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Old 11-07-2012, 02:46 AM   #31
Landiin

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Every thing seems on pare accross the board now deficulty wise. I still feel its a bit to easy for a zone u can bring a buddy in.

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Old 11-07-2012, 11:42 AM   #32
Hordolin Awanagin

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Toranx@Crushbone wrote:

Every thing seems on pare accross the board now deficulty wise. I still feel its a bit to easy for a zone u can bring a buddy in.

Agree. It is almost /faceroll all the way through for an "ok" geared 92 brigand with merc. The 2 or 3 scorpions that are single spawn stationary in nooks near the entrance are harder than the rest of the zone (and the named encounters) and are pretty much the only things I didn't roll through without pause.

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Old 11-07-2012, 03:44 PM   #33
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Toranx@Crushbone wrote:

Every thing seems on pare accross the board now deficulty wise. I still feel its a bit to easy for a zone u can bring a buddy in.

Awesome, I appreciate your feedback and efforts. I may up the package a bit.

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Old 11-07-2012, 06:24 PM   #34
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Kander wrote:

Not being able to damage things with rez sickness is a bug. Will take a look at it. 

Is this a bug for current (pre-CoE) zones too? Because it does happen in Skyshrine and other zones.

I ask because, while I completely understand the reasoning for the mechanic on named mobs, I've always felt that the mechanic is extremely unnecessary for trash. (If you can kill trash with rez sickness, why not? I doubt anyone zergs trash mobs, but would we care if they did?)

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Old 11-07-2012, 07:48 PM   #35
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Gash@Kithicor wrote:

Kander wrote:

Not being able to damage things with rez sickness is a bug. Will take a look at it. 

Is this a bug for current (pre-CoE) zones too? Because it does happen in Skyshrine and other zones.

I ask because, while I completely understand the reasoning for the mechanic on named mobs, I've always felt that the mechanic is extremely unnecessary for trash. (If you can kill trash with rez sickness, why not? I doubt anyone zergs trash mobs, but would we care if they did?)

This is only for solo zones, are you asking about the 1 solo zone in the game atm?

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Old 11-08-2012, 01:51 PM   #36
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Kander wrote:

Tylia@Butcherblock wrote:

Kander wrote:

Toranx@Crushbone wrote:

Spill the beans Kander, I'll admit I pulled them darn gnorgers way to many time before I noticed I couldn't dmg them with rez sickness before you fixed ti.

I changed the solo gnorgers a few times, but the encounter was using the heroic versions of the mob with heroic buffs. lol

0.o  Has this been fixed yet?  I will run the zone again once it is.. because I'm all out of patch kits. 

Everything should be good to go with tomorrow's build. /crosses fingers

I won't be able to run the zone until Friday, but I have a question about yesterday's patch notes and requiring progress past specific parts of the Signature questline.  I have not done the questline at all on Tylia or my dirge, who I would like to run the zone with since they are not raid geared.  Does that requirement apply to the Advanced Solo dungeons as well as the group ones?  If so, I guess I will just have to keep working on the questline on my mystic until I get past the Puzzle Pieces quest before I can test the zone again.

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Old 11-08-2012, 04:45 PM   #37
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Tylia@Butcherblock wrote:

Kander wrote:

Tylia@Butcherblock wrote:

Kander wrote:

Toranx@Crushbone wrote:

Spill the beans Kander, I'll admit I pulled them darn gnorgers way to many time before I noticed I couldn't dmg them with rez sickness before you fixed ti.

I changed the solo gnorgers a few times, but the encounter was using the heroic versions of the mob with heroic buffs. lol

0.o  Has this been fixed yet?  I will run the zone again once it is.. because I'm all out of patch kits. 

Everything should be good to go with tomorrow's build. /crosses fingers

I won't be able to run the zone until Friday, but I have a question about yesterday's patch notes and requiring progress past specific parts of the Signature questline.  I have not done the questline at all on Tylia or my dirge, who I would like to run the zone with since they are not raid geared.  Does that requirement apply to the Advanced Solo dungeons as well as the group ones?  If so, I guess I will just have to keep working on the questline on my mystic until I get past the Puzzle Pieces quest before I can test the zone again.

Blarg. If you let me know when you will be online on Friday, I will try to log in and give you the quest.

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Old 11-08-2012, 05:17 PM   #38
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Kander wrote:

Tylia@Butcherblock wrote:

I won't be able to run the zone until Friday, but I have a question about yesterday's patch notes and requiring progress past specific parts of the Signature questline.  I have not done the questline at all on Tylia or my dirge, who I would like to run the zone with since they are not raid geared.  Does that requirement apply to the Advanced Solo dungeons as well as the group ones?  If so, I guess I will just have to keep working on the questline on my mystic until I get past the Puzzle Pieces quest before I can test the zone again.

