Nov 21, 2006, 02:05 PM // 14:05
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#1
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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Remove Torment Claws from Abaddon's gate
NO ONE ELSE POST ON THIS THREAD PLEASE - Its redundant because I completed NF on protector months ago and soon realised the Claws are not an issue.
I like the rest of the mission.
But Anet, please remove the Tormet Claws from the mission, or tweak them somehow.
Purely because they remove any chance you have to stand to one side and regen, heal or ress your team members if need be.
Having to contend with the 8+ seconds between the knock down and interupt spell is agrovating enough (but I dont mind that), but to combine that with claws apearing in a place if you stand there too long is frustrating.
Last edited by freekedoutfish; Apr 24, 2007 at 03:46 PM // 15:46..
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Nov 21, 2006, 02:50 PM // 14:50
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#2
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Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
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/notsigned
As the final mission, it should be atleast a little challenging. Tons of people have already beat it so it's not that big of an issue.
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Nov 21, 2006, 02:59 PM // 14:59
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#3
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Desert Nomad
Join Date: Jan 2006
Location: Good ol' USA, where everyone else wants to be
Guild: Now Plays World of Warcraft on Whisperwind
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/notsigned
To take a res spell in that mission (other than a res signet) is almost suicide. However that mission can be done easy enough if you watch your aggro. I now have 4 characters (Paragon, Warrior, Necromancer, and Ranger) that have beat the mission easy. Since I was unable to find a good PUGI did it with HERO's and Henchman and got Masters for each of these characters. In each case I used a Res Sig instead of a standard Res Spell and survived.
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Nov 21, 2006, 03:00 PM // 15:00
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#4
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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Quote:
Originally Posted by Knightsaber Sith
/notsigned
As the final mission, it should be atleast a little challenging. Tons of people have already beat it so it's not that big of an issue.
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I totally agree.
I personally say it is very challenging anyway. I dont see the need for the torment claws. They just add frustration to a decent mission.
For instance. Youve all just got a good strike into Abaddon. Your run back to the bridge. Your all down on health and one hit away from being killed.
Your stood recharging and out of no-where a claw apears and abliterates you all.
Or nearly does, and then another apears.
As much as I love a good hard mission, they need to give you time to regen or heal. All this while your contending with only an 8 second gap to rez and heal before the next knock-down spell hits.
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Nov 21, 2006, 03:03 PM // 15:03
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#5
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Academy Page
Join Date: Jan 2006
Guild: House Behelit
Profession: R/
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/notsigned
move a bit
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Nov 21, 2006, 03:06 PM // 15:06
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#6
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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Torment Claw can not move and Torment Slash has low cast time for a reason.
And removing it from Gates Of Abaddon is like removing Shiro from Gates Of Madness.
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Nov 21, 2006, 03:06 PM // 15:06
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#7
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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just strafe while you regen its easy.
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Nov 21, 2006, 03:08 PM // 15:08
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#8
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Krytan Explorer
Join Date: Mar 2006
Profession: W/N
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/notsigned
The claws dont pose any real problems, just interupt there attack (which is slow at casting) and you can easily kill them receiving no dmg.
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Nov 21, 2006, 03:12 PM // 15:12
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#9
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Frost Gate Guardian
Join Date: May 2005
Profession: E/
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/Notsigned
Torment Claw can not move and Torment Slash has low cast time for a reason.
And removing it from Gates Of Abaddon is like removing Shiro from Gates Of Madness
For that reason.
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Nov 21, 2006, 03:20 PM // 15:20
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#10
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The Greatest
Join Date: Feb 2006
Profession: W/
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Removing torment claws would make this easy mission even easier. /notsigned
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Nov 21, 2006, 03:21 PM // 15:21
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#11
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Ascalonian Squire
Join Date: Apr 2006
Guild: Xen of Onslaught
Profession: N/
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/notsigned
i got masters on the final mission with henchies, gg
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Nov 21, 2006, 03:37 PM // 15:37
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#12
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Lion's Arch Merchant
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A mission that's very easy to do with hero's and henchmen should not be nerfed. I mean seriously.. you got through gates of madness and your complaining about torment claws?
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Nov 21, 2006, 03:48 PM // 15:48
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#13
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Zydian Coven
Profession: Rt/E
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With all heroes, henchies and a smack from the LB Gaze, the claws last all of 6 seconds. Masters on first try.
/notsigned
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Nov 21, 2006, 03:57 PM // 15:57
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#14
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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/notsigned
I chest run gates of fear. The range of that evil attack the claws have is about as thin as a pencil
That and abbadon needs to be harder. I can literally be the only healer if I have light of delivernce on my bar.
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Nov 21, 2006, 04:43 PM // 16:43
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#15
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Wilds Pathfinder
Join Date: Apr 2006
Location: UK
Guild: Warlords of Ruin
Profession: A/Mo
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Yup, Lod got my party thru that mission, and interupts for those mean old claws. Easy
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Nov 21, 2006, 04:58 PM // 16:58
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#16
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Jungle Guide
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
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This is a really, REALLY simple mission. And anyone who is THAT low on health after fighting Abbadon needs to stop playing. Run in, hit him 'till he's not vulerable anymore, and run the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO away. One player might get smacked around by the mesmers, but he can be rezzed... simple enough. And the claws? Just kill them, a Dervish with Balthazar's Form and some high-powered attacks can flatten them.
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Nov 21, 2006, 04:59 PM // 16:59
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#17
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Wilds Pathfinder
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freeked, do you just post a nerf suggestion for every mission you can't beat? Everytime I see one of your threads it's always "this is too hard omfg nerf".
Torment Claws are a joke. They can't ****ing move, and their only skill takes so long to activate that they might as well not use it. Abaddon's Gate would be much more interesting if they replaced Torment Claws with like, Torment Wurms, or something.
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Nov 21, 2006, 06:11 PM // 18:11
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#18
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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oh and you brought res sigs right? They give morale boosts every oh 20 seconds so you have infinite res. I can't see anyone with a full party of res sigs losing.
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Nov 21, 2006, 07:05 PM // 19:05
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#19
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Wilds Pathfinder
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You know how can you be upset by the final mission right after doing Gates of Madness, I finally beat gates of madness on my third try, went in and absolute tore abaddon apart. If it weren't for the endgame items and having to replay mission to get to them I would say buff up the last mission.
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Nov 21, 2006, 07:33 PM // 19:33
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#20
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Wilds Pathfinder
Join Date: Mar 2006
Profession: W/Mo
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The torment claws are the only semi-challenge in the mission. They do nothing if you interrupt them, and the lightbringer gaze works on them.
Perhaps we should remove Shiro from Imperial Sanctum ?
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