oct 27, 2006, 08:26 PM // 20:26   #15
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those bastards stole my 55 then ruined my dual UW what next cut my warriors arms off?!!?!? anet better make up for this yeh i admit better AI is good but come off it we need some way of makin money faster than constant grinding in teams of 8 or 5 *shakes head in shame*


Ddraeg....
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Old Oct 27, 2006, 08:48 PM // 20:48   #16
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Well, there goes the boredom. The neighborhood will never be the same.
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Old Oct 27, 2006, 10:10 PM // 22:10   #17
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It's very annoying. Kiting is ok, but they're not kiting, they're running all over the entire map !
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