>hi, just wanted to know whats the difference between mezmorize and memory blur?
Mez makes the mob just stand there, mezmerized, kinda like what the
word means. After the mez breaks, the mob will make a bee line for the
mezzer and attack them (mob being whatever npc you are fighting, from
mobile on muds - used in games like eq due to the similarity to muds
(multi user dungeons, of the text variety) )
For example, you are in cazic there are 4 lizards on you, enchanter
mezzes the 3 that the big tank is not hitting right then. Ideally no
one else hits them. Enchanter remezzes if they break mez or are
beating on it. Good to have a druid around to snare one if it breaks
mez.. or a wiz to root it or something, until the enchanter can re
mez. This is one of the two great spells that an enchanter is in
demand for a party because of, the other being clarity (faster mana
gain).
Memory blur wipes the memory the mob has that someone was fighting it.
It used to be used as kind of an exploit, like someone almost killed
a thing, enchanter memory blur, cast damage spell, get the kill. Now
they fixed it where even to kill steal like that you'd have to do 51
percent of the damage to it. So now this spell is just useful if there
is an accidental combat, or something you know you cant take. It
pretty much only works if the thing was not aggro on you in the first
place or if you are casting it from far away. The mob basically goes
to "at ease" things are the way they were before it was fighting you.
Of course if it is an aggro to you, and you get close it will attack
as if anyone else new approached it.
This spell really doesn't have as practical a use as mez, it is more
like a "whoops i did not mean to do that and now I can take it back
without having to zone" spell.
D
I am not sure of your spelling, but I assume you mean Mesmerize here. It is
a level 4 spell that hold a monster for up to 24 seconds, as long as no
damage is done to it. Once damage is done, it is no longer "held"
mesmerized.
I am not sure where you got 1.5 seconds. We, enchanters, do have a color
flux spell, level 4, that stuns the monster for four seconds, whether damage
is taken or not.
> Mezmerize (the higher one) does a stronger job of this, I think. This
type of spell
> is good against agros such as, say, Kodiaks. The stun--no matter how
small--gives
> you a head start and a chance to get out range beofre it comes to.
There is a level 16 version of Mesmerize, Entrall that hold the monster for
twice as long with the same rules. There is also Mesmerization, which is an
area effect version of the level 4 spell.
> Memory blur is just that--it wipes the agro list. If your group is
getting smacked
> hard by, say, a croc or an aviak, everyone turns off attack, you cast
this, and
> it'll go about its merry way.
> Supposedly. :)
Oh it works, very well.
-Camedil
<snip post>
Mezmerize (the higher one) does a stronger job of this, I think. This type of spell
is good against agros such as, say, Kodiaks. The stun--no matter how small--gives
you a head start and a chance to get out range beofre it comes to.
Memory blur is just that--it wipes the agro list. If your group is getting smacked
hard by, say, a croc or an aviak, everyone turns off attack, you cast this, and
it'll go about its merry way.
Supposedly. :)
Kay Anders wrote:
>
> Mesmeize (the little one) also has a chance to wipe their agro list, so if you get
> out of the way soon enough, you might be safe. 'Course, it's stun is only about 1.5
> seconds, so good luck :)
>
> Mezmerize (the higher one) does a stronger job of this, I think. This type of spell
> is good against agros such as, say, Kodiaks. The stun--no matter how small--gives
> you a head start and a chance to get out range beofre it comes to.
>
> Memory blur is just that--it wipes the agro list. If your group is getting smacked
> hard by, say, a croc or an aviak, everyone turns off attack, you cast this, and
> it'll go about its merry way.
>
> Supposedly. :)
You must have been hitting the thing after you mesmerized it. ;)
Memory blur wipes the aggro list, as you say. Casting it on a normally
non-aggro creature is a good way to end a fight amicably, as long as the
creature has no DoTs on it. This spell is also useful when a monster
has gotten really angry at a healer or nuker, since the tanks can usually
taunt the monster off after it is blurred.
Mesmerize makes the mob stand still for 24 seconds or until it takes damage.
There is also a small chance of a memory blur effect. Damage from DoTs
will wake up the creature. If the creature takes no damage, the spell will
last its full duration.
Mesmerization is an area effect Mesmerize spell. The effect is exactly the
same. It is entirely possible for the caster to be caught in the area of
the spell.
Enthrall is an upgrade to Mesmerize. It lasts 48 seconds and has a greater
chance of memory blur.
Entrance is the next upgrade. It lasts 72 seconds and has a yet greater
chance of memory blur.
--
Morgan
Xymarra, High Elf Enchanter on E'Ci
(crossposting all posts to rec.games.computer.everquest)
Memory blur has 2 less spelling errors.
Sorry, I had to say that
Morgan...
And the memory blur effect of the mezmerization series has been
removed a while back I believe.
Search Castersrealm thru old news, for confirmation...
Hedda.
I'm pretty sure it is still there. Each of the Mesmerize line has
a chance of memory blur. If you want a guaranteed blur, then you
have to use Memory Blur. You can test the memory blur effect by
casting Mesmerize (or whatever spell you are testing) on a creature
that is normally indifferent to you. If the memory blur works, it
will still be indifferent. If the memory blur does not work, the
creature will be threatening.
The memory blur effect on Mesmerization is generally useless because
each target has a separate chance to resist. If even one of the
group is not blurred, it will usually aggro all the others as soon
as they wake up.
Mem blur was removed from mez a while back.
On Wed, 05 Apr 2000 03:08:20 -0700, Morgan <mor...@misleading.com>
wrote:
Mezz is the base spell, it holds them for 24seconds and DOES include a
CHANCE of mem blur (same as always doesnt appear to have changed in the last
year).
Enthrall is identical except the duration is 48 seconds.
Entrance is identical except duration is 72 seconds.
Erik Halvorsen <erik.ha...@jernia.no> wrote in message
news:39122c9c...@news.eunet.no...
>Uhm not quite accurate.
>
>Mezz is the base spell, it holds them for 24seconds and DOES include a
>CHANCE of mem blur (same as always doesnt appear to have changed in the last
>year).
>Enthrall is identical except the duration is 48 seconds.
>Entrance is identical except duration is 72 seconds.
I didn't think Enthrall or Entrance had a chance to mem blur
though...?
Hansel & Gretel
Druid and Warrior Halfling Duo
Innoruuk
Yup, they do. Less of a chance than the real memory blur line, but they
do
>
>
> Hansel & Gretel
> Druid and Warrior Halfling Duo
> Innoruuk
>
--
Vedun, 30th tank mage
Xirin, 31st retired druid
Xirinia Gusl'ar, 41st tanking bard of Povar, guildless
Run fast, die often, leave a well dressed corpse.
th