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Fracture |
Re: re: Thoughts on Charm | ||
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Anyone know what's up with the Arwanite Priestess? I can charm them but all they do is proceede to cast buffs forever. They never do anything else, or move. What gives?
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Fren Oberon |
buffing pets | ||
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Very simply (and actually true with all buffing pets), the second that arawnite priestess resists even a single pulse all the buffs drop. If she is then recharmed on the next pulse she starts buffing again, then resists some more before even being done buffing... and so on.
That's basically why several people in this threat mentioned healing pets that do not buff you. Pet's with buffs are pretty much useless to minstrels given how common single resists are even with high instrument levels. |
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Danyan |
Re: buffing pets | ||
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I had a drakoran medic that just gave up buffing after about 4 or 5 rebuff cycles, he still healed though, I was quite happy as I had him for heals not buffs.
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The wonder minstrel! |
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Zenbiont |
Re: buffing pets | ||
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For nostalgia's sake, from Patch 1.46:
"MINSTREL/MENTALIST CHARM SPELL CHANGES We've changed the way that Mentalists and Minstrels pulsing charm spells work, based on player feedback and testing. This new system should be much easier to use than the old system, and have greater results. - The Minstrel Charm does not require an instrument in hand while it is being used. Thus, a Minstrel can now have a controlled pet and melee at the same time. - Even when the target is switched, the spell will continue to pulse on the original monster you had targeted. This means you can have two targets engaged at once, should you choose to do so (one for your pet, one for you). - The Minstrel/Mentalist has an almost certain chance to charm/retain control of a creature his level or lower, although there is a small random chance that it could fail. The higher the level of the charmed creature compared to the Minstrel/Mentalist, the greater the chance the monster has of breaking the charm. Please note that your specialization level in the magic skill that contains the charm spell will modify your base chance of charming and retaining control. The higher your spec level, the greater your chance of controlling. - If the charm breaks, the charmed monster will wipe his agro list and only agro on the player who was charming him. All creatures attacking the charmed creature will forget their agro against him. - Please note that there is a small per-round power point cost for the Mentalist when they have a monster under their control. Minstrel/Mentalist Charm Overview The Minstrel/Mentalist charm ability does not work the way other charms work, nor is it intended to. This charm is intended not as a "pet" ability in the sense that all other pet abilities in the game are intended, but as an added ability that can be used for assistance during group or solo combat, or during emergency situations when charming a foe may work to the advantage of the group or solo player. To charm a monster, you no longer require the use of the flute (for Mnstrels). Simply target the monster and use the corresponding spell/song for your charm. Monsters at or below your level will have a very small chance of resisting the charm as it pulses, which means there's always an element of risk involved. You may also charm monsters above the your level (oranges, reds and low purples), though as the monster level increases above that of the caster's, so does the risk of the monster resisting the charm and aggressing the caster. It is advised to not risk charming orange, red or purple monsters unless you believe the situation warrants this emergency action and only if you are prepared to accept the potential penalties involved with doing so. Note that when a monster is charmed and in battle, and the charm pulse stops (or the monster is no longer under your control), the previously charmed monster's aggression will be turned away from the monster it was fighting and toward the caster until it is recharmed, it dies, the caster dies or the caster moves beyond the normal AI timer-based range of the monster. As casters become more experienced with using this ability, they should learn how to manipulate it to best fit their needs when solo or group hunting, so a degree of skill is involved. Tip: When a charm breaks, the monster will immediately aggress the caster. This includes times when the caster actually releases the monster, so it's advisable to have the pet window set to "Stay" and then to get a comfortable distance away before releasing the monster, or to ensure you are capable of killing the monster upon releasing it. Tip: You may use other songs in conjunction with this type of charm, though doing so will require song "twisting" - where you switch between playing two songs. Bugs to note: There is a bug with the Minstrel's charm, where upon releasing the pet, even if you are further than melee range, the monster will still interrupt your current song when it aggresses (speed, mana or health), though only for the ten seconds the timer takes to elapse and for the song to restart (as with any other monster when the monster is aggressing in melee range). This is a known issue and will be fixed at some point in the future." |
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Danyan |
Re: buffing pets | ||
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Something they forgot though, while both are a 10s pulse, minstrel pulses every 5 seconds, while mentalist pulses every 4.8 seconds meaning as a mentalist you get dumped out of speed a lot less.
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The wonder minstrel! |
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Sheolraven |
re: Thoughts on Charm | ||
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"...downfall...minstrels actually believe they are a pet class and design them selves around this ability."
It took me at least a month of daily practice (after reading Jjoe's guide) before I felt comfortable bringing a pet into a group. Now I don't even hesitate to grab a pet to help my group. The problem with speed I brought up in an earlier post is not a problem anymore (thankyou, BeckUPYRD and Speor) I feel like I have much to learn, and that "my skills" will keep improving. Not my stats, not my abilities......"my skills". What could be better than this? Minstrel charm is perfect the way it is. Minstrels are a pet class. Jjoe Nitro is my hero! I tell everyone to come read this guide. Sheolraven |
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Sheolraven |
re: Thoughts on Charm | ||
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"Minstrel charm is perfect the way it is."
