Jan 07, 2006, 10:38 PM // 22:38
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#21
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Desert Nomad
Join Date: May 2005
Location: Belgium
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i wish mobs would fight more... surely the imps could take on the ice golems :P
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Jan 07, 2006, 10:57 PM // 22:57
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#22
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Wilds Pathfinder
Join Date: May 2005
Location: Take me where I cannot stand.
Guild: The Better Part of Valor
Profession: W/N
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Actually, Dolyak Signet is affected by Rust. All signets are affected by rust. Dolyak Signet just happens to have a casting time of 0 though, so 3 times 0 is still 0.
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Jan 07, 2006, 11:18 PM // 23:18
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#23
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Wilds Pathfinder
Join Date: Aug 2005
Location: Camp Rancor (Rancour :D)
Guild: I'm a free spirit (that's not what the guild is called, I just am)
Profession: W/R
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I.E, Dolyak Signet isn't affected by rust.
If you're under Rust and you use Dolyak Signet, does Dolyak Signet change in any way? No. Therefore, it's not affected.
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Jan 08, 2006, 01:56 AM // 01:56
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#24
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Academy Page
Join Date: Aug 2005
Location: forest of living nightmares
Guild: peacekeepers of tyria[PKOT]
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the dude talkin bout the lutenant helm is right- just use htat and put in watch yourself and you should be fine ive farmed that spot since the sword came out.... so many bad memeorys -.-". its never been a challenge just recently stopped farming that place now that i got all the things i wanted. pm me for my w/mes build- il give it to ya
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Jan 08, 2006, 05:55 AM // 05:55
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#25
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Jungle Guide
Join Date: May 2005
Location: Germany
Guild: Servants of Fortuna
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How is this a "nerf"? Even if they added that golem (which I think has always been there), so what? They made it more difficult to get an IDS. That's not a nerf in my book. Quite the opposite.
The measure (if any was taken) makes it more rewarding to get the sword. It is supposed to be a special and rare sword. And if you ask me, previously it was too easy. I did a few runs, and my parties got up to 3 IDS in 1 run. Not exactly what I call "rare". Also, the measure would help to keep the prices up. Since everybody and his mother went farming for IDS and the market was flooded with them prices were dropping to the basement, from 100k+ to as low as 10-15k. --~~~~
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Jan 08, 2006, 06:03 AM // 06:03
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#26
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Krytan Explorer
Join Date: Jun 2005
Location: Arctic Tundra
Guild: Pints N Quarts [PsQs]
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about time those pathethic lvl10 golems got a lil level increase...
was always wondering what they were doing there - maybe enslaved by the imps in case they wanna start a drinking bench ^^
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Jan 08, 2006, 08:06 AM // 08:06
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#27
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Forge Runner
Join Date: Jun 2005
Location: http://tinyurl.com/4g5ueb8
Guild: Put the peanut in the peanut hole!
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i always seen ice golems where the imps are :T
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Jan 08, 2006, 08:19 AM // 08:19
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#28
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Academy Page
Join Date: Jun 2005
Profession: E/Mo
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The golems were always 10 before. I solo with a 55 mo/me, so it doesn't effect me regardless.
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Jan 08, 2006, 08:28 AM // 08:28
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#29
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Wilds Pathfinder
Join Date: Jul 2005
Location: Denmark
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You guys still don't get it, do you? Anet clearly does not agree that high level areas should be able to be solo'd. The game was meant to be a cooperative effort. So I wouldn't call placing additional creatures in the way to stop some potential solo-able routes a nerf. I call it justice.
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Jan 08, 2006, 08:44 AM // 08:44
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#30
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Frost Gate Guardian
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The only ice golem I ever saw was the single one at the entrance. All the other spawns had 1 troll or just imps every time.
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Jan 08, 2006, 09:11 AM // 09:11
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#31
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Jungle Guide
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give the guy a break lol -
this is new, probably something to consider a nerf of the area, and it hurts some solo warrs trying it
(note not solo monks, don't want to hurt the imonk lol)
mind you I don't know why we had level 10s there before either but yeah no 24s
there are other options than heal sig tho and I think there is time inbetween to beat rust as well. but yeah shame there was a cool build for w/me, i think you want to go back to looking at w/mo for better luck
(go figure eh)
want to practice a build beating imps/icy golems/similiar mixes to what you'll hit in mineral springs fast?
hit lornars and solo the area/test stuff out
pm me if you want some extra thoughts/revamp too but most of it is out there for warrior builds in the forums
cheers
CKaz
Last edited by CKaz; Jan 08, 2006 at 09:13 AM // 09:13..
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Jan 08, 2006, 10:20 AM // 10:20
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#32
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Forge Runner
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W/Me still works fine for me. Who needs a silly 2 seconds of not hitting anything, armor reducing healing signet when there's Victory is Mine?
