The biggest cause is two-fold, for some reason many like doing Hard
LDoNs over Normal - this isn't bad if you have the correct party and
a undrestanding about added risks doing Hards. Hard LDoNs just don't
have higher levels mobs, they have higher mobs with a greater aggro
range. An Aggro range is basically an invisible circle around a mob,
if another mob comes into that circle while your pulling it , and it hasn't
been calmed, lulled, soothed etc -it too will attack you. Hard LDoN mobs
have larger aggro ranges and also are more likely to resist calm, lull, soothe
etc. Since they are normally higher level then the average of the LDoN party,
your chance of dying increases.
Also when more then one mob is pulled and caster's cast their spells it's a good chance
one of the mobs will attack the caster. If this is your healer, then you must quicky
save the healer, taking away the attack on first mob.
Another key way of aggroing mobs is running into a caster mob, especially one that
casts Fear. If you have had fear cast on you, then you have no control over your
character. He or she will go running around randomly probally entering rooms where
more mobs will be, hense the dreaded Train. Nothing worst then a train in a LDoN.
Be sure before and during you trip into the dungeon, all members have endure
magic buff or it's equivilent. Even then depending on the caster mob you can still
be Feared. Also some will charm you - too things to do - root the feared or charmed
player and in the case of charm- kill the caster to stop the charm. A charmed melee
type can kill a cleric, mage, wizard very quickly if not stopped.
The other down side to aggroing mobs and dying (which in it's self is bad) it takes time to rez
and regroup. In hard LDoNs this will normally mean failure, some normals you can still
complete, but the time it takes to kill hard mobs usually is longer -so time is more
valueable.
Also if you party is attacked by more then one mob -and this is very important fight only the
one the MT main tank is fighting. You should have a CC player crowd control that can
mezz or lull the second mob or at worst root them. Enchanters are used a lot for CC.
Don't fight two different mobs as it defeats the purpose of having a CC player in your group.
So to quickly sum up -if done correctly you shouldn't have troubles with multiple mobs if
you have proper mix of player and remember to lull -soothe etc to prevent aggros.
Lately while I've been doing Ldons in BB I've seen more fear casters then before- this
may be a update to get more players to play other ldon areas- maybe not. Also learn
what type do cast. Watch the messages for what mob is casting a spell, others such
as the flying monkeys of everfrost almost always cast fear or charm. Learn which mob
will cast and try to pull it alone so you can quickly kill it.
Good LDoNing to all from Team Ice.
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