nodoze
09-17-2019, 12:41 PM
Starting this thread to help others who may be encountering issues with mobs that flee (and then bring back friends to wipe you).
While multi-boxing Warriors+Paladins I initially tried to control this by trying to keep my targets hamstrung (from level 8+ when Warriors first get hamstring (https://classic.wowhead.com/spell=1715/hamstring)). Hamstringing helps but they still run (though more slowly) which is still a pain for a multiboxing group plus it uses Rage which limits DPS. I also had issues with having to monitor the 15 second duration and reapply and sometimes not having rage when needed and then wiping when tons of adds come back...
Things changed dramatically once my Paladins got 'Seal of Justice (https://classic.wowhead.com/spell=20164/seal-of-justice#comments)' at level 22. Once judged the targets do not flee at all and any melee hit by the Paladin refreshes the duration so it can be essentially permanent until the mob dies.
Anyway I saw someone else mention problems with fleeing mobs and thought I would start a thread to get together a list of all the options... If people reply to this thread with additional options I will try to update this initial post so we have a list in one place...
List of options to stop mobs from fleeing (or better control/limit them):
- Paladin level 22+ 'Seal of Justice (https://classic.wowhead.com/spell=20164/seal-of-justice#comments)': Pros: Mob stays & essentially permanent till mob dies. Cons: uses Mana and in lieu of another Seal/Judgement and 6-8 seconds to apply to next mob;
-Warlock level 14+ 'Curse of Recklessness (https://classic.wowhead.com/spell=704/curse-of-recklessness#comments)': Pros: Mob stays, reduces armor, & lasts 2 minutes. Easy to put on multiple mobs. Cons: Uses mana, mobs melee attack power increased, high aggro, in lieu of another curse;
-Warrior level 8+ 'hamstring (https://classic.wowhead.com/spell=1715/hamstring)': Pros: Slows mob -40%. Cons: Uses Rage, only slows, ONLY 15 SECONDS. Recommend you setup a round-robin if you have multiple Warriors;
-Warrior level 20+ 'Piercing Howl (https://classic.wowhead.com/spell=12323/piercing-howl)' (via Fury 11 point Talent (https://classic.wowhead.com/talent-calc/warrior/-050501)): Pros: Slows all mobs -50%. Cons: Uses 10 rage, only slows, ONLY 6 SECONDS. Recommend you setup a round-robin if you have multiple warriors;
-Shaman level X+ 'Frost Shock': Pros: . Cons: ;
-Mage level X+ 'Freezing effects?': Pros: . Cons: ;
-Other Classes level X+ '?': Pros: . Cons: ;
While multi-boxing Warriors+Paladins I initially tried to control this by trying to keep my targets hamstrung (from level 8+ when Warriors first get hamstring (https://classic.wowhead.com/spell=1715/hamstring)). Hamstringing helps but they still run (though more slowly) which is still a pain for a multiboxing group plus it uses Rage which limits DPS. I also had issues with having to monitor the 15 second duration and reapply and sometimes not having rage when needed and then wiping when tons of adds come back...
Things changed dramatically once my Paladins got 'Seal of Justice (https://classic.wowhead.com/spell=20164/seal-of-justice#comments)' at level 22. Once judged the targets do not flee at all and any melee hit by the Paladin refreshes the duration so it can be essentially permanent until the mob dies.
Anyway I saw someone else mention problems with fleeing mobs and thought I would start a thread to get together a list of all the options... If people reply to this thread with additional options I will try to update this initial post so we have a list in one place...
List of options to stop mobs from fleeing (or better control/limit them):
- Paladin level 22+ 'Seal of Justice (https://classic.wowhead.com/spell=20164/seal-of-justice#comments)': Pros: Mob stays & essentially permanent till mob dies. Cons: uses Mana and in lieu of another Seal/Judgement and 6-8 seconds to apply to next mob;
-Warlock level 14+ 'Curse of Recklessness (https://classic.wowhead.com/spell=704/curse-of-recklessness#comments)': Pros: Mob stays, reduces armor, & lasts 2 minutes. Easy to put on multiple mobs. Cons: Uses mana, mobs melee attack power increased, high aggro, in lieu of another curse;
-Warrior level 8+ 'hamstring (https://classic.wowhead.com/spell=1715/hamstring)': Pros: Slows mob -40%. Cons: Uses Rage, only slows, ONLY 15 SECONDS. Recommend you setup a round-robin if you have multiple Warriors;
-Warrior level 20+ 'Piercing Howl (https://classic.wowhead.com/spell=12323/piercing-howl)' (via Fury 11 point Talent (https://classic.wowhead.com/talent-calc/warrior/-050501)): Pros: Slows all mobs -50%. Cons: Uses 10 rage, only slows, ONLY 6 SECONDS. Recommend you setup a round-robin if you have multiple warriors;
-Shaman level X+ 'Frost Shock': Pros: . Cons: ;
-Mage level X+ 'Freezing effects?': Pros: . Cons: ;
-Other Classes level X+ '?': Pros: . Cons: ;