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ray1981

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1

Tuesday, March 6th 2012, 11:47pm

Old School CC ?

Hello mages,

Im a tank, and I remember relying on mages for CC alot in Hoto, back then it was needed. I was wandering what the exact rotation was. I want to be able to let a mage know how to CC a mob, I know its a process, IE: keeping it charged, using one skill and like one or two others on top of that. Can some one help plz?
Ayawisgi 72K/S/P Ragequit | Govinda, Unb Stam 23.5k, Unb PA 37k
Lilfeather (Retired) 62K/P Realmguardian, Tribe | Govinda
Tanking Guide:http://forum.us.runesofmagic.com/showthread.php?t=75770

Evilbownr

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2

Thursday, March 8th 2012, 4:02am

Cast Plasma Arrow, then while in Charged state immediately cast Electric Compression. By doing this, you have a "charge" stored that will allow you to release Static Field (at any later time) - effectively rooting the mob. Rinse and repeat. That's what i was doing in HotO.

The mage can also use AOE stun AKA Discharge, and a single target root AKA Lightning.
Tuesday, August 28th, 2012. --> GW2. ;)
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mnkmurphy885

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Thursday, March 8th 2012, 11:30am

The rotation you were looking for, which Evilbownr explained- Plasma arrow + compression + static field- is the oldest and clunkiest of the old school cc. I don't like it just because it takes forEVer to cast, and some idjit always damages the mob and breaks the root anyway. Lightning is better. Yes, it has a CD, but- it doesn't break. Have the scouts use lasso, or the tank use Holy Chains. Does the same thing and takes less than three seconds to cast.

My favorite is the classic HoS chainstun: Discharge, purg, purg, purg, purg, next mage Discharge, purg, purg, purg, purg, next mage Discharge etc. If you have three mages, you can keep this up almost indefinitely.

Useful Macro:
/cast Discharge
/wait 2
/say 3
/wait 1
/say 2
/wait 1
/say 1
/wait 1
/say NEXT! (or the name of the next mage in the stun rotation)

Paz's old school T-storm kiting is beyond pro also. Also from the HoS days. Picture a HoS pat. He grabs the pat with Tstorm and Lightning's the healer. Then he runs around in a smallish circle tstorming them periodically over his shoulder. Silence on the healer, lightning again as soon as it's off cd. It's a thing of beauty to watch, even though it's not really useful anymore.

As far as mage CC goes, more mages in party = better CC. Have them lightning and silence the trash, that takes some stress off the tank. If a few escape, have 'em chain their Discharges. Or, go all out and use the chainstun. We use it in GCH and ToSH, still.
Formerly Fandreith, currently Fanndreith, 90 Hunter
World First solo Amboriar
Paz on mages: i have full and complete faith blizzard will keep us fail and balanced.

trav42073

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4

Thursday, March 8th 2012, 1:02pm

this is a pretty cool topic. truly dont see that kind of mage skill much these days. the fact that a tank is looking for guidance to tell mages how its done is slightly, hilarious. just tell them to lrn2play lol.
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Ryaderr wrd/s/w erobos

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5

Thursday, March 8th 2012, 1:35pm

Love guild runs with more then one mage. Usually 2 mages casting TS is enough for most of mobs in instances < RT.

In addition to above, M/R has nice spell called demoralize - target is unable to attack for 6 sec.

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6

Thursday, March 8th 2012, 5:30pm

CC is a godsend when it comes to making pulls easier in end-game instances.

Don't forget Rogues and their numbing dagger.

-TunaShake

ray1981

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7

Thursday, March 8th 2012, 8:30pm

Quoted from "mnkmurphy885;515594"

The rotation you were looking for, which Evilbownr explained- Plasma arrow + compression + static field- is the oldest and clunkiest of the old school cc. I don't like it just because it takes forEVer to cast, and some idjit always damages the mob and breaks the root anyway. Lightning is better. Yes, it has a CD, but- it doesn't break. Have the scouts use lasso, or the tank use Holy Chains. Does the same thing and takes less than three seconds to cast.

My favorite is the classic HoS chainstun: Discharge, purg, purg, purg, purg, next mage Discharge, purg, purg, purg, purg, next mage Discharge etc. If you have three mages, you can keep this up almost indefinitely.

Useful Macro:
/cast Discharge
/wait 2
/say 3
/wait 1
/say 2
/wait 1
/say 1
/wait 1
/say NEXT! (or the name of the next mage in the stun rotation)

Paz's old school T-storm kiting is beyond pro also. Also from the HoS days. Picture a HoS pat. He grabs the pat with Tstorm and Lightning's the healer. Then he runs around in a smallish circle tstorming them periodically over his shoulder. Silence on the healer, lightning again as soon as it's off cd. It's a thing of beauty to watch, even though it's not really useful anymore.

