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-   Chelsith: The Ancient Vault (https://archive.eq2wire.com//forumdisplay.php?f=2878)
-   -   General feedback (https://archive.eq2wire.com//showthread.php?t=523742)

NG23985_01 10-31-2012 09:55 AM

<p>The zone items such as the corrosive solvent, pickaxe, etc. shouldn't be no-zone. If you go linkdead or crash, you could lose progress in the zone because of this problem. Overall the difficulty felt appropriate, but the EXP is abysmal. The yha-lei stuns, de-taunts and knockdowns are very annoying. Their Sea Spine attack did too much damage to my non-raid geared toons. Aggro range was a whopping 25 meters. It should be reduced to 10 or 15. The linked encounters interrupt spellcasting far too much. The taskmaster named chain-casted Freezing Tide on me, a long duration stun. I stood there, stunned, unable to do anything for over 2 minutes straight before I finally managed to break free - I think one of their stuns resisted. The stun needs to be toned down - they should not be able to lock me down indefinitely with that stun. Also the taskmasters seem to complete heal each other. Seriously? Are we going to have ANOTHER one of these kinds of fights? This fight is profoundly stupid. The fight with the Spirit of the Deep is too difficult. At least 3 times during the fight, he went 100% invulnerable, summoned 3 hard-hitting adds, then he ran off and full-healed himself with no apparent way to stop him from doing so. My non-healing toons will not make it through this fight. On Beta I have 160% veteran bonus EXP which I understand will be gone on live until we grind to 95. I also have 200% vitality bonus. I cleared this zone as level 92 and I walked out with 107075 EXP. That is 6% exp for 45 minutes worth of work. This is not worth the time. If my math is correct, the base EXP was 23277 and the remainder being bonus. This means on Live, I'll only have the vitality bonus, and clearing this zone will give approximately 69830 exp - about 4% of level 92. The zone needs some minor fine tuning and vastly more EXP for it to be worthwhile.</p>

Nebbeny 10-31-2012 01:45 PM

Just piggy-backing here with my own feedback. Ran the zone just now, as a level 95 monk with high end raid gear it took me close to 15 minutes to do the zone for 1 chest. This was first run so i could probably do it faster, but I overgear the zone quite considerably so I expect other people to do it in far less time than that. Taskmaster/mistress fight was silly, it lasted over a minute, and that's only because i was stun locked off the bat, and kept stunned. Could really do with just giving 1 of them the stun, 1 of them the heal, and something to the other one, you like power drains, could always try that. I don't see people running this except for when they need to do quests here, takes far too long for far too little reward. Pretty zone though

Cyliena 11-10-2012 07:47 PM

<p>Named: <span >Murmaz the Believer</span> (96^^) - This mob should be ^, not ^^, in an advanced solo zone. His Roiling Seas were hitting for 16k-17k damage on a solo-geared toon; I ended up kiting him but not everyone will have that option and you need him for the sig quest.</p><p>Maybe put a barrier up to prevent people from wandering into the mines before killing Murmaz? I wasted a lot of time and almost gave up because that path seemed like the natural one to take first.</p><p>I could do nothing with the unrefined crystal. I tried to polish it in the Crystal Refinery--no dice. Tried to place it in the container in the Resonance Chamber and again, it wouldn't. I couldn't open what I assume is a door. I'm just grateful that the sig quest update was before that point.</p><p>The zone-in for two players needs fixed, but I mentioned that in another thread.</p><p>Might want to consider slightly reducing the health for the adds on the Overseer's fight. I swear they had almost as much health as him and I finally gave up on them and just focused on the Overseer instead.</p>


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