Post by lizzieborden on Apr 17, 2009 17:19:57 GMT -8
When you charm, give your pets weapons. Basicallly, any two one-handed weapons will work. Not necessarily Magician pet toys, but anything. Could be fine steel or rusted.
The reason for this is because charmed mobs do not dual wield unless they're equipping weapons. Think of mobs as Warrior-class NPCs. Like all warriors, they dual wield. Charming, besides subordinating an NPC to your will, is the most powerful debuff in the game. Charmed mobs are generally reduced to a mere fraction of their uncharmed state. Their max hit is generally 30-40% of their uncharmed max, and they no longer dual wield. Giving them two one-handed weapons restores this functionality. Magician weapons are nice because of the procs, but bear in mind, they will be used on you if that mob ever breaks charm. I farm Napaea Daggers in Goraku Mesa, because these weapons stack.
Whatever weapons you give them, they should include no MR stats. Improving a mob's MR will mean more likely to break charm.
Tash your mobs before charming them.
Buff your charisma.
The mechanism of the charm works like this. You cast a charm spell and the beginning of every tick (INCLUDING the first one), gives the mob a 25% chance of being allowed a resist check against the charm.
If the 25% is missed, the mob remains charmed at least until the next tick, when the check is made again. If the 25% check is made, the mob is allowed a resistance check against charm. If the resistance check fails, the mob remains charmed until the next tick, when the 25% check is made again. If the resist check is successful, charm is now broken.
The reason for this is because charmed mobs do not dual wield unless they're equipping weapons. Think of mobs as Warrior-class NPCs. Like all warriors, they dual wield. Charming, besides subordinating an NPC to your will, is the most powerful debuff in the game. Charmed mobs are generally reduced to a mere fraction of their uncharmed state. Their max hit is generally 30-40% of their uncharmed max, and they no longer dual wield. Giving them two one-handed weapons restores this functionality. Magician weapons are nice because of the procs, but bear in mind, they will be used on you if that mob ever breaks charm. I farm Napaea Daggers in Goraku Mesa, because these weapons stack.
Whatever weapons you give them, they should include no MR stats. Improving a mob's MR will mean more likely to break charm.
Tash your mobs before charming them.
Buff your charisma.
The mechanism of the charm works like this. You cast a charm spell and the beginning of every tick (INCLUDING the first one), gives the mob a 25% chance of being allowed a resist check against the charm.
If the 25% is missed, the mob remains charmed at least until the next tick, when the check is made again. If the 25% check is made, the mob is allowed a resistance check against charm. If the resistance check fails, the mob remains charmed until the next tick, when the 25% check is made again. If the resist check is successful, charm is now broken.