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Old May 19, 2006, 08:40 AM // 08:40   #61
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I cry because i think it's to hard.

my necro gets killed by nearling everything and I though that I'm a decent player, but with henchies I start to collect DP really fast and after 30% you die every few seconds
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Old May 19, 2006, 09:34 AM // 09:34   #62
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new bosses arnt too hard, you just need to bring a mesmer....
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Old May 19, 2006, 03:59 PM // 15:59   #63
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The bosses have 38 in their attribute lines which is double what a normal level 28 monster can achieve (19). Hence the insane damage they deal.
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Old May 19, 2006, 04:14 PM // 16:14   #64
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I like the bosses they way they are. Because in GWP, I'd see a boss and say 'Oh! A quick +2 morale boost and maybe a few extra gold pieces. Sweet!'. In Factions, '...'

'Run away!'.


But seriously, I like the fact that the bosses aren't push-overs in this game. The challenge is nice, I just wish you didn't trip over a boss every ten feet. *shrug*
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Old May 19, 2006, 06:03 PM // 18:03   #65
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Bosses have normal attribute levels (capped at 16). The reason some bosses (namely those with elemental spell damage) do ridiculous damage is because the baseline goes up with level. A level 28 elementalist enemy has a baseline of 84 AL. That means to take the listed spell damage you have to have 84 armor, a standard 60-70 AL caster will takes lots more. Bosses do double damage on top of that which explains the insane spell damage you see.
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Old May 19, 2006, 06:39 PM // 18:39   #66
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try taking down tarnen the bully outside HzH in ferndale... he can single-handedly take down and entire army of henchies :O
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Old May 19, 2006, 09:03 PM // 21:03   #67
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Quote:
Originally Posted by samifly
new bosses arnt too hard, you just need to bring a mesmer....
Or a shroud of silence/temple strike assassin. OHNO.
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Old May 19, 2006, 11:30 PM // 23:30   #68
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Quote:
Originally Posted by BloodBuckle
All I know is that with this Interrupting and disrupting has become alot more important, specially with those aoe ele moves, they have one boss back on the monastery for sentimental treasures quest that just blows everyone up.
That is a ritualist.
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Old May 19, 2006, 11:57 PM // 23:57   #69
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Quote:
Originally Posted by Ventius Hozza
try taking down tarnen the bully outside HzH in ferndale... he can single-handedly take down and entire army of henchies :O

The guy is a tough cookie.

IIRC, he did 178 dmg on my ele before.
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Old May 23, 2006, 07:53 AM // 07:53   #70
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Sometimes there's two dredge gardeners in the Tarnen's group. Try to take all those down with warrior + henchies...somewhat impossible to shutdown two protective foes while Tarnen & his buddies take care of hencies ^^

Came back later with mesmer friend and it was cake.
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Old May 23, 2006, 08:50 AM // 08:50   #71
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What I find really funny is monsters fighting each other. The dredge and mantids actually fight each other.

There was one time when I wanted to cap shove for my ranger and my henchies all died due to a bad pull. Tamen was chasing me and somehow the mantids fell into his aggro and they started fighting. LOL. A few seconds later, a very dead Tamen and an easy cap for me.
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Old May 23, 2006, 11:42 AM // 11:42   #72
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Originally Posted by lennymon
*sigh* double damage period...

what many of you refuse to listen to is that level difference = damage difference

level 28 boss = more damage to you, a level 20 and even more to a level 14 even with same armor stats than a level 22 boss.
the 360 damage fireball is double what a level 28 non boss fireball would do to you... get it?
It is lame.Just cheapens the game.I hear alot oh it makes the game a challege blah blah.But I notice in pugs it seems all those that talk smack are first to go.Then they bail out of game.
Anet reminds me of DMs in old P&P days.Some would make death dungeons for bragging rights over how many players they have killed.
Bosses are suppose to be a challege but they have gone silly with it.
Too bad because there are a many good things about the game.I have finished with 3 chrs so far and will finish my other 3 but it just that it isnt enjoyable.I played D2 for 3 years so I am use to uber bosses...oh well
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Old May 23, 2006, 03:00 PM // 15:00   #73
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There has to be a line drawn between 'CHALLENGING' and 'FRUSTRATING'. I think many people on this thread have confused the two.

