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View Full Version : Best options to control fleeing mobs (runners who will bring back friends)...



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: ;

Mercbeast
09-17-2019, 01:15 PM
I round robin hamstring, on like a 10s rotation with a 2s window. Two of my warriors also have piercing howl for emergency situations where the hamstring falls off.

nodoze
09-17-2019, 01:42 PM
I round robin hamstring, on like a 10s rotation with a 2s window. Two of my warriors also have piercing howl for emergency situations where the hamstring falls off.Interesting. Do you manually manage the round-robin hamstring yourself or do you have a timer setup? If you use a timer are you doing that in ISboxer?

I don't remember seeing a setup like that and it would be really helpful in some situations. I would definitely want to go there for hamstring if I didn't already have 'Seal of Justice'. I would likely also do one for round-robin interrupting of casters (via shield bashing/pummeling/etc).

If you haven't already can you post your setup for that to the macro thread?

Boxor
09-17-2019, 08:09 PM
I also had issues with having to monitor the 15 second duration

I use the OmniCC addon which shows the debuff time left for bleeds and hamstring. Also shows how many are on the target.

The Crowd
09-18-2019, 01:32 PM
I feel we are over complicating the issue, You still have bows/guns on the warriors right? I know they hit for sweet fuck all, but still times 4 should nearly be enough to kill a runner?

nodoze
09-18-2019, 02:23 PM
I feel we are over complicating the issue, You still have bows/guns on the warriors right? I know they hit for sweet fuck all, but still times 4 should nearly be enough to kill a runner?That is a good idea for some scenarios and even though I only have 3 Warriors that may be enough. For other groups with only 1 Warrior the gun wouldn't be a safe bet.

The problem that mainly comes to mind is when I have a large group of mobs and can't really stop cleave DPS for the delay to fire guns on a runner that I cannot let get away as him coming back with more will wipe me. Seal of Justice totally makes the issue go away as they don't run at all.

Mercbeast
09-18-2019, 03:57 PM
Yea, I set it up in ISboxer. When you setup a keymap, you can set it up manually to round robin, or you can let isboxer automatically round robin within the target group.

If you manually do it, you basically need a step for each character, tick the box at the top for do not pass for x seconds, set the timer, and then tell it to trigger once or not.

If you want isboxer to do it, you just tick the box for round robin on the side. You can setup the timer rules on the top just the same as if you did it manually, and it will apply those rules to each character in the target group.

I have it setup to an ATG for warriors. Each time I hit the hotkey, one of the warriors, rage permitting, will use hamstring. I'd recommend that you tell it to reset after X number of seconds, so that which warrior will more frequently hamstring is predictable, and you can pay attention to their rage more specifically. I'd also recommend you manually create the round robin group, because this way you know the exact order that your warriors will act. I'm not entirely sure how the automatic round robin function decides. I'd imagine by character slot, but you never know.

EaTCarbS
09-30-2019, 02:32 AM
I drive from the healer, and frost shock works fantastic for preventing runners from getting too far.