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View Full Version : Thoughts on final combat on Outposts


Maroger
01-22-2006, 11:19 PM
<div>1. Qeynos Outpost - Just finished this with a level 8 summoner. I thought it was fairly easy - of course I had a pet. But the encounters come in groups of 3 - and you have time to regain health and mana before the next encounter. If your PC can deal with 3 mobs at a time you should have no trouble with  soloing this encounter.</div><div> </div><div>2. Freeport Outpost - Finished this with a level 7 Warlock. I found this a lot more difficult than the Qeynos encounter. You don;t really get a respite from the mobs -- I noticed that I would suddenly get a Complete Heal - not sure why, unless it was because I had filled the bar up wit XP from the first batch of fights. It was only getting this Complete Heal between mob groups that enabled me to solo this last encounter. Withouth this CH you will need a lot of HP to survive.</div>

Magu
01-23-2006, 04:16 AM
The heal happens when you hit a 10% mark in your XP bar.<div></div>

arathym
01-23-2006, 11:18 AM
<div></div><blockquote><hr>Maroger wrote:<div>1. Qeynos Outpost - Just finished this with a level 8 summoner. I thought it was fairly easy - of course I had a pet. But the encounters come in groups of 3 - and you have time to regain health and mana before the next encounter. If your PC can deal with 3 mobs at a time you should have no trouble with  soloing this encounter.</div><div> </div><div>2. Freeport Outpost - Finished this with a level 7 Warlock. I found this a lot more difficult than the Qeynos encounter. You don;t really get a respite from the mobs -- I noticed that I would suddenly get a Complete Heal - not sure why, unless it was because I had filled the bar up wit XP from the first batch of fights. It was only getting this Complete Heal between mob groups that enabled me to solo this last encounter. Withouth this CH you will need a lot of HP to survive.</div><hr></blockquote>I'm going to look into the complete heal, this shouldn't be happening.  I'll also slow down the attack times of the three sub-bosses.  The heal was originally planned for if you decided to attack the lvl 40 npc (and died of course), that you would be resurrected by Tayil when she walked in and finished him off.  Maybe this is something else though.

AratornCalahn
01-23-2006, 11:35 AM
<span><blockquote><hr>arathym wrote:<div></div><blockquote><hr>Maroger wrote:<div>1. Qeynos Outpost - Just finished this with a level 8 summoner. I thought it was fairly easy - of course I had a pet. But the encounters come in groups of 3 - and you have time to regain health and mana before the next encounter. If your PC can deal with 3 mobs at a time you should have no trouble with  soloing this encounter.</div><div> </div><div>2. Freeport Outpost - Finished this with a level 7 Warlock. I found this a lot more difficult than the Qeynos encounter. You don;t really get a respite from the mobs -- I noticed that I would suddenly get a Complete Heal - not sure why, unless it was because I had filled the bar up wit XP from the first batch of fights. It was only getting this Complete Heal between mob groups that enabled me to solo this last encounter. Withouth this CH you will need a lot of HP to survive.</div><hr></blockquote>I'm going to look into the complete heal, this shouldn't be happening.  I'll also slow down the attack times of the three sub-bosses.  The heal was originally planned for if you decided to attack the lvl 40 npc (and died of course), that you would be resurrected by Tayil when she walked in and finished him off.  Maybe this is something else though.<hr></blockquote>make him lvl 10 x4 and we can raid him!!rofleerrr ... i like the isle... ok ill stop poluting the thread now</span><div></div>

