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Platfing
01-24-2005, 08:51 PM
<DIV>Hail fellow Pallys - level 21 here.  I have a few questions for those that can answer(some are more general and don't apply to only the Paladin class). </DIV> <DIV> </DIV> <DIV>1.  I always duo with a 22 ranger, and in the past we could do most blue con ^ and ^^ mobs.  Once the mobs reached level 20 ^^ and 20 ^, their damage output increased by a HUGE amount.  The difficulty level between a level 19 and a level 20 mob seems to be a massive jump.  For instance, in Stormhold we can easily kill a level 19 ^^ blue con skeleton and use very little power and both of us are full health in the end.  When we try a level 20^^, it's sometimes (read VERY rarely) a close battle but typically I get my butt handed to me (using wards the entire time and LOH).  What's even more annoying is that both mobs con blue, but we have to actually look at the level in order to determine if it's doable or not.  I guess I just find the huge jump in damage output (it must be double at least from 19 to 20) a real bummer.  Also, this applies only to mobs than are ^ or ^^ (regular mobs seem to scale normally from 19 to 20).  Anybody else noticed this?     </DIV> <DIV> </DIV> <DIV>2.  Given what I said above, does the heal at level 22 make a huge difference or can me and my duo partner expect to be continually trashed by level 20 ^^ mobs.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Thanks,</DIV> <DIV> </DIV> <DIV>Fenra Fairheart (Butcherblock)</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>    </DIV> <DIV> </DIV>

Sgleor
01-24-2005, 08:56 PM
<DIV>the pally heal aint really fantastic, prolly 200+ at 22 if i never remember wrongly that was ages ago since i was 22 lol..... all i can say is, why duo when you could gather some good people of 6 and fight some 24ish or 25ish monsters. get a healer or 2, get the pally to tank and the ranger + some others as dps you'll be good.</DIV>

Sgleor
01-24-2005, 08:57 PM
<DIV>Also amour wise, did u upgrade to tier 3 armour? if your still using tier 2, the ac will be much lower, find a local armour smith or do the amour quests in qyenos habour from ian</DIV>

Tepic_Snowm
01-24-2005, 09:38 PM
<DIV>A patch was released a while ago, that gave mobs at level 20 and over more damage. This is why you're noticing a difference.</DIV>

SanJ
01-24-2005, 10:05 PM
<DIV>Hopefully, this will help answer a few of your questions.</DIV> <DIV> </DIV> <DIV>- You are well on the way to discovering what is "doable" and what is too difficult by studying a mob's actual level instead of the con color.  As a level 28 Paladin, I can solo red mob solos--with a twist.  I have very nice armor, jewelry, weapons, shields, etc. which is the first key, but I have noted I can easily handle level 33 red con mobs.  I almost always have the level 33 in the last portion of the red health bar when my green drops into the yellow.  Likewise, I can accomplish this task with as little as one heal and sometimes no heals.  Level 34 (one higher) red mobs will drop at about 1/8 to 1/4 slower on the health bar then I do making them an uber challenge.  In most cases, I have to break combat and run away.  Once in awhile I'll win, but for the most part, the task is usually too much to overcome in solo mode.  The key concept here is to practice on new mobs and determine your maximum feasible level for encounters that will net good XP with little to no chance of death.  We always have those freak incidents where things just go your way and you take down a really hard mob with less trouble then you should have experienced, but we're looking for consistency here.</DIV> <DIV> </DIV> <DIV>- Like you, I "duo" a lot with a friend (28 Paladin/26 Swashbuckler).  Having "Blessed Aid" heals several hundreds points of damage which is a real life saver, but it really drains your mana significantly.  It's the real reason I can't solo level 34's consistently now because I simply run out of mana when both I and the mob are in the orange.  If mana were unlimited, it would be doable <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  If you are not using HOs with your ranger friend, try the following.  I start a "HO", my swashbuckler buddy kicks up the combat wheel, and then we finish the duo combo to complete the HO.  This method significantly conserves mana and still does nice damage to 20-29 level mobs.  If you practice, it's possible to rifle off HO after HO conserving lots of power for those needed heals.</DIV> <DIV> </DIV> <DIV>- Another option I have experimented with is playing in a "trio" with RL buddies (28 Paladin, 26 Swashbuckler, 23 Wizard).  We have actually taken down a few impressive mobs with me tanking, taunting and healing myself to stay alive while the two "dps" classes kill the mob.  It's a little boring at times playing that way and sometimes you rarely get to melee from healing and warding so quickly.  As suggested by another poster, I highly recommend a group of 4-6 for better XP and more enjoyment.  A paladin has some wonderful life saving heals and in many roles you can play without a "true" healer class in the low to even higher level 20's, but our mana drain and slower recast rate really prevent us from being the "helper" a priest class offers.  If you play like this for a long time without a healer, it's harder to adjust in a group with a real healer when you start grouping again.  You get in the habit of healing yourself all the time and forget how much fun it is when a healer has your back and you get to go back to tanking and hammering away on mobs.</DIV> <DIV> </DIV> <DIV>- I was out of town this past weekend but talking on the phone with a buddy that started a warrior alt.  He was impressed his alt was able to take down white double up arrow mobs (hard) and blue double up arrow mobs (fairly easy).  I gave him the gentle reminder of "wait until you ding 20 and green double ups start handing you your <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />"  Combat definitely changes as you advance to new combat tiers.</DIV> <DIV> </DIV> <DIV>With all that said you will love Blessed Aid and Penitent Sacrement later in the 20's.  I definitely remember the difference in my gameplan and possibilities when blessed aid arrived on my hot key bar.  Lay on Hands will become a spell you try to save only for other group members in dire emergencies because of the 30 minute recast timer.  Penitent Sacrement has a less timer, but only works for YOU and still requires power to cast just like Blessed Aid.  LOH is wonderful when you are trying to stay alive or keep someone else alive especially when you are out of mana and need a heal in a second, not 5 or more!  In the really sticky situations, I will save my last heal for penitent sacrement as it does better then blessed aid.  It does cost mana to cast and since you're almost out ... go out with a bang!  If you haven't used LOH yet, it's still a last second (no mana) escape plan or mob defeat option when they are hanging on by a thread and you can the chest starting to slide down their pant leg <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Good luck!</DIV> <DIV>Kalen</DIV> <DIV> </DIV>

