Jun 25, 2005, 05:53 AM // 05:53
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#41
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Ascalonian Squire
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Quote:
Originally Posted by Kashrlyyk
The rules they created say no level above 20! And they broke that rule with enemies!
Look at the game mechanics guide! They put a lot of thought in how to calculate the damage! And they broke their rules there, too!
And I want to know is it possible to get that damage via the game mechanics without cheating? What you describe is cheating in my eyes!
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No, they said the level cap for players is 20. Nothing about monsters.
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Jun 25, 2005, 06:40 AM // 06:40
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#42
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Chasing Dragons
Join Date: May 2005
Location: Lost in La-La Land
Guild: LFGuild
Profession: Mo/Me
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And if you go with a party into the UW/Fissure without admitting to them that you are still wearing crappy armor, you are a heinous liability. As a monk, I would not waste energy trying to save you if I knew you were wearing mid-game armor going into an end-game area.
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Jun 25, 2005, 07:34 AM // 07:34
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#43
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Frost Gate Guardian
Join Date: May 2005
Location: SoCal
Profession: W/E
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Quote:
Originally Posted by dansamy
end-game area.
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i jsut reallized that they put the end game areas near the middle of the game i think that was a bad idea we get too many lvl 20s that havent even done the rest of the game much less the attribute quest.
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Jun 25, 2005, 09:52 AM // 09:52
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#44
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Elite Guru
Join Date: Feb 2005
Location: Just a Box in a Cage
Guild: Hurry Up The Cakes [Oven]
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Quote:
Originally Posted by Kashrlyyk
The character, with which I first visited the underworld, had at least a AL of 30!
The Minotaurus used Sever Artery and dealt 519 damage! How is that possible?
Sever Artery doesn´t grant bonus damage.
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First of all, 30 AL sucks.
Secondly, the Underworld is meant to be the endgame content for PvE. Make that easy, and nothing in PvE is hard. (If you had trouble on any of the missions, even the Ring of Fire, you suck, I'm sorry.)
Thirdly, try using protection prayers. Protective Spirit makes them useless as it is the best defense against Spike Damage. Adapt and come back. And get yourself some endgame armour.
__________________
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Jun 25, 2005, 12:04 PM // 12:04
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#45
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Frost Gate Guardian
Join Date: Jun 2005
Location: England
Guild: Angry Businessmens [aB]
Profession: E/
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armour isnt really that big a deal in underworld. certainly its secondary to damage limitation.
we have run groups where the tank was a smite monk. with protective bond/ essense bond/blessed signet/life bond/heal seed you can really kill an aatxes rate of damage. alternatively you could drop protective bond and get a ranger with symbiosis to reduce dmg taken as a percentage of your total hp. since you have so much, you could take about 10 straight hits with no other damage limitation and no healing. pile on balth aura/zealots fire/heal seed and spam divine boon till the cows come home. you now have an effective tank that will barely take any damage, has 1500hp and damages all enemies in an area around him.
very few enemies in underworld strip enchantments. i think only the behemoths with nature's renewel and they are not hard at all.
or hey. lets go one step further and show that level, hit points and armour dont mean jack if you use your brain and play to the weaknesses of the enemies you face.
you could put 4 superior runes on your lvl 12 warrior tank for a total penalty of 300hp.
do whatever it takes to get his hp after runes as low as possible. death penalty. weapon mods that have negative health. whatever. just get it as low as you can. 10 or 20hp total is ideal.
cast protective spirit on him to reduce all damage taken to 10% of his hp - i.e. at 20 hp that would be 2 dmg per hit.
then stick mending on him. you now have a pretty much invincible tank as long as protective spirit holds and you maintain mending. because you reduce damage taken to the point where it can he regenerated faster using health regen spells. healing breeze would also work like a charm but you need to keep recasting it. obviously.
