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looking for level 45 to 50 zone where mobs wont fleeFollow

#1 Sep 30 2015 at 7:02 PM Rating: Good
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Does anyone know where to find mobs that dont flee at low health for level 45 to 50? Thanks :)
#2 Sep 30 2015 at 8:07 PM Rating: Excellent
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Pretty much all mobs at all levels flee at low health. The only (mostly) consistent exception are undead mobs, but they also tend to be tougher pound for pound at any given level range, so that's often a wash. The point being that there's no "zone" where mobs don't flee (not that I'm aware of), but there are some specific mobs that don't, but you kinda have to learn which ones do, and which ones don't.

Is there a specific reason you're asking this question? I'd think a better question would be "how do you handle mobs fleeing?" It would also help if you tell us what class you are playing. Different classes have different ways of handling mobs that flee. Also, be aware that in most cases, the mob fleeing is a good thing. It means you don't get hit for the last X% of the mobs health. The disadvantage is that if the mob flees into another mob, that mob may come after you, which can be a "bad thing".

Try pulling mobs far enough away from areas where other mobs path that you can kill it while fleeing before it gets too far. Some classes get snares, which slow movement of the target. When fleeing, mobs move relatively slowly (at a walk), which often means that when snared, they don't move at all (so free backshots while it stands still trying to run, but not moving). Other classes get root spells/abilities. Which will prevent movement of the mob (but it'll turn and attack you now, and root can break, causing it to resume fleeing).

Is there a specific problem you are having that you need help with?
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#3 Oct 01 2015 at 5:23 AM Rating: Good
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lordbyter wrote:
Does anyone know where to find mobs that dont flee at low health for level 45 to 50? Thanks :)


Goru'kar Mesa has all sorts of mobs in that level range that flee... but aren't social. So you can kill them right in front of their pals. Do avoid any sort of named though, until you are sure you can handle it (named in a lot of The Serpent's Spine lower zones are a significant boost vs. the normal mobs). That zone also has the "weaker than normal" mobs that /con the same colour (say dark blue) as a regular difficulty mob in the majority of the game.

If you are a kiter or careful root-rotter, Blackfeather Roost is a great place to hunt (and can take you 50-70 if you want). The difference here is that tons of social mobs and runners, it's all about using the space to control them and knowing the wandering pathing.

As for the actual "no fleeing" then Gbaji's advice is spot on. For 45-50 you will have some success digging in Kunark zones, but devs were tricky then so odds are they have live mobs mixed near and social to your undead. A lot of the ghost undead (like Sarnak or Iksars) behave oddly so you'd be having to test case-by-case if they flee or are social.

Oh... "undead side" of Gulf of Gunthak beach might serve your purposes. Swim over from the lighthouse, it's the side on your left. The right side has all sorts of mosquitos, nifliks and human beggars. On the left you have a lot of waterlogged zombie trolls and such.

Lastly, my memory is foggy on it... but I seem to recall Chardok B (halls of betrayal) having a lot of undead and mobs that like to stand still and get beaten.

#4 Oct 02 2015 at 12:20 AM Rating: Excellent
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Howling Stones is a good place to try at that level range. When you zone in try to drop down to the lower area ASAP. some of the stuff will run down there but alot of it don't. ITs also not as big of a mess as say Lower Guk where one runner pulls half the zone on you.
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#5 Oct 02 2015 at 12:36 PM Rating: Excellent
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#6 Jun 04 2017 at 8:52 PM Rating: Good
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I did figure out some good mobs that don't flee. All the snakes in Goru'kar Mesa that I have encountered so far, even the level 50+ up by the Potameids, don't flee.
#8 Jun 05 2017 at 1:18 PM Rating: Excellent
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The other way to skin the problem is, if the mob type flees, but is social, they usually don't flee if there's more than one in camp. So, make sure to always have two in camp, and when one dies, pull another before the remaining mob gets to "flee"-levels of health.

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#9 Jun 08 2017 at 7:47 PM Rating: Excellent
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Mobs in Griegs End never flee. Not relevant at 40 but you'll want to consider that going forward. When you leave there at level 72 with 2K AA you'll wonder how you did those levels without this gift of a zone.

edit: You should be in City of Mist. I don't know about fleeing, but it just doesnt matter here if they do. CoM to 57, Griegs to 72. Lobby buffs stick on you at 67, do all your AA then in GE one 50aa lesson at a time.

Edited, Jun 8th 2017 10:00pm by Taninger
#10 Jun 09 2017 at 11:45 AM Rating: Good
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Very few mobs run in CoM
Raging Golem seemed to but mostly they just fight till they drop.
I'm not sure about staying until 57 though.
Mobs in the castle may behave differently. They definitely suffer from wild aggro switches

PS I was going to suggest Veksar

Edited, Jun 9th 2017 1:46pm by Cobra101
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#11 Jun 10 2017 at 4:53 PM Rating: Good
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CoM is my favorite 30 through 48ish exp grinding zone, though lots of mobs do flee. It really depends on spawn types. Stuff in the stables sometimes flee after a beating in the alley, same with right side courtyard mobs. goo near the 'goo house' flee, and some of the white-floaty spirit of sathyr type mobs flee, too. Oh, and mobs fleeing through locked doors on the sky platform can be a real downer.


One of the benefits of pulling to camps is it removes problems associated with fleeing mobs.

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