Well, as previously suggested by Jjoe, a one second increase to the 9.5 second timer would be really nice. If I understand correctly, that would mean we would have two chances, instead of one chance, to recharm automatically after a resist without losing control. Sheol |
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Sheolraven |
re: Thoughts on Charm | ||
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Whoops, make that three chances to automatically recharm, instead of two chances. Sheol (again)
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Danyan |
Re: re: Thoughts on Charm | ||
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Sheol, see my post about mentalists. Minstrel charm is exactly 10 secs with exactly 5 secs. However the pulse end check is done first, then the next pulse is issued, so we get a split second drop. Mentalists have oulses every 4.8s so after a ressit the next pulse is 9.6s into the current one, 0.4s before it's end hence no drop out. I can only assume since ours is 5 and their's is 4.8 that the drop out on a single resist is intentional, possibly because of charm being insta or something. It's still damn annoying, especially when you have 62 instruments with bonuses and your level 39 pet resists.
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The wonder minstrel! |
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Sheolraven |
re: Thoughts on Charm | ||
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Danyan, thanks for continuing this great discussion.
"minstrel charm is exactly 10s with exactly 5s. The pulse end check..." I'm sorry but I don't quite understand your point, and I don't know what you mean by a pulse end check. You also lost me with your previous post (in this topic) about mentalists and dropping out of speed. Jjoe says the charm spell lasts for "about 9.5 sec". It seems to me that what's important is not wether minstrel charm, once it takes effect, lasts for 9.999 seconds (I don't understand how it could be exactly 10s because you can lose control before the 5s pulse, which means the loss of control must happen before a 10 second interval has elapsed) or 9.5 seconds. If a charmed mob was charmed for a split second greater than 10s, instead of a split second less than 10s, we could get one more chance for the 5s pulse to automatically recharm it. The point is that when a mob resists twice in a row, you lose it. To avoid this you need to double tap charm everytime you see a resist. This makes it difficult to control pets, and this is what I relish. I appreciate and understand the difficulty because it allows Mythic to grant us power based on player skill. If it were not difficult, we would have to be nerfed somehow. I have solo'd shadowblades with my pet and won. One more thing, I see some folks saying that even low level pets resist several times every minute. Last night I used a stopwatch and had a level 51 pet resist only twice in 11 minutes. I could figure this out, but I am guessing that my level 51 pets average maybe one resist every 3 or 4 minutes. Instrument level is the key here. But I always have to be alert, because you never know when they will resist twice in a row, even a low level pet can do this to you, just much more infrequently. It's a statistical thing. Sincerely, Sheol |
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Danyan |
Re: re: Thoughts on Charm | ||
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pulse end check = check for the end of the pulse of charm.
Basically it goes like this: 0 secs, charm pulses. 5 secs, charm pulses, resisted. 10 secs, first charm pulse ends, it's not been overwritten by a new pulse so pet drops. 10 secs, charm pulses, you regain the pet. The issue is the because it's 5 seconds and 10 seconds and mythic check if you loose the pet before they do the next charm pulse you drop the pet. Mentalist goes like this: 0 secs, charm pulses. 4.8 secs, charm pulses, resisted. 9.6 secs, charm pulses. 10 secs, first charm pulse ends, it's been overwritten by the pulse at 9.6s so there's no drop in speed. It's definitely NOT a 9.5s pulse because then my mentalist would loose pets all the time like a minstrel does, which doesn't happen. A mentalist only looses the pet at all on a double resist. There is no "you loose control. you regain control" message after a single resist on mentalist. Quote: My point was that's exactly how mentalist charm works (I have a 50 minstrel and a 50 mentalist so I can compare charm quite easily). Mythic didn't make minstrel charm like mentalist charm so I can only assume that minstrels having pets that hit them lots is working as intended, not a bug. I'd still like to see minstrel charm made the same as mentalist charm in terms of pulse lengths, but realistically I don't think it'll happen as minstrel charm is already superior in other ways (insta cast, no power cost). ----
The wonder minstrel! |
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Jjoe Nitro |
Re: re: Thoughts on Charm | ||
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Look, guys, I didn't use a stopwatch or anything to time the pulse length... I only suggested there was a 9.5 second "effect" length to try to make it clear to those who aren't the "stopwatch and spreadsheet" types to understand that there is a problem with the way mythic checks the charm effect.