I myself get killed a lot, and I mean A LOT of times by bosses in Factions. Maybe I'm a bad player? Who knows? But I do know that if bosses are so hard that it keeps you from progressing further in the game, there isn't much fun in playing the same map over and over again just to get your ass kicked.

Bosses are fun, but I don't like the fact that I keep bumping into them every 10 feet I progress in the map. It makes Sorrow's Furnace look like a cakewalk.
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Old May 23, 2006, 05:09 PM // 17:09   #74
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Quote:
try taking down tarnen the bully outside HzH in ferndale... he can single-handedly take down and entire army of henchies :O
He is easy ^^, just run under the bridge, while not killing anything, The bully gets pissed and aggroed for u being there (not to mention all those other monsters), run abit away from the bridge and watch how the bully leaves his stronghold and has to fight through all those other monsters in order to get to you, eventually they will kill him.

While performing the stunt, its a good chance of getting killed by the monsters, if they arnt to busy killing each other.

As for bosses, Anet kinda cheats regarding the luxon champions (that later becomes hirelings)they are much higher lvl than they are when they later on is henchmen. Apperently they lost some lvls loosing to the heroes -i have mentioned this in a seperate thread.

They noticed that the wardens where using two elite skills, and removed it (that was challeging) and added some allied stone guardians (in the mission waredns on march) -That was way more challeging before (spike trap and lacerate..).
Those wardens also trapped corpses, often efficiently killing people getting ressed or minions being spawn. I laughed at that, commmenting that the new faction mobs were smarter than the usual bunch

EDIT:sorry didnt notice that MaglorD, beat me to it , when i posted this

Last edited by Roupe; May 23, 2006 at 09:22 PM // 21:22..
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Old May 23, 2006, 07:06 PM // 19:06   #75
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I only have problems with elementalist and monk bosses. Ele's cos of the aoe damage they do and monk bosses cos they jus keep healing back up.
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Old May 23, 2006, 08:05 PM // 20:05   #76
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Quote:
Originally Posted by Aiyla
Has anyone had trouble with Mungri Magicbox in Ferndale? I'm trying to cap Boon Signet off of him with my monk, but I can't kill him. I even hit him with skull crack to daze him, and still couldn't kill him. It wouldn't be so hard if there wasn't another monk dredge following him around.

Anybody have any advice?
I couldn't find anyone yesterday that wanted to do any skill caps outta HzH so I had to hench it to get this cap. I bonded the crap outta the henchies and still had trouble getting through the Assasin boss just to get to this guy. After reaching 40dp I just started over and got a much better pull and made it through this mob.

After getting into the valley where Mungri is doing his clock-wise like patrol I stayed away from his group and took out all the other mini-patrols, then attacked his group and made sure to not waste time taking out his support Dredge Gardener, he didn't stand a chance then. Got Boon Signet.

Quote:
Originally Posted by Ole Man Bourbon
The Leviathan in The Deep elite mission hits well into the 400's. Don't forget to wear a cup.
Even with my Ele's Canthan Pyromancer gear and Kinetic Armor w/16 in Earth (+84AL), this guy hits me for 99. A bad thing about running Earth with Kinetic up, the rest of the party thinks it's relatively safe when they see you taking the hits from a big boss on the chin like that, so they approach and those bosses will immediately switch to a more squishier target than me. Almost lost the entire party that way last night against this thing.

