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#1 |
Server: Valor
General
Join Date: Jan 2005
Posts: 391
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upper halls of fate is a heroic instance, first mobs are lvl 57, they're like all other mobs you see everywhere in kos, but there is one difference... they have...brutal strike... exactly...brutal strike does 8 to 10k melee dmg in one hit, there is no freakin way you can protect your tank all the time from this.this bug was already posted on the beta boards over a week ago and nothing, just nothing was donefirst people will be 66/67 tomorrow and be able to finish halls of fate.... oh wait, no they will not cause they're tank will get one shotted every 20 seconds...fix this crap already soe...thanks
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#2 |
Join Date: Nov 2004
Posts: 67
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the zone is easily doable once you're higher level - don't fight orange mobs if you dont' want a challenge
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#3 |
Loremaster
Join Date: Dec 2004
Posts: 273
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![]() You mean 67^^ (groups of 2) Heroic in Halls of Fate don't ya? At 61 (fair amount of T6 fabled, max Mig vs 61, etc) with 9 K hp (ok first time with guild group into Halls of Fate and we weren't an optimal setup, but fun group none the less We laughed our collective behinds off, it was hilarious. We all looked at each other, and decided, we'll be back in 3 to 4 levels. |
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#4 |
Server: Valor
General
Join Date: Jan 2005
Posts: 391
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lolz orange yea i guess 67 mobs are orange to me at 65
Message Edited by Zarzu on 02-24-200606:09 AM |
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#5 |
Join Date: Nov 2004
Posts: 67
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well, what i said was better than just saying you suck :smileyhappy:we did it when it was easy in beta, and then again after it was hard - just get some levels and you'll be fine
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#6 |
Loremaster
Join Date: Jan 2005
Posts: 696
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![]() Our 65 fully fabled guard got hit for over 9k too. Makes Halls of Fate useless as a zone right now.
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#7 |
General
Join Date: Jan 2005
Location: New-Brunswick, Canada
Posts: 28
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![]() Morticus jsut posted on the thread of teh Vault of El'Arad (sp?) that this was not intentional and he is trying real hard to fix this problem. Having them reply to our posts and giving us feedback means they are indeed aware of it and are trying to fix this as fast and properly as they can. *thumbs up to devs and game designers* Go Go Team EQ2
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#8 |
Join Date: Nov 2004
Posts: 18
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The Vault of El'Arad and Halls of Fate both seem to have this problem. Our group was between 66-68 (Tank 66), when we engaged the 2 ^^ mobs guarding El'Arad he Harm Touched our tank for 22k. Needless to say we didnt go in. Went to the Halls of Fate next because the architecture is stunning and the mobs are good for our level. First encounter 2 lvl67^^ guards, HT'd our tank again, one shotted. These 2 instances at the moment are worthless. Please fix the problem so we can enjoy what you have created.
Bruin Najena Message Edited by Bruinthor on 02-27-200606:40 AM |
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#9 |
Loremaster
Join Date: Dec 2004
Posts: 8
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I wouldn't go as far as to say Halls of Fate isn't doable as it is
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#10 |
Server: Valor
General
Join Date: Jan 2005
Posts: 391
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hell yea i bet if you have fun wasting many hours in HoF clearing it with pet pull, tower of stone etc you'll be able to do it, but thats not the only way it should be beatable... those abilities are buged, point.
Message Edited by Zarzu on 02-27-200609:02 AM |
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#11 |
Loremaster
Join Date: Dec 2004
Posts: 8
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![]() It's bugged, yeah, but in all honesty, it isn't as tough as you may think... If you have an enchanter, it's actually quite easy, and it keeps you on your toes. Most of the named have some nasty AE's that you have to call in-out for, and it seems like a raid zone more than just an instanced zone you can complete with your eyes closed; I prefer a challenge, rather than just another instance to complete in an hour. I DO agree that it should be fixed to where Brutal Strike can be mitigated, as I think that's the only problem, it's un-mitigated damage from what I can tell, cuz I was getting hit for the same amount as our tank in most cases, but it was still fun having to have almost each encounter to be a challenge (except the ones where Soldiers weren't in, which are the only ones that do Brutal Strike.) Also, is it a bug or intended for some of the mobs in there to move while stunned/mezzed? I've noticed it on a few mobs in Bonemire as well, when mezzed they still attack and move and stuff... was wondering if I missed something, to where it's a new ability for some higher level heroics. And no we didn't use Tower of Stone, our guardian was too stingy to waste all of his excess shields
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#12 |
General
Join Date: Nov 2004
Posts: 3,040
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![]() Notice the "Immune" to pop up when those spells hit. It seems that named are beocming more and more immune to control effects to limit the capability of people soloing them.
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Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest |
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#13 |
Loremaster
Join Date: Dec 2004
Posts: 8
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![]() That's what I was thinking, i kept seeing Immune flash up by the damage when I casted the stun, a nice little addition haw haw. At least root still works!
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 8
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![]() Anyone know if this is fixed yet? I saw nothing regarding this in the Live Update notes for Feb 28th. I want to freakin get into this zone to kill for some quests but unwilling to rack up a bunch of debt because of bugs not fixed. Two more levels to go until 70 so if its not fixed by the time we get to 70 I guess we will endure the deaths and crawl throug the zone.
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#15 |
Join Date: Nov 2004
Posts: 18
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Is it doable? Yes Is it fun? No Are the mobs abilities broke and does SOE know they are broke? Yes
I didn't ask for the zone to be handed to me, I love a challenge. But I want the zone to operate the way it was intended.
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