Apr 23, 2011, 05:21 AM // 05:21
|
#61
|
Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD大]
Profession: E/
|
Quote:
Originally Posted by Essence Snow
Reapers spawn once the 3 terrorwebs have been killed at each of the sites (after restoring has been taken). So there is definately a chance of bad spawns......Mnts kill the webs b4 the the behemoths...bad spawn. Plains kill the webs b4 the riders...bad spawn. Pits....kill the webs b4 the thashers and collectors....bad spawn.
To be safe just make sure one of the 3 webs is the last foe u kill where a reaper might spawn.
|
Yes, but this is my point, not taking restore because you will have a bad reaper spawn is stupid, since you'll be clearing it yourself. Make sure you kill everything around it before you kill the damn terrorwebs. Also, mnts kills the Behemoths if they spawn bad usually, or he's doing his job wrong.
|
|
|
Apr 23, 2011, 02:26 PM // 14:26
|
#62
|
Grotto Attendant
|
Quote:
Originally Posted by Bright Star Shine
Yes, but this is my point, not taking restore because you will have a bad reaper spawn is stupid, since you'll be clearing it yourself. Make sure you kill everything around it before you kill the damn terrorwebs. Also, mnts kills the Behemoths if they spawn bad usually, or he's doing his job wrong.
|
This is a heroes thread. Not a speed clear thread.
Relying on heroes to refrain from aggroing/killing the terrorwebs too early is a risk. Especially for those popular spirit-based setups that can't turn off their damage even by flagging or rapidly setting the whole team to "avoid combat." As soon as the terrorwebs go down, the reaper pops up. If there's something else alive in the area, he's going to get attacked. How bad this is depends on what's attacking the reaper and how able your party is to protect the reaper from it.
Mountains is the worst risk because the reaper can sometimes spawn directly on top of a pile of traps and die pretty much instantly. It's a bunch of little packets so it goes right through PS/SB. About the only thing that can save him is immediate SoA, which you may not have, and the heroes probably aren't smart enough to use anyway.
Planes can be a problem because half of the mindblades from the horsies on either side spawn on the far side and cross the reaper's position. If you feel comfortable keeping the reaper alive while taking on a 9 spawn, no problem. For those who don't, pre-clearing is an option.
Pools is complicated by the fact that you can't really tell which terrorwebs are the set that pops the reaper. Worse case scenario is that you end up out of cast range of the reaper, with a mass of dryders bodyblocking the way while dropping meteor showers on him.
I'm not sure if Vale is really a risk anymore. Way back in the day (I'm talking about the age of stance tanks, if anyone remembers back that far) you could end up with coldfires aggroing on to the reaper. These days, people generally leave that bunch of coldfires alive and they never cause problems. I'm not sure if it's a change to the patrol path, or a change to the monster AI/aggro system, or just that we were particularly unlucky in the old days.
Now, I'm not saying that everyone needs to pre-clear the reapers, or that pre-clearing is the best way to do UW, or that pre-clearing is anything other than horribly, horribly time-consuming. What I am saying is that there is an unavoidable risk of putting the reaper in some level of danger if you don't pre-clear, and people who are not comfortable with that risk have a way of avoiding it if they choose to do things the long way. Did I not say:
Quote:
Originally Posted by me
]Strong human teams who know the spawns generally do not need to pre-clear. Heroes can be a little bit less reliable about "don't aggro that" and "don't kill that dryder yet" and are generally stupider about all aspects of UWG. On the other hand, pre-clearing takes forever. Choice is yours.
|
?
|
|
|
Apr 23, 2011, 02:29 PM // 14:29
|
#63
|
Krytan Explorer
Join Date: Oct 2008
Profession: W/
|
Quote:
Originally Posted by Essence Snow
Reapers spawn once the 3 terrorwebs have been killed at each of the sites (after restoring has been taken). So there is definately a chance of bad spawns......Mnts kill the webs b4 the the behemoths...bad spawn. Plains kill the webs b4 the riders...bad spawn. Pits....kill the webs b4 the thashers and collectors....bad spawn.
To be safe just make sure one of the 3 webs is the last foe u kill where a reaper might spawn.
|
then its not a bad spawn.. maybe the mnts in uwsc where you have to solo it and the reaper spawns in range of the lower behemoths so you cant take the quest.
but killing in the wrong order is not a bad spawn, its just stupid gameplay
|
|
|
Apr 23, 2011, 02:42 PM // 14:42
|
#64
|
Unbridled Enthusiasm!
Join Date: Nov 2009
Location: EST
Guild: DPR
|
Quote:
Originally Posted by michielboonstra
then its not a bad spawn.. maybe the mnts in uwsc where you have to solo it and the reaper spawns in range of the lower behemoths so you cant take the quest.
but killing in the wrong order is not a bad spawn, its just stupid gameplay
|
Read the post above u...this is a hero thread.......
__________________
~"Serenity now.... Insanity later"~
|
|
|
Apr 23, 2011, 02:59 PM // 14:59
|
#65
|
Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD大]
Profession: E/
|
I know this, I never compared this with UWSC. I think someone else made the reference to mnts in an earlier post than mine, that's why I mentioned it.
Anyway. You shouldn't aggro the terrorwebs anyway. Only troublesome area might be mnts, with the behemoths, but in all other areas, you can clear everything before even aggroing the terror's. Plains could be challenging though, but that's the only one... Running around aimlessly like that popping quest after clearing everything is a pure waste of time, and if you can't handle not killing 3 things, it's indeed bad gameplay.
|
|
|
Apr 23, 2011, 04:16 PM // 16:16
|
#66
|
Grotto Attendant
|
Quote:
Originally Posted by Bright Star Shine
You shouldn't aggro the terrorwebs anyway.
|
I know this. And you know this. But Koss, he just doesn't get it.
|
|
|
Apr 23, 2011, 04:23 PM // 16:23
|
#67
|
Furnace Stoker
Join Date: Nov 2009
Location: Belgium
Guild: Club of a Thousand Pandas [LOD大]
Profession: E/
|
Quote:
Originally Posted by Chthon
I know this. And you know this. But Koss, he just doesn't get it.
|
I know this is meant as a joke, but anyone who takes melee heroes into UW, deserves to fail. Melee AI is so thick you can build a house on it..
Gwen would be my main concern, her AI is made as if she wants to scream LEEERROOOOOY JEEEENNKIINS.
|
|
|
May 02, 2011, 01:36 AM // 01:36
|
#68
|
Grotto Attendant
|
Quote:
Originally Posted by Dzjudz
Yes all quests in FoW and UW have to be done in the same run, the quests reset every time you leave those areas.
|
Which is why it's so darned hard. A lot of things that you want/need to have for 4H aren't so useful for Dhuum, and vice versa.
|
|
|
May 02, 2011, 02:16 AM // 02:16
|
#69
|
Krytan Explorer
Join Date: Jun 2008
Location: Texas
Guild: One in Guild Wars
Profession: R/
|
Personal opinion here, but if you've never done UW I wouldn't suggest using heroes as a first time adventure. Get a human team so you learn the spawns, areas, quests, etc before taking a team of heroes in there.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 09:12 PM // 21:12.
|