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#1 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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![]() Please post any feedback on this boss here! |
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#2 |
Server: Permafrost
Guild: Attrition
Rank: donkeypunch
Loremaster
Join Date: Oct 2010
Posts: 26
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![]() These guys were stupid easy. Neither one of them have much hp and the AOEs don't even hit hard. We had our Guardian tank both of them and we killed them in like 5 minutes. Took like 2 pulls to kill them. Probably might want to bump up their damage a bit for a challenge mode mob. Also another suggestion might want to give a few more seconds burn time on that idol to turn challenge mode. Seemed like it only spawned for like 5 seconds then despawns. |
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#3 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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![]() Yeah, they havent had a balance pass yet. Will try to get that done tomorrow. |
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#4 |
Loremaster
Join Date: Feb 2005
Posts: 733
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![]() I posted this in the "Raiding" thread, but this fight is just missing something. Three problems/suggestions: 1. We designated a 2-tank group to handle kiting the monkey. I assume this is intended. That takes 2 tanks. The other 4 people in the group stand around doing nothing. The roots from the random port need to completely disable the person ported. No silly "breaking the roots off of myself, be right there" stuff. This would give the remaining 4 people in the monkey kite group something to do. Also the roots themselves didn't always apply on banishment for some reason. Should be like the web on spider queen in RoK. 2. In hard mode, the monkey portion of the fight should change after the avatar guy dies. No more kiting. Make it memwipe still or something, but the kiting part should stop (he should lose his flurry). After doing it for 5 minutes or whatever, you're clearly capable of doing it for another 5 minutes. It's just not fun. Plus, it would enable some enjoyable parsing on the fight, opposed to the second half just being a chase-the-monkey marathon. 3. I seem to recall the same old "Consume power = Self Damage" buff on this mob. This means sprinting is completely out of the question. On a movement based fight, that should not be the case. If not, a movement speed buff should be applied somehow. I don't care if we have to collect fear-imbued bananas to eat during the fight. |
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#5 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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![]() Baroddas is already slowed down pretty slow. He also has the "Warp to players if to far" thing completely turned off that most mobs have. Giving an addition speed buff to players would make it entirely too easy. |
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#6 |
Loremaster
Join Date: Feb 2005
Posts: 733
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![]() Oh, no tank would ever need a speed boost for the monkey. It's already extremely easy. I was referring to usage by the other members of that group. The area is extremely large, and some manner of speed boost would allow them to go around and help with the roots. In fact, you could probably turn up the frequency of the ports if people had a means to get around a little more efficient. Maybe I'm just sour about losing the Aether races at SOELive, but some kind of "power up" like those clouds on the ground for people to pick up would be an interesting addition. It's a zone boss. Get creative! |
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#7 |
Loremaster
Join Date: Jan 2006
Posts: 520
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![]() Maergoth@Antonia Bayle wrote:
would this be the same effect that makes our chanters in raid want to stab their eyes out with sporks, as it nearly kills them everytime they go to do their job (manaflow)? Just wondering!
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#8 |
Loremaster
Join Date: Feb 2005
Posts: 733
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![]() Yeah that. Though, in retrospect.. he may not have it. I posted mostly to emphasize that he SHOULD not have it. |
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#9 |
Loremaster
Join Date: May 2005
Posts: 1,272
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![]() To me the encounter just feels like it doesn't do a whole lot to actually engage the raid. The first half you literally just stand there and maybe joust 2 ae's on really long timers. That's pretty much it. The 3 tanks on this encounter just make sure the mobs don't run off and kill anyone. A person here or there might have to kill a root and run back. You pretty much just stand there and kill the mob, or run after the other mob and kill it (chasing a mob isn't engaging, it is annoying). That is pretty much the problem with all this content except maybe the last guy in Sleepers on challenge. The content doesn't engage the raid. The raid stands there not paying attention and the mob dies. This is going to sound kind of funny, but I can't think of a better way to word it. I don't have a problem with being able to first pull a mob every time. In fact I think in general you should be able to if you do everything right. That means that you aren't wiping due to some consequence of things lining up that you can't do anything about (or can't do anything about without obscene raid builds). An encounter like 4 Rune Theer or Yael you could first pull every time, because it was basically in your control (less so Yael more so Theer). It was random, but predictable. You knew it was going to happen and you could deal with it (as long as you passed the dps check). Encounters like Eriak or Tagrin on the other had, you can wipe simply because things happen that you literally can't do anything about. A bad string of events screws you. The mobs in the expansion just don't feel like they do anything at all. People need a reason to pay attention. If you don't have to pay attention then you aren't actually enjoying the game, you're being entertained by the tv show you are watching while the mob dies.
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Arabel/Iguards/Thristin/Islayx, Leader of Equilibrium on Antonia Bayle |
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