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Jan 08, 2006, 10:29 AM // 10:29
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#33
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Ascalonian Squire
Join Date: Jun 2005
Profession: W/Me
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Quote:
Originally Posted by coolsti
You guys still don't get it, do you? Anet clearly does not agree that high level areas should be able to be solo'd. The game was meant to be a cooperative effort. So I wouldn't call placing additional creatures in the way to stop some potential solo-able routes a nerf. I call it justice.
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I beg to differ, many upper level areas are DESIGNED to be soloed, otherwise they would be all full of monsters who dazed and blinded. Anet means to force you to think up creative builds, that are efficient at what they do, and if that means you can bring all the needed skills to counter the abilities of a certain group and also be able to counter them, well that just means you're playing the game well. If anything the recent 'nerf', (I don't think its a nerf anyway, more like an IDS buff) will just make it more worthwhile to farm for these swords because since the price drop ive completely given up.
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Jan 08, 2006, 12:24 PM // 12:24
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#34
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Frost Gate Guardian
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I have been trying out a W/E build with obsidian flesh, but those damn imps and their maelstrom when obsidian flesh wears off is rather annoying, especially with mind freeze on that prevents you from getting away from maelstrom. I guess I will try the vim build.
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Jan 08, 2006, 01:00 PM // 13:00
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#35
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Krytan Explorer
Join Date: Aug 2005
Location: Korea
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Quote:
Originally Posted by chilln_1ce
I beg to differ, many upper level areas are DESIGNED to be soloed, otherwise they would be all full of monsters who dazed and blinded.
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i don't really follow PvE, but i beleive Gaile said quite the opposite of what you claimed, with regards to the attempted nerfs on 55hp monks
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Jan 08, 2006, 02:03 PM // 14:03
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#36
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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Its obvious whta ghappened. all those wannabe farmers who got killed tryingto get an IDS gave the enemies exp., therfore they lvl'd
i went on a few runs for an IDS then stopped as soon as i got 1. I only wanted it for myself and enjoyed the challenge of getting it. i'd love to see more items in difficult areas like this, then i could get one of each.
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Jan 09, 2006, 08:11 AM // 08:11
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#37
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Wilds Pathfinder
Join Date: Jul 2005
Location: Denmark
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Quote:
Originally Posted by chilln_1ce
I beg to differ, many upper level areas are DESIGNED to be soloed, otherwise they would be all full of monsters who dazed and blinded. Anet means to force you to think up creative builds, that are efficient at what they do, and if that means you can bring all the needed skills to counter the abilities of a certain group and also be able to counter them, well that just means you're playing the game well. If anything the recent 'nerf', (I don't think its a nerf anyway, more like an IDS buff) will just make it more worthwhile to farm for these swords because since the price drop ive completely given up.
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You may beg, you may differ, but I think you still are wrong. I believe I saw a statement, or perhaps it was a quoted statement in someone else's post, from Gaile (I guess she is sort of an Anet representative?) that stated just what I said: high level areas in the game were not meant to be able to be done solo. If you can do it today, its because you found some build that coincidentally allows you to. And I believe Anet has tried to make changes in the recent patches to block some of this.
So it is only natural to assume that once Anet realizes that warriors can solo for this IDS thingy, that they would insert a new monster or two to block this or at least make it extremely difficult. Whether they did this or not, I don't know. But if they did, I just wouldn't be surprised.
Last edited by coolsti; Jan 09, 2006 at 08:13 AM // 08:13..
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Jan 09, 2006, 11:24 AM // 11:24
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#38
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Desert Nomad
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That's strange when I went to the cave in mineral springs there were Trolls there with the Ice Imps. Never saw no golems though. Maybe they are randomizing the spawn. Which is fine by me, seems fairer and makes farming IDS harder.
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Jan 09, 2006, 11:27 AM // 11:27
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#39
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Desert Nomad
Join Date: Jan 2006
Location: Moon
Profession: Mo/
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Quote:
Originally Posted by Red Sonya
That's strange when I went to the cave in mineral springs there were Trolls there with the Ice Imps. Never saw no golems though. Maybe they are randomizing the spawn. Which is fine by me, seems fairer and makes farming IDS harder.
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The spawns are random, easy to see by leaving any outpost, looking where the first bunch of mobs is, then return to the outpost, and out again. Very likely that the mobs are in different places. Just like hunting Ettins, sometimes you get the 'Ettin wonderland'-spawn, when there's ettins practically all over, and sometimes there's just few of them, and kazillion bog scales.
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Jan 09, 2006, 11:54 AM // 11:54
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#40
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Desert Nomad
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Don't underestimate those bog scales. I usually clear that whole zone and I get good stuff off of them as well as the undead, the Ettins aren't the only things that drop gold nice items. I got a 10/10 sundering drop off one of those undead.
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