ideally you would want as little hp as possible. 10hp would be be awesome. you take 1dmg per hit and mending will cover that you can tank for as long as your team can keep casting breeze and spirit. any healing spell even at 0 healing prayers would heal you back up to full health. so you could max out protection prayers and get the longest possible duration out of spirit.
to a point lower level characters would be better for this. you could have have a whole team of protected lowbie casters, with max protection prays and maxed out direct damage. all maintain mending on each other. then just brawl underworld. of course, the downside to this is that, if protective spirit fails or is removed, just sneezing on your tank will kill him instantly. about 200 times over. lucky its underworld then because hardly anything packs enchant removal and the ones that do aint smart about it.
aatxes are level 29 and can hit harder to make up for the fact that AI and creature attack patterns will always be predictable and consistant.
this is just to make underworld even remotely challenging.
i would personally like to see underworld get alot harder. have creatures run out of area of effect dmg spells and have them strip enchants more often.
Last edited by Fire Childe; Jun 25, 2005 at 12:25 PM // 12:25..
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Jun 25, 2005, 12:30 PM // 12:30
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#46
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Jungle Guide
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Quote:
Originally Posted by Fire Childe
armour isnt really that big a deal in underworld. certainly its secondary to damage limitation.
we have run groups where the tank was a smite monk. with protective bond/ essense bond/blessed signet/life bond/heal seed you can really kill an aatxes rate of damage. alternatively you could drop protective bond and get a ranger with symbiosis to reduce dmg taken as a percentage of your total hp. since you have so much, you could take about 10 straight hits with no other damage limitation and no healing. pile on balth aura/zealots fire/heal seed and spam divine boon till the cows come home. you now have an effective tank that will barely take any damage, has 1500hp and damages all enemies in an area around him.
very few enemies in underworld strip enchantments. i think only the behemoths with nature's renewel and they are not hard at all.
or hey. lets go one step further and show that level, hit points and armour dont mean jack if you use your brain and play to the weaknesses of the enemies you face.
you could put 4 superior runes on your lvl 12 warrior tank for a total penalty of 300hp.
do whatever it takes to get his hp after runes as low as possible. death penalty. weapon mods that have negative health. whatever. just get it as low as you can. 10 or 20hp total is ideal.
cast protective spirit on him to reduce all damage taken to 10% of his hp - i.e. at 20 hp that would be 2 dmg per hit.
then stick mending on him. you now have a pretty much invincible tank as long as protective spirit holds and you maintain mending. because you reduce damage taken to the point where it can he regenerated faster using health regen spells. healing breeze would also work like a charm but you need to keep recasting it. obviously.
ideally you would want as little hp as possible. 10hp would be be awesome. you take 1dmg per hit and mending will cover that you can tank for as long as your team can keep casting breeze and spirit. any healing spell even at 0 healing prayers would heal you back up to full health. so you could max out protection prayers and get the longest possible duration out of spirit.
to a point lower level characters would be better for this. you could have have a whole team of protected lowbie casters, with max protection prays and maxed out direct damage. all maintain mending on each other. then just brawl underworld. of course, the downside to this is that, if protective spirit fails or is removed, just sneezing on your tank will kill him instantly. about 200 times over. lucky its underworld then because hardly anything packs enchant removal and the ones that do aint smart about it.
aatxes are level 29 and can hit harder to make up for the fact that AI and creature attack patterns will always be predictable and consistant.
this is just to make underworld even remotely challenging.
i would personally like to see underworld get alot harder. have creatures run out of area of effect dmg spells and have them strip enchants more often.
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The HP idea is great I have to run a lvl 5 char there and have fun. Cept I would get massive xp increasing my health over time. Now were are those guildes...