Platfing
01-24-2005, 11:12 PM
<BR> <BLOCKQUOTE> <HR> Tepic_Snowman wrote:<BR> <DIV>A patch was released a while ago, that gave mobs at level 20 and over more damage. This is why you're noticing a difference.</DIV><BR> <HR> </BLOCKQUOTE><BR> <P>I believe that's the answer to my question.  Thanks for all that responded - some really helpful stuff.  By the way, my pally is in full Pristine Carbonite Vanguard, Pristine Agate jewelry, Ashwood shield - pretty much as high as AC and resists can get.  The ranger that I duo with and I can take out level 26 "red con to us" crabs in TS easily, but when it comes to a level 20 ^ or ^^, we are usually toast.  Also, it appears that "humanoid" type mobs are the worst.  Go figure.</P> <P>Fenra Fairheart (Butcherblock)</P>

Illyakuran
01-25-2005, 01:05 AM
<DIV>You'll be able to solo them again at level 24, or 23 if duoing.</DIV>

Dyvan
01-25-2005, 02:21 AM
<blockquote><hr>Platfinger wrote:<BR><BLOCKQUOTE><HR>Tepic_Snowman wrote:<BR><DIV>A patch was released a while ago, that gave mobs at level 20 and over more damage. This is why you're noticing a difference.</DIV><BR><HR></BLOCKQUOTE><BR><P>I believe that's the answer to my question. Thanks for all that responded - some really helpful stuff. By the way, my pally is in full Pristine Carbonite Vanguard, Pristine Agate jewelry, Ashwood shield - pretty much as high as AC and resists can get. The ranger that I duo with and I can take out level 26 "red con to us" crabs in TS easily, but when it comes to a level 20 ^ or ^^, we are usually toast. Also, it appears that "humanoid" type mobs are the worst. Go figure.</P><P>Fenra Fairheart (Butcherblock)</P><hr></blockquote>Also keep in mind that those crabs you are fighting are "solo" mobs and not "group" mobs like the ^ and ^^ mobs you face. (There are also no rank "group" mobs, these crabs just happen to be "solo")

Belash
01-25-2005, 03:11 AM
<DIV>Some MoBs are easier than others.  Con (and arrows) are not the only factors.  The pally above that stated he can solo reds probably means that he can solo some reds.</DIV> <DIV> </DIV> <DIV>My personal experience at 22 is that I can kill most yellows and green double-ups.  I can kill certain MoB type blue double-ups, but others will kill me (or force me to run).  When I duo with my wife (21 warden), we have killed as high as yellow double-ups, but they are tough and we are selective.</DIV>

Flet
01-25-2005, 03:22 AM
<DIV>In TS, I found that I could solo green groups of 3 or 4 Gnolls, but a single green Cent would usually hand me my head in a bucket. The cent just deals damage much more efficiently. So, I stay away from Cents in solo and duo mode mainly and focus on skellys and gnolls. It also makes a significant difference that I have Gnoll Master and Skelly Master Rages. You parry and riposte much more.</DIV> <DIV> </DIV> <DIV>Take the time to see what Mobs you can and can't kill and then have fun. Also, don't fear dying once in a while. It means you're pushing the XP enveloppe.</DIV>

Illyakuran
01-25-2005, 04:16 AM
<BR> <BLOCKQUOTE> <HR> Fletch wrote:<BR> <DIV>In TS, I found that I could solo green groups of 3 or 4 Gnolls, but a single green Cent would usually hand me my head in a bucket. The cent just deals damage much more efficiently. So, I stay away from Cents in solo and duo mode mainly and focus on skellys and gnolls. It also makes a significant difference that I have Gnoll Master and Skelly Master Rages. You parry and riposte much more.</DIV> <DIV> </DIV> <DIV>Take the time to see what Mobs you can and can't kill and then have fun. Also, don't fear dying once in a while. It means you're pushing the XP enveloppe.</DIV><BR> <HR> </BLOCKQUOTE>Centaurs have DOT attacks such as Rake and Rip that ignore armor and mitigation while the undead and gnolls may not have these attacks and use some version of wild swing instead that you can block and parry.<BR>