Sritt
01-23-2006, 12:28 PM
<div></div><blockquote><hr>arathym wrote:<div></div><blockquote><hr>Maroger wrote:<div>1. Qeynos Outpost - Just finished this with a level 8 summoner. I thought it was fairly easy - of course I had a pet. But the encounters come in groups of 3 - and you have time to regain health and mana before the next encounter. If your PC can deal with 3 mobs at a time you should have no trouble with  soloing this encounter.</div><div> </div><div>2. Freeport Outpost - Finished this with a level 7 Warlock. I found this a lot more difficult than the Qeynos encounter. You don;t really get a respite from the mobs -- I noticed that I would suddenly get a Complete Heal - not sure why, unless it was because I had filled the bar up wit XP from the first batch of fights. It was only getting this Complete Heal between mob groups that enabled me to solo this last encounter. Withouth this CH you will need a lot of HP to survive.</div><hr></blockquote>I'm going to look into the complete heal, this shouldn't be happening.  I'll also slow down the attack times of the three sub-bosses.  The heal was originally planned for if you decided to attack the lvl 40 npc (and died of course), that you would be resurrected by Tayil when she walked in and finished him off.  Maybe this is something else though.<hr></blockquote>I think the heal he's talking about is how you get all your health and power back when you hit a 'mini-ding' at every 10% (or when you level). Since you get experience after each thing you kill you can get these in the middle of a fight against mutliple enemies.

einar4
01-23-2006, 10:32 PM
<div></div><p> </p><p> I didn't see this myself, but remember that you get a complete heal and power restore on each mini-ding (10%), regardless of whether you are still in an encounter or not.  Its saved me a few times in the past.</p><p> </p><p> </p>

ke'la
01-24-2006, 01:07 AM
Lets not forget you can Mini-Ding at these lower lvls every 2 or 3 kills on even con+ MoBs. 10% is not much for a lvl8 toon.<div></div>

Maroger
01-24-2006, 06:56 AM
<div>Well Qeynos outpost changed:</div><div> </div><div>It was:  Just finished this with a level 8 summoner. I thought it was fairly easy - of course I had a pet. But the encounters come in groups of 3 - and you have time to regain health and mana before the next encounter. If your PC can deal with 3 mobs at a time you should have no trouble with  soloing this encounter</div><div> </div><div>Now a level 7 ranger, dual wielding could not survive. After you kill the initial 3 mobs - you can rest till you regen your health. Now you don't even have to touch the totems. You just have walk towards the dias  and the mobs rise up out of the ground -- coming in groups of 6 -- I survived the first group of 6, but no respite and even with heroic encounter I had 2 left in the 2nd wave to kill when I died.</div><div> </div><div>If it stays this hard, it will sure put newbies off this game in a hurry.</div><div> </div>

Petrogly
01-24-2006, 06:58 AM
<div></div><div>LOL If he was a level 60 player that kind of oversight would earn him a big raspberry.  But seeing how he is only level 8 I guess we can overlook it.</div>

Loki_d20
01-24-2006, 07:06 AM
<span><blockquote><hr>Maroger wrote:<div>Well Qeynos outpost changed:</div><div> </div><div>It was:  Just finished this with a level 8 summoner. I thought it was fairly easy - of course I had a pet. But the encounters come in groups of 3 - and you have time to regain health and mana before the next encounter. If your PC can deal with 3 mobs at a time you should have no trouble with  soloing this encounter</div><div> </div><div>Now a level 7 ranger, dual wielding could not survive. After you kill the initial 3 mobs - you can rest till you regen your health. Now you don't even have to touch the totems. You just have walk towards the dias  and the mobs rise up out of the ground -- coming in groups of 6 -- I survived the first group of 6, but no respite and even with heroic encounter I had 2 left in the 2nd wave to kill when I died.</div><div> </div><div>If it stays this hard, it will sure put newbies off this game in a hurry.</div><div> </div><hr></blockquote>This has been the case since 19a, the walking towards the dais portion.  The issue I have is that they continue to spawn after you summon the first group of them by getting close to her at the dais after you kill one group.  It takes about 5 seconds to summon them, but it just won't stop.  So, what you have to do is wait to heal up, approach the dais and destroy the two totems, then take care of the 6 skeletons and Vith at once.</span><div></div>