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Jun 25, 2005, 12:33 PM // 12:33
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#47
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Frost Gate Guardian
Join Date: Jun 2005
Location: England
Guild: Angry Businessmens [aB]
Profession: E/
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soon there will be people in LA going:
WTB: GODLY GOD AXE. MUST HAVE -20 HP OR MORE. WILL PAY IN $$CHEESE$$
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Jun 25, 2005, 12:34 PM // 12:34
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#48
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Elite Guru
Join Date: Feb 2005
Location: Just a Box in a Cage
Guild: Hurry Up The Cakes [Oven]
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You could also blind them. Get a ranger with Throw Dirst, Dust Trap, and Epidemic and watch as blindness spreads quickly.
__________________
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Jun 25, 2005, 12:35 PM // 12:35
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#49
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Jungle Guide
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Quote:
Originally Posted by Fire Childe
soon there will be people in LA going:
WTB: GODLY GOD AXE. MUST HAVE -20 HP OR MORE. WILL PAY IN $$CHEESE$$
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Yep thats me. I buy monks with cookies also. So hoard those -20Hp axes I might just have to pay 70K for one. *sighs*
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Jun 25, 2005, 12:58 PM // 12:58
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#50
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Wilds Pathfinder
Join Date: Apr 2005
Guild: Gaelic Storm
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This thread should be locked because the OP has trouble accepting reality.
Your armor sucked.
Your PUG sucked.
Your skills probably sucked, too.
Get better armor. Get a better team. And choose better skills.
Don't know how many times this needs repeating.
- edit -
And protection monks are awesome.
We ran Thirsty River with only a protection monk. Was great.
Last edited by Studio Ghibli; Jun 25, 2005 at 01:02 PM // 13:02..
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Jun 25, 2005, 01:01 PM // 13:01
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#51
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Frost Gate Guardian
Join Date: Jun 2005
Location: England
Guild: Angry Businessmens [aB]
Profession: E/
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how about adding something constructive to the discussion as opposed to stupid trolling?
EDIT: you are probably right actually. my bad.
Last edited by Fire Childe; Jun 25, 2005 at 01:10 PM // 13:10..
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Jun 25, 2005, 01:03 PM // 13:03
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#52
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Wilds Pathfinder
Join Date: Apr 2005
Guild: Gaelic Storm
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No, no--it's not stupid trolling. Feel free to check the rest of my posts by clicking on my name and reviewing my previously posted threads.
EVERYTHING that could be said in a constructive way has been said, but the OP continues to come back with HOW IS THIS POSSIBLE?
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Jun 25, 2005, 01:11 PM // 13:11
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#53
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Frost Gate Guardian
Join Date: Jun 2005
Location: England
Guild: Angry Businessmens [aB]
Profession: E/
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on rereading the whole thread i guess i see your point.
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Jun 25, 2005, 01:13 PM // 13:13
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#54
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Wilds Pathfinder
Join Date: Apr 2005
Guild: Gaelic Storm
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No problem.
I miss the old-tyme loot of UW and FoW. I miss old-tyme loot, period.
At the moment, xp aside, there doesn't feel like much of a reason to head into those two areas, unless you want to grind ('cause, with how loot drops have become, that's what it is) for a glowing bow or something.
If you like glittering dust, there's plenty of that there.
- edit -
And to head the OP off at the pass, as far as damage mechanics go, since none of us will ever make it past level 20, none of us know how attribute point / damage progression occurs post 20.
We do now, however, prior to level 20, attribute points scale positively with level.
That is, as level goes up, amount of attribute points awarded goes up.
Damage, too, does the same thing.
So, no, it isn't cheating.
Maybe Mr. Aataxe, unlike other mobs his level, has a particular specialization in certain attribute areas, along with a real nice weapon.
Maybe, because he's an UW mob, he has a special "While in Underworld recieve X damage bonus!" Which, again, is completely legitimate. I know players have variants of that. "If fighting X," "If enchanted, deal X more."
So, in conclusion, see my original post in this thread.
Last edited by Studio Ghibli; Jun 25, 2005 at 01:21 PM // 13:21..