It could very well be the way Danyan explains it - it could be that the "Effect length" is really a full 10 seconds, and the way the mythic PROGRAM CODE is written is that it runs the code for the resists BEFORE it runs the code for a pulse, which could result in the split second resists that we see. It could therefore also be possible that the mentalist code was written the other way around so that the code processes the mentalists pulse before it processes the resist. The only way to know these things for sure is to whip out a stopwatch, and time and count the pulses for several minutes, and divide. I don't think it's necessary when you can simply watch and see that ANY time a minstrels pet resists ONCE, you can COUNT on it breaking charm, even if for a split second, before the next pulse either recharms it or fails. Also, for those who may be reading this and getting confused, let me try to use terms that may be easier to understand... A minstrel charm is a 10(or 9.5) second "EFFECT". that means that if you were to target a mob, hit the charm key, and then cancel it, that mob would be charmed for the duration of the EFFECT even if it stopped (for example, if you immediately tap speed song after starting charm, the charm effect is dropped - and you have 9.5 seconds before you better re-start charm and hope it sticks). The minstrel charm PULSES every 5 seconds. That means that once a mob has been charmed on the first pulse, it will remain charmed for the full 9.5 seconds. The spell, however, won't wait until that time runs out - it will REPULSE the spell after only 5 seconds. This means the pulses overlap by 4.5 seconds. By the time the spell pulses again, the mob would normally still have another 4.5 seconds that he would have been under the EFFECT, but now the EFFECT has started over, and the mob now has another 9.5 seconds to go. If minstrel charms a mob, and the pulse is successful, the mob will be charmed for 9.5 seconds. If the NEXT pulse is RESISTSED, then by the time that pulse happened, the monster will still have 4.5 seconds to remain under the EFFECT from the last pulse, even though the new pulse failed. The mob will reach the end of the EFFECT a split second before the next charm PULSE would happen, so even if that next charm pulse is going to be succesful, the mob will still AGGRO THE MINSTREL for a split second. This causes the mob that your pet was fighting to wipe it's aggro list and come after the minstrel. If Mentalists have an easier time handling resists because their pulse and/or effect length, or even if it's just the order in which the program was written, then they deserve it - their charm burns mana. I have no problem with it if theirs is better in that regard. Jjoe Nitro!!!!!!!!!!!!
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Danyan |
Re: re: Thoughts on Charm | ||
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I think the mentalist code is the same, they just get a faster pulse to make up for it. If you delve the mentalist charm you get pulse length 10s, pulse frequency 4.8s in the delve. If you delve minstrel you get pulse length 10s, pulse frequency 5s. Since there's a definite difference there I'd have to assume it's intended that the minstrel charm is less reliable.
So here's a question, would minstrel's take a more reliable charm (like mentalist) if it consumed power? ----
The wonder minstrel! |
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BeckUKPRYD |
.. | ||
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No.
Yes charming can be a hassle but thats why you dont see every minstrel dragging orange/red con pets round the frontier. Its a skilled profession to practice and I guess thats what makes it more satisfying when you can kill almost any solo class using the right pet tactics. Beck Beastly |
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irichard |
Re: .. | ||
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I like minstrel charm too. My question is this....what is the difference between defensive and aggressive? I has previously though aggressive made the pet attack anything it saw...but when i put the pet on aggressive it just stands there till I tell it to attack something...even if something is nearby. What does aggressive do and how is it different from defensive.
Milah Richards minstrel |
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BeckUKPRYD |
.. | ||
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I believe that a pet on aggresive will attack any MOBS that are aggresive to you within its range.
Other classes who get permanent pets could maybe park their caster pet near a camp of green/blue cons and put it on aggresive and then go make some supper. Their pet will continue to kill all the mobs within its range. It wont attack mobs that are not aggresive nor will it attack players. Would be nice if it attacked stealthed players whilst on aggresive. Beck Beastly |
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Camarilla |
Re: .. | ||
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Jjoe I just wanted to say that long ago I printed out your guide when Sheolraven first let me in on Guin about it. I think its great! Since reading it and getting down the charming, people in RvR ask me what Realm Rank I am because I can hold reds with no problems. They sound shocked when I tell them 2L7 lol. When bored I have taught other minstrels about the ellyll's and charm pulses/resists. Most of them didnt even know it was possible. I also love the reactions from people when not only does my seer pet nuke the snot out of keep guards but heals me as I melee a door. I never would have figured it out without you and Sheol to help me. Thanks again =)
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Jjoe Nitro |
Re: .. | ||
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Thanks for the comments...
Did you really charm a SEER? Jjoe Nitro!!!!!!!!!!!!
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Sheolraven |
Re: .. | ||
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Camarilla, you petted a Seer??? I have tried and I get the message "this monster cannot be charmed". Are you sure you dont mean Sage? I would feel really cool if I started toting a Seer around. hee hee.
P.S. Nice signature. Where do I find out how to do that? |
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Camarilla |
Re: .. | ||
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Ack! I mean sage yeah =( Sorry
And thanks =) |
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