Maroger
01-24-2006, 09:16 AM
<div></div><blockquote><hr>Loki_d20 wrote:<span><blockquote><hr>Maroger wrote:<div>Well Qeynos outpost changed:</div><div> </div><div>It was:  Just finished this with a level 8 summoner. I thought it was fairly easy - of course I had a pet. But the encounters come in groups of 3 - and you have time to regain health and mana before the next encounter. If your PC can deal with 3 mobs at a time you should have no trouble with  soloing this encounter</div><div> </div><div>Now a level 7 ranger, dual wielding could not survive. After you kill the initial 3 mobs - you can rest till you regen your health. Now you don't even have to touch the totems. You just have walk towards the dias  and the mobs rise up out of the ground -- coming in groups of 6 -- I survived the first group of 6, but no respite and even with heroic encounter I had 2 left in the 2nd wave to kill when I died.</div><div> </div><div>If it stays this hard, it will sure put newbies off this game in a hurry.</div><div> </div><hr></blockquote>This has been the case since 19a, the walking towards the dais portion.  The issue I have is that they continue to spawn after you summon the first group of them by getting close to her at the dais after you kill one group.  It takes about 5 seconds to summon them, but it just won't stop.  So, what you have to do is wait to heal up, approach the dais and destroy the two totems, then take care of the 6 skeletons and Vith at once.</span><div></div><hr></blockquote><p>I wish Developmernt would tells us what type of player are they targeting? If they are targeting solo players - they encounters are too hard right now at level 7. If they are targeting groups they are way too easy. Did the Freeport outpost today with my level 7 SK - he died from about the time the bear and bird get him - usually kill the bear but run out of HP on the bird. Well had group today - level5-7 and we sliced through those mobs like butter -- they were very easy.</p><p>If they want the solo player to hang around on the island until level 10 ( they should be able to solo them then) there needs to be more to do than just grind on whatever mobs are giving you good XP.</p>

ZadooEQ
01-24-2006, 09:26 AM
The class sure makes a difference. Regarding the Qeynos-side fight, I was still getting overwhelmed with my dual-wielding ranger at level 9 with all my skills maxed. When I made a Conjurer, I waltzed through it on the first try, having just turned level 7.<div></div>

arathym
01-24-2006, 10:58 AM
<div></div><p>I'm looking at a note on my white board right now that says "Epic Balancing".  Sorry I haven't been able to get to it sooner.  It is intended for soloers (but should be hard).  I realize I need to tone them down a bit, I'll look into it tomorrow.</p><p>I did however add a new surprise to each island yesterday that is geared toward the group-minded folks.  They have no bearing on any quests and must be "triggered" to attack.  Enjoy.</p>

Tooky_G
01-24-2006, 07:30 PM
<div></div><blockquote><hr>ZadooEQ wrote:The class sure makes a difference. Regarding the Qeynos-side fight, I was still getting overwhelmed with my dual-wielding ranger at level 9 with all my skills maxed. When I made a Conjurer, I waltzed through it on the first try, having just turned level 7.<div></div><hr></blockquote><p>Class should make a difference.  Classes are not and should not be created perfectly equal, they need to be dynamically equal.  Just because class A stomps mob X into the ground doesn't mean class B will (or should) be able to, however, class B might stomp mob Y into the ground while class A can't.</p><p>As far as I'm concerned this is why there are classes in the first place, so there are different game experiences.  If every class had the same strengths and weaknesses, minus the difference of say a fighter type going melee and a caster type going ranged, the experience would be generally the same.</p>

Rattfa
01-24-2006, 07:38 PM
I find the Qeynos cave instance to be quite easy, after I figured out how best to destroy the totemsI agree, without doing the totems right, its pretty hard/impossibleI ususallykill the totems closest to the door, then take out the 3 mobs round the fire. Then move up and destroy one of the others, staying at that end of the cave. Take out the summoned undead, then quickly take out the other totem before another set gets summoned, and take out the final encounterI think most classes with even an average dps and aoe abilities can solo the cave. I struggled with a fury at lvl6 but managed it by lvl7, and I expect the other preist classes to find it hard. The rest shouldnt have THAT much problem with it though imo<div></div>

Kalem
01-25-2006, 08:27 PM
<div>The cave fight on the Overlords outpost was far too difficult for me at level 6 as a necro.  As someone already mentioned, the intervals at which the mobs come at you don't allow for enough of a break to regain your power or health.  Once I dinged level 7 I was able to complete it...challenging but duable.</div><div> </div><div>Maybe it's meant to target groups for those below level 7.</div>