Minstrel charm change in 1.69?

Oldleaf

Fledgling Freddie
Joined
Jan 23, 2004
Messages
38
Before the last patch while fighting mobs with a pet one resist of the pet and it returned to me what means aggro from the mob on me (big problem against purp mobs) since 1.69 the pet keeps fighting after one resist what makes it much easier. I didnt read anything about it in the patch notes, other Minstrels noticed it to?
 

Escape

Can't get enough of FH
Joined
Dec 26, 2003
Messages
1,643
I haven't had the problem you've described. You shouldn't get mob agro unless you lose control of the pet. Doesn't matter how many times your pet 'resists' aslong as you don't lose it(in my experience anyway!)
 

Leleith

Fledgling Freddie
Joined
Jan 23, 2004
Messages
215
The charm seems to be very bugged in NF. Seems mentalists are having more problems with their charms than minstrels do though. Fully speced lightments not being able to hold green conned pets. Getting resists from very low lvl mobs, and losing control of them after just one failed pulse. Some even posted logs of not being able to hold lvl 20 pets when having like 60 effective light. Might have been some time before NF as well, as i remember it.
 

Nada

Fledgling Freddie
Joined
Apr 24, 2004
Messages
9
original poster gotten yourself +spell duration since patch?

others could try getting some.

or spam like hell like before toa :D
 

Kirnan

Fledgling Freddie
Joined
Jan 22, 2004
Messages
25
Yes it has been improved since patch. You now need 2 resists instead of 1 before you will loose charm. Same affect as could be achieved before 1.69 by using +duration gear.

For some reason they didn't really put this in the patch notes. Only sort of refenece is to skalds speed song not dropping every few pulses so I assume that the pulse duration was lengthened for all songs inc minstrels.
 

Thegreatest

Fledgling Freddie
Joined
Jan 24, 2004
Messages
1,023
That mentalist thing is a bug and it only affects low lvl pets, they can hold yellow ones pretty well.
 

Oldleaf

Fledgling Freddie
Joined
Jan 23, 2004
Messages
38
Before and after the latest patch i didnt have any gear with TOA bonus on it, i have made a new set now with +13 spell duration and i go try it out on Siam-He's today, iam curious if there is improvement.
 

Kirnan

Fledgling Freddie
Joined
Jan 22, 2004
Messages
25
Did you even read what I said?

Pre 1.69: use +duration gear so that you need to resists for charm to break.

Post 1.69: 2 resists needed for charm to break without having to use +duration gear.

More specifically:

Pre 1.69:
Charm length 8sec pulse length 5sec. This meant that the song would try to recharm the mob you are holding once every 5sec and every time it wasn't resisted the charm will last for 8sec more.

Pulse 5sec charm 8sec
Pulse 5sec charm 8sec
Pulse 5sec resist 8sec
3sec later and the charm is broken.

Post 1.69:
Charm length has been increased to 10sec.

Pulse 5sec charm 10sec
Pulse 5sec charm 10sec
Pulse 5sec resist 10sec
Pulse 5sec Charm 10sec - Before the charm would normally break here but since it now lasts 10sec it has time for another pulse to catch instead.

The same effect was achieved through using +duration items before 1.69 to stretch out the 8sec pulse to a 10sec one.

So now the only reason to have +dur is for mezz, stun and sos duration increase.
 

Danya

Fledgling Freddie
Joined
Dec 23, 2003
Messages
2,465
It's always been 5s pulse, 10s dur actually (well since 1.45 when charm was actually fixed). If you got a single resist the recharm would come a fraction of a second too late for it to hold so you'd get a very fast drop, which would transfer aggro.

Mentalists used to have an easier time of charming because their charm was 4.5s pulse instead of 5 sec so you'd need 2 resists for it to break.
 

Kirnan

Fledgling Freddie
Joined
Jan 22, 2004
Messages
25
Figures where just off the top of my head. Checked and charm duration was actually raised in 1.69 to 11sec from 10sec (because as you say even at 10sec it would still drop a fraction before it could recharm) so that the second pulse would catch. Same difference.
 

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