View Full Version : Complete healing mobs
Shantee
09-04-2005, 07:40 AM
We have been fighting a mob for the last 30 to 40 mins at least that's lvl 42 (everybody is 50) N'Kzak the Unnatural. He has CH'd at least 6 to 7 times. One heal was for over 21k. He has unlimited power, never running out of power. This is not the first epic mob we have run across that has done this. We finally evac'd from the fight, due to his CH'ing. If a Mob can heal from 10% to full, I think us as healers should be able to heal for at least 50% of our group tanks health but our heals keep getting cut smaller and smaller.. This CHing over and over and over, is just rediculus. <div></div>
Kwoung
09-04-2005, 09:54 AM
<P>Hehe.. I was also there and this is not the first mob that has done this to use. It is rather sad when 2 full groups of level 50's can not take down a level 42 epic.. this is the same group that had just 30 inutes earlier taken down the 50+ Epic in Maidens Gulch and the Weed in Feerott. </P> <P>These healing mobs have just got to go (well be adjusted dramatically at least). Even in regular solo fights with greens, a healing mob can run me dry on mana trying to kill it, while its non-healing counterparts are dead within a couple casts.</P>
Archae
09-04-2005, 09:59 PM
<P>100% accurate</P> <P>Even con healing mobs i dont fight unless i absolutely must, and not heroic, just normal ones. Even the ones that are 5 levels below me arent worth the time if there are equal level melee around.</P>
EtoilePirate
09-06-2005, 07:04 AM
<span><blockquote><hr>Archae wrote:<p>100% accurate</p> <p>Even con healing mobs i dont fight unless i absolutely must, and not heroic, just normal ones. Even the ones that are 5 levels below me arent worth the time if there are equal level melee around.</p> <div></div><hr></blockquote> And that right there is why I have never successfully soloed either the Captive Audience part of Splitpaw, nor the lizardmen groups in the Feerrott (before they went grey. With them grey it's no problem). Mobs that chain-heal each other are usually not worth the time it takes to kill them. Sucks about the raid group and N'Kznak, though. I'm sure it's horribly frustrating to work on it for that long and then have to give up because of a stalemate.</span><div></div>
Kaknya
09-06-2005, 04:50 PM
Was killing bloodsaber inquisitors in cob yesterday as well, lvl 40 paladin, so these were loong grey, ended up being 5-10 minute fights per because of the 1200-2000 point heals they were doing.. sort of boring,.. I'd walk over, buff up, attack..... Then pull up solitaire on my other monitor and play 3-4 games... <div></div>
Sunrayn
09-06-2005, 06:06 PM
<P>our guild went after Bloodtalon ( lvl 27 ^^^ heroic) yesterday for the DWB quest. We started out with three people. Me, 33 guard mentored to 30; Wife, 30 warden; and a 23 wizzie. We ended up running after nearly 20 mins. We had been long OOP and BT had more than 3/4 power.</P> <P>Second attempt: Me, still mentored to 30, Wife, the warden, the 23 wizzie and added a 27 warlock. After 15 minutes or so, we gave up, BT was healing himself into the green using very very little power. Again, he was nearly 3/4 full on power when we ran.</P> <P>Third attempt: I unmentored and tanked him as a 33 guard. 30 warden, the 27 warlock, and the 23 wizzie gave up and logged in his 28 summoner. He dropped in minutes and 2 people had their DWB update, the wizzie will have to wait until Bloodtalon is blue or green to him.</P> <P>Bloodtalon, and, apparently lots of other mobs, are virtually unkillable to any group that should be merely challenged.</P>
Edowen
09-07-2005, 01:17 AM
<DIV>So, maybe my 50 monk's difficulties with healer gnolls in Splitpaw is related to this. On Saturday and Sunday she made several trips to The Hideout in her final stretch to ding 50. I found various strategies that worked well against almost every type of gnoll and group in that instance with the exception of healers. The only thing that seemed to work at all against healers (alone or grouped) would be to target them and try to burn them down as fast as I could - no HOs, just DoTs first and then every DD combat art I had as fast as I could pump them out. If I was lucky the healer gnoll would die on or before all my offensive combat art icons were dark. If the healer gnoll was still alive at that point, I was in trouble. They would start healing themselves, and even after several rounds of my getting them down to red or close to it and their healing themselves, they would still have most of their power left while mine was as depleted as theirs was full. In most cases trying to save my CAs that cause interrupts and timing them right worked well enough so I could just barely survive the fight, but in a few cases I had to run and zone out (the encounter was not breaking even though I yelled). In contrast, I had no trouble with similar sized groups or mobs at the same level; it was only the healers that seemed far more difficult than I would expect SoE to intend.</DIV> <DIV> </DIV> <DIV>Edowen</DIV>
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