Dec 02, 2006, 10:24 AM // 10:24
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#781
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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If you haven't noticed, the damage from Lightbrigers Gaze is not armor ignoring.
I had lvl3 LB when I first tried DoA and my Gaze was only doing 76-80 damage. The other people in my group also brought it (one of which was lvl 7 LB) The interruption is far more useful than the damage.
Last edited by Vahn Roi; Dec 02, 2006 at 10:26 AM // 10:26..
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Dec 02, 2006, 10:24 AM // 10:24
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#782
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Banned
Join Date: Dec 2005
Location: You want see?
Guild: True Gods of War [True]
Profession: Mo/W
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Quote:
Originally Posted by Vahn Roi
A group of guildies has been running an SF build and last I heard they were inside the fortress fighting that huge "50 monster mob"
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Wow, I ran into you. You called me a n00b, some one said "Only some one who is an idiot would use the word n00b, or any form of it." That shut you up real nice.
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Dec 02, 2006, 10:25 AM // 10:25
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#783
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Banned
Join Date: Dec 2005
Location: You want see?
Guild: True Gods of War [True]
Profession: Mo/W
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Quote:
Originally Posted by Nanood
Well im no expert but i was wondering and correct me if im wrong but dont the lightbringer skills work in DoA ?
Just a thought on the skill description.
100 holy damage + interrupt and one other foe struck for each rank attained.
So at LB rank 9 (Yeah the grind would suck totally and be no fun) a single cast would hit 10 monsters for 100 holy damage + LB bonus and interrupt all 10 at the same time..
so.. lol
With a group of 8 that would be about 8000 holy damage + interrupts + bonuses.. every 15 seconds as long as your still alive lol
Thats gotta find a way to be helpful in here somehow..
Just a thought.
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Doesnt do 100 damage tho. . ..
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Dec 02, 2006, 10:28 AM // 10:28
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#784
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Academy Page
Join Date: Nov 2006
Location: Slovenia
Guild: Battlecry Warlords
Profession: R/
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Omg... so many crying.
Arena-net:
Leave it as it is, just fix bugs (if there are any?) and leave this chalange hard as it is. Couse if there will come an update, that place will be easy... there will be many many farmers and this cant be.
Regards.
AncientLord
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Dec 02, 2006, 10:32 AM // 10:32
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#785
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Desert Nomad
Join Date: May 2006
Location: Guildmistress Eve [Me], Guildmistress Azura [N], Guildmistress Azumi [A], Guildmistress Jaina [D]
Guild: Guildmaster Aeron [Rt], Arthas Ironfist [W], Guild: The Tyrian Templars [TTT]
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or someone finds a great way to exploit this all and put it on guru
no doubt ppl are already doing this
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Dec 02, 2006, 10:32 AM // 10:32
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#786
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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Quote:
Originally Posted by Lets Get to Healing
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Actually I didn't catch that comment as after I said my last little word I warped to ID1 to meet up with a guild group...
Everyone seemed a bit cranky in the American districts, I apologize for what I said.
small world.
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Dec 02, 2006, 10:35 AM // 10:35
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#787
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Frost Gate Guardian
Join Date: Jan 2006
Guild: Forgotten Myth
Profession: N/Me
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Quote:
Originally Posted by Spazzer
Give us better drops for the area. At least make the rewards consistant with the difficulty.
As it stands, 5+ hours to clear an area is way too much time for a handful of white non-max weapons.
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The challange it self wont be enough... If there are no rewards ( drops seems the same on low difficulty as well on hard areas ).. Just another npc PvP like area?
the outpost will most likely soon be empty and it will be hard to make parties to enter ( 1h to make party )
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Dec 02, 2006, 10:35 AM // 10:35
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#788
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Banned
Join Date: Dec 2005
Location: You want see?
Guild: True Gods of War [True]
Profession: Mo/W
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Now people are advertising for OPZi and XMS. How long until all we say is abbreviations.
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Dec 02, 2006, 10:36 AM // 10:36
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#789
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Academy Page
Join Date: Feb 2006
Location: Farming DoA
Guild: Praetorians of the Netherworld
Profession: R/Mo
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Quote:
Originally Posted by Vahn Roi
From what I was told, there are two bosses in this huge mob, a warrior and a monk and it's impossible to pull anything without aggroing all '50' monsters.
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Makes me wish I'd chosen the 'I want my mommy' option.
Was just reading in campfire that B/P is having some success.... i hope for A-net's sake (and everyone that doesnt have a necro, monk or ranger) that isn't true. I don't think anyone wants another tombs thats just longer and harder.
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Dec 02, 2006, 10:37 AM // 10:37
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#791
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Krytan Explorer
Join Date: Jan 2006
Location: California, USA
Guild: The Elite Knights of Tarnia [PwnD]
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So basically, you want it kept hard as it is to weed out the hardcore elites from the average, casual players, eh?
People will find "useful" builds and such, or "farm" like mad to raise their LB ranks. To me, it still won't do them much good without good tactics, coordination, and the right setup. While that will lead to some very picky group leaders, so far, I am finding out that this is where setup and strategy really comes into play.
The challenge can be kept hard enough, but remember that not everyone are as skilled as others, and cannot put in the many hours needed for these kinds of "hardcore" stuff.
Quote:
Originally Posted by Vahn Roi
Actually I didn't catch that comment as after I said my last little word I warped to ID1 to meet up with a guild group...