Quote:
Originally Posted by Danica Kalmar
I cry because i think it's to hard.

my necro gets killed by nearling everything and I though that I'm a decent player, but with henchies I start to collect DP really fast and after 30% you die every few seconds
Get a real group! I've alway viewed henchies as a resourse you could use to fill a gap in the party, not something that you can use to play by yourself with though that's such common practice now. Watching as a warrior runs in against that turtle boss and turn on Frenzy! In Tombs discovering all to soon that there's a 55 monk amongst you. Seeing your entire party wiped trying to get to a chest paying no heed to the 20 lvl 24's guarding it. These are priceless moments that make me laugh! Playing an online game in single-player mode is beyond me.

Quote:
Originally Posted by Maedai Amarth
I like the bosses they way they are. Because in GWP, I'd see a boss and say 'Oh! A quick +2 morale boost and maybe a few extra gold pieces. Sweet!'. In Factions, '...'

'Run away!'.
I love it this way!! I'd put the game down for 6 months because it wasn't any more challenge than say Starcraft. Came back after I knew SF was out, then heard about Tombs and loved the challenge of trying to take that on in a balanced party (far too easy as b/p). I say gg Anet, keep it comin'!!

The only thing that I do wish for is some system by which you can replace a rage quitter. Though I know this would be instantly abused. It is frustrating when someone dies once or twice, decides they don't like playing with dp, and simply leaves a group hangin'.

Last edited by Ozric; May 23, 2006 at 08:41 PM // 20:41..
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Old May 27, 2006, 04:16 AM // 04:16   #77
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Yeah double damage is hmm exagerated, sure I could sign for a nerf but I also like it this way. So this afternoon I went to cap Second Wind... so... I see Raphael the Uber 1337 Elemantalist Ninja Turtle with his mob of cute dragons and some other enemies. Path is blocked with Coral Spikes (25 dmg no biggie). As a Geomancer (best way to go with henchies) I proceed to cast my Double Attunements and nuke the hell outta them with Churning Earth and Eruption, just to annoy them and make them run away, I cast my wards to improve defence but then I get damage of 314 (aftershock) and the rest was a nightmare with 29% DP and tears of blood in my monitor

Fighting Mursaats is like fighting lvl 3 Gargoyles
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Old May 31, 2006, 04:43 PM // 16:43   #78
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elementalist bosses and elementalists in general are what own the henchies. I focus fire on them, and like eveyone suggests prot spirirt is critical for the melee types. Monk bosses aren't too big a deal since you can just kill everything else and then kill them.
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Old May 31, 2006, 05:51 PM // 17:51   #79
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Quote:
Originally Posted by IllusiveMind
Yeah double damage is hmm exagerated, sure I could sign for a nerf but I also like it this way. So this afternoon I went to cap Second Wind... so... I see Raphael the Uber 1337 Elemantalist Ninja Turtle with his mob of cute dragons and some other enemies. Path is blocked with Coral Spikes (25 dmg no biggie). As a Geomancer (best way to go with henchies) I proceed to cast my Double Attunements and nuke the hell outta them with Churning Earth and Eruption, just to annoy them and make them run away, I cast my wards to improve defence but then I get damage of 314 (aftershock) and the rest was a nightmare with 29% DP and tears of blood in my monitor

Fighting Mursaats is like fighting lvl 3 Gargoyles
Post. Of. The. Year.

Really though, the only problem I have with it is that it causes henching things to be literally impossible without severely altering your build JUST so that you can fight bosses and not be torn up like paper mache. One of this game's selling points is the ability to AVOID those horrid PUGs and roll with henchies for many things. Traveling from town to town should not be something that requires a Monk with Reversal of Fortune AND Orison of Healing, or a W/Mo with Bane Signet.
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Old Jun 01, 2006, 05:32 AM // 05:32   #80
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Default Ugh, elementalist bosses

Kurvie Firewing and Snapjaw Windshell are by far the most painful bosses in Factions. (I've capped every warrior, ranger, monk, assassin, and elementalist & most mesmer & some necromancer elite with my assassin+henchmen).
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