Bit of cross posting going on here, but I thought this deserved its own thread. The complete test results are in the test results forum. These are the findings:
Only 11 shrooms can be mezzed with one aoe mez. The rest aggro the sorc that cast on them but remain unmezzed.
- This only applies to stacks of shrooms
- Shrooms act like players for pvp. You can remez without duration reduction, but they have a timer like a player too.
- radius duration falloff effects shrooms
And a few other irritating things:
- confuse does nothing to shrooms
- aoe amnesia does not stop shrooms casting
- shrooms almost never get resisted (when attacking you), including the very low level ones.
Personally I think the following behaviour should be appropriate:
- No cap on the number of shrooms mezzable with one mez. The cap on 11 shrooms per mez is nuts. Especially given how large these shroom stacks can get.
- Shooms have a 'cast time' and should be treated like casters. Ie, should be interruptable:
- AoE mez should interrupt shrooms casting
- AoE amnesia should interrupt shrooms casting
- Confuse should confuse shrooms.
To illustrate the misinformation about this going on, here's a quote from the Animist TL's last report. (The Animist TL has a 95k total rps by the way...)
2.4 Concern IV - Crowd Controlling Turrets
Nothing is more painful than watching the enemy crowd control 2.5 power bars' worth of turrets. While players get to benefit from radius reductions, resists, and possibly Determination, turrets get none of those things. While this is certainly a problem for any pet, turrets are hit far worse. Not only are FnF turrets on timers (meaning the crowd control effectively reduces the turret's active lifespan), but all turrets are stationary, meaning they only cover a certain small area. Crowd control allows the enemy to easily move through that area so that the power spent summoning those turrets goes completely wasted. At least with a normal pet, once the crowd control has faded, they can still go chasing after the enemy. With turrets, once the enemy is gone, there's no catching up.
He's wrong about the radius reduction. He also doesn't know about the 11-shroom limit. He will soon though
Only 11 shrooms can be mezzed with one aoe mez. The rest aggro the sorc that cast on them but remain unmezzed.
- This only applies to stacks of shrooms
- Shrooms act like players for pvp. You can remez without duration reduction, but they have a timer like a player too.
- radius duration falloff effects shrooms
And a few other irritating things:
- confuse does nothing to shrooms
- aoe amnesia does not stop shrooms casting
- shrooms almost never get resisted (when attacking you), including the very low level ones.
Personally I think the following behaviour should be appropriate:
- No cap on the number of shrooms mezzable with one mez. The cap on 11 shrooms per mez is nuts. Especially given how large these shroom stacks can get.
- Shooms have a 'cast time' and should be treated like casters. Ie, should be interruptable:
- AoE mez should interrupt shrooms casting
- AoE amnesia should interrupt shrooms casting
- Confuse should confuse shrooms.
To illustrate the misinformation about this going on, here's a quote from the Animist TL's last report. (The Animist TL has a 95k total rps by the way...)
2.4 Concern IV - Crowd Controlling Turrets
Nothing is more painful than watching the enemy crowd control 2.5 power bars' worth of turrets. While players get to benefit from radius reductions, resists, and possibly Determination, turrets get none of those things. While this is certainly a problem for any pet, turrets are hit far worse. Not only are FnF turrets on timers (meaning the crowd control effectively reduces the turret's active lifespan), but all turrets are stationary, meaning they only cover a certain small area. Crowd control allows the enemy to easily move through that area so that the power spent summoning those turrets goes completely wasted. At least with a normal pet, once the crowd control has faded, they can still go chasing after the enemy. With turrets, once the enemy is gone, there's no catching up.
He's wrong about the radius reduction. He also doesn't know about the 11-shroom limit. He will soon though
Yosarian - Nimue