Everyone seemed a bit cranky in the American districts, I apologize for what I said.
small world.
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90% of them are cranky. Wish I had a limitless iggy list.
Last edited by LordDeArnise; Dec 02, 2006 at 10:40 AM // 10:40..
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Dec 02, 2006, 10:40 AM // 10:40
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#792
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Academy Page
Join Date: Feb 2006
Location: Farming DoA
Guild: Praetorians of the Netherworld
Profession: R/Mo
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Good lord.... 100 of those stones? I guess Tahlkora had better get used to those rags she's wearin....
Oh, congrats though.
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Dec 02, 2006, 10:47 AM // 10:47
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#793
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Congratulations, Noocoo, nice job.
I love it. We got pretty far with my last group.
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Dec 02, 2006, 10:51 AM // 10:51
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#794
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Krytan Explorer
Join Date: May 2006
Location: At my computer
Guild: Teh Nine [lll]
Profession: N/
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Yep, I just beat Lord Jadoth in a normal PUG.
Well, that's 1/4 of the quest done....
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Dec 02, 2006, 10:53 AM // 10:53
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#795
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Desert Nomad
Join Date: Aug 2005
Guild: DVDF(Forums)
Profession: Me/N
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It's not as bad as it seems. Gems can also drop from monsters.
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Dec 02, 2006, 10:57 AM // 10:57
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#796
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Desert Nomad
Join Date: Nov 2005
Location: Surrey University
Guild: Starting to play again... need a guild
Profession: W/E
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we got quite far with a bonder,healer(with infuse)and anormal healer,2 tanks,2 nukers and a ss...but we didnt complete it
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Dec 02, 2006, 11:35 AM // 11:35
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#797
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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We got pretty far with 1 dervish tank, a Warrior damage dealer, 2 nukers, bip, Gimmer of light monk (me), Bonder and a paragon. However, we got some miss-aggros, and after some time the warrior had to leave.
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Dec 02, 2006, 01:01 PM // 13:01
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#798
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Lion's Arch Merchant
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I lost the post, but somewhere back there in the many pages of this thread...someone mentioned the SF build works here. I will assume SF is Sorrows Furnace, so would this be the oh-so popular Oro farming build? Or was there another popular build that I slipped by me?
The reason I ask this is because I believe that Oro build revolved around the stance tank carrying the gear, correct? I didnt have alot of time to spend in these new areas last night, but I dont think I noticed any items that could be carried around like that....except maybe that shard thing in the one zone.
Anyway, could someone clear that up? Thanks.
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Dec 02, 2006, 01:04 PM // 13:04
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#799
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Ascalonian Squire
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well, i'm not a game designer, but i'll try anyway.
to make a good "elite area" do the following- design a neat and unique map, do not make it all dark and gloomy to hide your design flaws, make it jar dropping fingerlickin' good looking. make it somewhat like sorrows furnace
- design unique and interesting mobs. do not just make the mobs more overpowered than other mobs, make them different. here are a few suggestions
- place some mobs in between, that are skilled like the players team, just like ascention in prophecies.
- place mobs in there, that reflect the current pvp metagame to some extend: iway, SFway, ParaHolding, RaO, Smiting etc.
- place a few ubermobs, 2-3 monsters that are way more powerful than normal mobs, like glint for example. don't flood the area around these mobs with other mobs
- mobs that move with constant +25% speed buffs around the map, so you have to catch them to kill them and get neat drops
- etc etc
remember, do not make them overpowered, make them interesting and challenging.
- create unique and fun challenges, here are some suggestions:
- portals that spawn huge mobs of lvl 10 or 15 critters equipped only with simple skills like hammerbash or gale. you have to kill 200 to close the portal. make a timer, the faster you do this, the better the reward (items, gems, etc).
- make a racetrack filled with obstacles like doors to break, mobs that slow down etc. make a timer, the faster you complete it, the better the rewards.
- make an area where you have to stop fleeing mobs to reach the exit. make a timer the more mobs you stop from fleeing, the better the rewards.
- etc.
the point is: don't make the challenges too hard, make them challenging and base the rewards on the performance of the team. this way, you challenge the casual player AND the powerplayer.
- design the quests fun and interesting. no fed-ex quests, no kill XY quests. maybe a npc that wanders about and you have to catch him etc.
- make the rewards worthy. maybe not all drops max gold with perfect stats, but max damage, good gold-purple-white ratio, high chance of perfect stats etc.
- make FUN area effects, that affect monsters, too. like:
- all casts are instant
- everyone moves 25% faster
- spells have double the range
- healing skills can target enemies and damage them for the amount they would heal allies
- everyone takes double damage but gains a morale boost every 30 seconds
- everyone gains 1 adrenaline and 5 energy every 5 seconds
- all damage/healing is halfed, but skills have half the energy cost and recharge 50% faster
- you deal double damage, but take half the damage yourself when you attack/cast on a foe, same goes for healing: you gain half the health yourself
- etc
now that would be both fun AND challenging!
- to make the area more challenging for those who want it, let them choose the difficulty at the entrance, change the density of mobs acordingly, give special rewards for higher difficulties.
you see, it's not THAT hard to create an area that is incredible fun to play, challenging and something to look forward to.
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Dec 02, 2006, 01:18 PM // 13:18
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#800
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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I don't like suggestion #6...how is it Challenging?
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