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Jun 25, 2005, 01:23 PM // 13:23
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#55
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Jungle Guide
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Quote:
Originally Posted by Studio Ghibli
No problem.
I miss the old-tyme loot of UW and FoW. I miss old-tyme loot, period.
At the moment, xp aside, there doesn't feel like much of a reason to head into those two areas, unless you want to grind ('cause, with how loot drops have become, that's what it is) for a glowing bow or something.
If you like glittering dust, there's plenty of that there.
- edit -
And to head the OP off at the pass, as far as damage mechanics go, since none of us will ever make it past level 20, none of us know how attribute point / damage progression occurs post 20.
We do now, however, prior to level 20, attribute points scale positively with level.
That is, as level goes up, amount of attribute points awarded goes up.
Damage, too, does the same thing.
So, no, it isn't cheating.
Maybe Mr. Aataxe, unlike other mobs his level, has a particular specialization in certain attribute areas, along with a real nice weapon.
Maybe, because he's an UW mob, he has a special "While in Underworld recieve X damage bonus!" Which, again, is completely legitimate. I know players have variants of that. "If fighting X," "If enchanted, deal X more."
So, in conclusion, see my original post in this thread.
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Way off topic but they need a new item that you get besides glitter dust but is just as common in there. Then add a trader who will give you a shard (custom) or ectoplasm (custom) for all 250. The custom part is that they can't be used by any other player or sold for money. This way I would have lots of ectoplasm as I have gathered about 2K glittering dust in like 10 runs in fissure now 80% of your runs gain a shard is the equivelent and this would be a nice ratio.
I know that this is way off topic so no need to point that out but it doesn't deserve its own thread just yet and this threads topic has been covered enough so its time for a hijacking.
*Hijack started*
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Jun 25, 2005, 01:26 PM // 13:26
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#56
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Wilds Pathfinder
Join Date: Apr 2005
Guild: Gaelic Storm
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.. that's a swell idea.
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Jun 25, 2005, 01:29 PM // 13:29
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#57
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Jungle Guide
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Quote:
Originally Posted by Studio Ghibli
.. that's a swell idea.
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*hijack at the second stage*
Thank you I am actually really tempted to start a thread on this in the suggestions forum but I wanta couple more responces first.
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Jun 25, 2005, 01:35 PM // 13:35
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#58
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Academy Page
Join Date: May 2005
Guild: Cult Unseen
Profession: Mo/E
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Quote:
Originally Posted by KitiaraBlueLady
I didn't find UW to be very challenging. You just have to communicate with your team and make sure they are all on the same page.
If you follow this strategy you should have no problem:
2-3 warrirors on the stairs spread out in a line, awaiting the ataxes. Then you have a Ranger with a good long range bow aggro the ataxes and bring them to the awaiting warriors on the stairs. As soon as you see the ataxes get close, your monks or whoever has some good protection buffs should lay them down on the warriors. The stairs are narrow enough so that if the warriors strike the oncoming ataxes they will bottleneck them, preventing them from reaching your more vulnerable teammates. Once you are through with the stairs, further on you will find several other very narrow places where you can repeat this tactic. I'm sure the Guild Wars designers put these bottlenecks in for a reason! (wink!)
Hope this helps.
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This bottleneck strategy is called a WALL. It is very effective against Aaxte's.
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Jun 25, 2005, 01:40 PM // 13:40
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#59
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Ascalonian Squire
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everyone has a different strat to do uw.. the basic principle is to not let the builds with less armor get hit. tanking,traps,blinding,pacifism,amity is very helpful there. and if you do find yourself getting hit that hard, have a monk bring protective spirit with vital blessing. as long as you have patience for other strats and dying, you can do uw.
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Jun 25, 2005, 01:46 PM // 13:46
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#60
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Jungle Guide
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No *hijacking aborted* sighs. A well I thought that this had already been covered about the orginal topic so this thread was now up for hijacking grabs.
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