Crystal Caverns - Why the foes??!?!?!?!?
Welcome to MMOs… WoW and SWTOR had it and I think it’s downright dumb. The irony is melee can stand under you and punch the air under you while you can’t hit them with your spell or arrow, which is an added layer of ludicrous.
Mobs become invulnerable to your attacks if they cannot reach you with their auto-attack.
it is designed this way to prevent exploits of pulling mobs, jumping up a cliff, remember mobs cant jump, and then just sitting there whacking it without it having any chance of fighting back.
if your having trouble with this particular puzzle i would suggest using a Guardian, Stand your Ground is a very short cooldown that grants stability which will prevent any knockbacks.
Aegis will also block the occasional skill thrown at you.
yeah it’s VERY frustrating to have mobs in jumping puzzles because of the combat speed slowdown. it’s even more annoying when you’re forced to kill the mob, but you can’t roll, or use any leap skills, or any skills that move your character around (hello death blossom), because your character will fall to his death.
either make jumping puzzles all about the jumping, or fix your in-combat/off-combat mechanics.
it is designed this way to prevent exploits of pulling mobs, jumping up a cliff, remember mobs cant jump, and then just sitting there whacking it without it having any chance of fighting back.
City of Heroes solved that problem (flying blasters/defenders shooting ground-bound mobs) by giving every mob a ranged attack, even if t was just “thrown rock” or something.
The annoying part about it in this game is that the mob quite often won’t go back to being attackable until it’s healed up to full and you’ve jumped down and stood in front of it for 10-15 seconds. Heck, I’ve had mobs go invulnerable because they had to drop down a 6-inch step before, and heal back up to full — I didn’t, of course, because the game thought I was still in combat with them.
^ i’ve had mobs go invulnerable mid-fight, in a plain area, and while still attacking me >.>