Kyv in tipt, crit affliction/ mob variance [Archive] - Necrotalk.com

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Jebasiz
02-18-2004, 12:38 PM
http://pub148.ezboard.com/fpaladinsofnorra...icID=2559.topic (http://pub148.ezboard.com/fpaladinsofnorrathfrm13.showMessage?topicID=2559.t opic)

Heh, from what they posted, I guess I got "lucky" when he tripled me for 2091 on pull....

We've had a couple paladin's in my guild tank him, 2 healers is almost a must. Although when I went with an almost 13khp warrior (/grin) he did it with a sole cleric (he was two boxing, which I find EXTREMELY FUNNY after reading that). If you get to him and have problems hehe, let me know, he's quite possibly the single hardest group encounter I had ever seen, until I got to the next zone...../sigh GOGO 1200hitters and random summoners (as zone in trash), also I wanna go on record saying I LOVE (sarcasm) the Darkness resist rate with this expansion. Blue cons should not resist me 8 times in a row, when SK and ToM land almost everytime. Resist mod on Embracing Darkness plsthx!

Another thing I've notice as a detrimental side effect of critical affliction is...crits on embracing darkness can put mobs into that "I'm hurt bad enough to summon your gimp ass" mode before you get it to your group, or where you want to be. I don't know how much the rest of you all pull for your groups/raids, but I've personally have left a TON of corpses around cuz of this. I'd like a hotbutton/toggle for crit dots. I thought about pulling with dooming darkness to avoid this, but with the movement penalty in Gates and the relative speed of the "natives" I don't think this would offer enough of a speed advantage to not get killed while splitting spawns using death peace.

Exping in Gates is like repeatedly banging your head against a brick wall so far...I kill 3-4 mobs, and have to remind myself this isn't supposed to be tedious and leave. After exploring Kod'taz and yxxta I slept like 14 hours and woke up feeling like I worked a double shift, and it's like half the exp you get from a mob, is like half that of pofire. Wonder if it's just because it's new and we haven't adapted yet, or is it "working as intended?"

Comments/insights?

cornflkeboy
03-07-2004, 07:10 AM
What is this movement penalty in GoD i've heard about? I hunted in a couple zones for a few hours and i didnt really notice anything.

Jebasiz
03-07-2004, 06:16 PM
You run slower in gates zones...the mobs don't. With a 100k drogmar in kod'taz at full speed(no lag) running in a straight line, I had ukun's hitting me the whole time.
They're just too damn fast.

Xovian
03-08-2004, 05:47 AM
Yea soloed a bit in the " coulseum ", the speed at which mobs move even snared is just staggering. The exp in the zones is way sub par for the difficulty. From what i could tell ( guestamate ) the exp was half that of Valor per kill.

SoE used to be so fond of saying risk / reward should be balanced. ( reason for so many nerfs.. like charm ect.. ) The way i see it there is almost no reward and the risk is about as high as i have ever seen. As necros we generally try some risky mobs/things out. Most i know wouldnt even bother to keep trying this, it just flat isnt worth it.

Like i said before Jeb, you say you believe these zones will be like how people look at pop now. I still believe that is in error, opinionated of course. The mobs in PoP drop items that are dropable, ( which helps people eventualy get the higher no drop items ) and eventualy go onto the market so pretty much anyone can get access to them. This just isnt the case with Gates of Discord.. everything is no drop wether it drops off yard trash or not.

Bottom line... the powerful can become gods in their own right, the meek need not even apply unless they wish all to see corpses strung all over the place as decorations. Risk/reward here is FUBAR.