As far as mage CC goes, more mages in party = better CC. Have them lightning and silence the trash, that takes some stress off the tank. If a few escape, have 'em chain their Discharges. Or, go all out and use the chainstun. We use it in GCH and ToSH, still.


lasso or holy chains doesnt stop them from casting, i remember this doin just that...thats why its very usefull in instances, i want to implement this in tosh too (depending on mobs)

if the group is smart, there should be a kill order #...example...mage 1 cc's mob #2, rogue 1 cc's mob # 3, scout 1 cc's mob # 4...mob # 2 is a mage or scout mob which still shoots while rooted (with lasso or chains, etc) but numbing dagger, freeze, and mage cc doesnt let them cast skill...

thats the purpose behind it, idk if skills have changed since along time ago, i guess thats why im asking now.
Ayawisgi 72K/S/P Ragequit | Govinda, Unb Stam 23.5k, Unb PA 37k
Lilfeather (Retired) 62K/P Realmguardian, Tribe | Govinda
Tanking Guide:http://forum.us.runesofmagic.com/showthread.php?t=75770

Amberwave

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8

Thursday, March 8th 2012, 10:12pm

I use to take 3 mages to run HoS, using a discharge chain and a macro very similar to the one that Fan describes. We added "Discharge 1" "Discharge 2" etc so we didn't loose our place in the heat of battle. On the 2nd boss, the mages were responsible for the 3 colored adds that would appear, each of us picked a color and using Static Field keeping the one we were responsible for locked down. Just to discribe the CC skills common to all mages, Discharge is a 5 sec, aoe stun w/ a 15 sec cooldown, and does not break with damage. Lightning is a 3 sec single target root, with a 6 sec cooldown and does not break with damage. Static Field is a single target, 30 sec stun at level 50, but breaks with damage, and needs to be charged as Evilbownr discribed.

mnkmurphy885

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9

Friday, March 9th 2012, 12:43am

Quoted from "ray1981;515685"

lasso or holy chains doesnt stop them from casting, i remember this doin just that...thats why its very usefull in instances, i want to implement this in tosh too (depending on mobs)

if the group is smart, there should be a kill order #...example...mage 1 cc's mob #2, rogue 1 cc's mob # 3, scout 1 cc's mob # 4...mob # 2 is a mage or scout mob which still shoots while rooted (with lasso or chains, etc) but numbing dagger, freeze, and mage cc doesnt let them cast skill...

thats the purpose behind it, idk if skills have changed since along time ago, i guess thats why im asking now.

Exactly, and for that, Static Field is ideal- I just object to the stupid three-step process. I think that's why Euro supposedly loves p/m's- they can use Freeze to do more or less the exact same thing, and it's a one-step process. They also count as an extra lightning and a silence.

Ray, I think you have inspired me to actually dig out those skills that have never had a home on my hotbar, and maybe I'll shock my guildies by dragging out Static Field in our next ToSH run :)
Formerly Fandreith, currently Fanndreith, 90 Hunter
World First solo Amboriar
Paz on mages: i have full and complete faith blizzard will keep us fail and balanced.

ray1981

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10

Monday, March 12th 2012, 6:21pm

Yes it can be broken, but that would only apply to *not so smart groups*...

I will reiterate...

Mob group consists of 5 mobs:

2 range, 3 melee

Mob 1 = Melee, Mob 2 = Melee, Mob 3 = Melee, Mob 4 = Range, Mob 5 = Range.

B4 we even start we designate our DPS specific CC #'s...IE Scout 1 = # 2, Scout 2 = #3, Rogue 1 = # 4, Mage 1 = # 5, these numbers would not change throughout the instance, If it is taking too long to kill a single mob, the DPS will nee to keep track of their CC, and re-apply CC B4 it expires.

Kill Order = 1, 2, 3, 4, 5

I pull Mob 1, Scout 1 CC's Mob 2 (Melee), Scout 2 CC's Mob 3 (Melee), Rogue 1 CC's Mob 4 (Range), Mage 1 CC's Mob 5 (Range)

Out of a group of 5, we are only fighting one at a time, while the other 4 are CC'd.

Once we kill 1, we go to #2, kill 2 work on #3, etc.

Every one must understand NO AOE's...which shouldnt be to hard to comprehend...

One mob group of 5, nice clean and smooth, no one dies. Too complicated? Too much strategy?...-_-

What this does is ensure the tank has aggro while tanking (DPS is forced to kill one at a time, no mis targeted mobs), relieves the tank and healer of dmg mitigation and healing frequency (as only one mob is hitting the tank at a time) and ensures no DPS dies (from pulling aggro) on a regular basis. This works great for players that are a little underpowered for the instance IMO.
Ayawisgi 72K/S/P Ragequit | Govinda, Unb Stam 23.5k, Unb PA 37k
Lilfeather (Retired) 62K/P Realmguardian, Tribe | Govinda
Tanking Guide:http://forum.us.runesofmagic.com/showthread.php?t=75770