Blarg. If you let me know when you will be online on Friday, I will try to log in and give you the quest.

Thanks Kander, I sent you a PM with the time.  SMILEY

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Old 11-09-2012, 05:31 PM   #39
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So here are my impressions of the instance after the changes to the gnorgers.  It was an uneventful run through up to and including the gnorgers (who were very manageable on legendary geared Tylia with the Skyshrine Inq merc, fighting stance) and Errlik the Bludgeoner and his 2 adds took a while to kill but were not impossible.

The fight with Merglok was time consuming, but also not overly difficult.

I had the most problems with the last name.  His adds hit very hard and with 2 of them at once, they would take me from green to orange very fast.  (Yay for fast casting heals!  I did die 4 times trying different strategies and positions etc.)  I had 3 of the 30% damage stones to use and on the last pull, I used them and defeated him.  I still had to do a lot of fast healing, but the fight was fun and challenging for a completely legendary geared fury, and it took some thinking to figure out a strategy that would work.

All in all, I would say that the changes to the gnorgers made those encounters very doable now, and the zone is very casual-friendly, maybe overly-so with the exception of the last name.  I would also agree that maybe things need to be "turned up" just a bit as far as the ground mobs and the Ashlok trash mobs, as they were very easy to kill.  I would still call it a fun instance to run.  SMILEY

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Old 11-09-2012, 05:35 PM   #40
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Tylia@Butcherblock wrote:

So here are my impressions of the instance after the changes to the gnorgers.  It was an uneventful run through up to and including the gnorgers (who were very manageable on legendary geared Tylia with the Skyshrine Inq merc, fighting stance) and Errlik the Bludgeoner and his 2 adds took a while to kill but were not impossible.

The fight with Merglok was time consuming, but also not overly difficult.

I had the most problems with the last name.  His adds hit very hard and with 2 of them at once, they would take me from green to orange very fast.  (Yay for fast casting heals!  I did die 4 times trying different strategies and positions etc.)  I had 3 of the 30% damage stones to use and on the last pull, I used them and defeated him.  I still had to do a lot of fast healing, but the fight was fun and challenging for a completely legendary geared fury, and it took some thinking to figure out a strategy that would work.

All in all, I would say that the changes to the gnorgers made those encounters very doable now, and the zone is very casual-friendly, maybe overly-so with the exception of the last name.  I would also agree that maybe things need to be "turned up" just a bit as far as the ground mobs and the Ashlok trash mobs, as they were very easy to kill.  I would still call it a fun instance to run. 

I appreciate your time and efforts Tylia! I appreciate the feedback!

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Old 11-09-2012, 07:03 PM   #41
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Kander wrote:

Tylia@Butcherblock wrote:

So here are my impressions of the instance after the changes to the gnorgers.  It was an uneventful run through up to and including the gnorgers (who were very manageable on legendary geared Tylia with the Skyshrine Inq merc, fighting stance) and Errlik the Bludgeoner and his 2 adds took a while to kill but were not impossible.

The fight with Merglok was time consuming, but also not overly difficult.

I had the most problems with the last name.  His adds hit very hard and with 2 of them at once, they would take me from green to orange very fast.  (Yay for fast casting heals!  I did die 4 times trying different strategies and positions etc.)  I had 3 of the 30% damage stones to use and on the last pull, I used them and defeated him.  I still had to do a lot of fast healing, but the fight was fun and challenging for a completely legendary geared fury, and it took some thinking to figure out a strategy that would work.

All in all, I would say that the changes to the gnorgers made those encounters very doable now, and the zone is very casual-friendly, maybe overly-so with the exception of the last name.  I would also agree that maybe things need to be "turned up" just a bit as far as the ground mobs and the Ashlok trash mobs, as they were very easy to kill.  I would still call it a fun instance to run. 

I appreciate your time and efforts Tylia! I appreciate the feedback!

My pleasure Kander, and now that I know Wurmbone Crag so well, maybe I should go spend a little more time getting to know the other instances.  lol  SMILEY

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Old 11-09-2012, 08:54 PM   #42
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Ran this zone today on my warlock with SS inquis merc.  Seemed a bit easier than some of the stuff i did to get there. However the Crag King adds were 95^^^. Is this right?

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Old 11-10-2012, 03:34 PM   #43
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nathyrra wrote:

However the Crag King adds were 95^^^. Is this right?

Stuck on this fight currently due to the spinning bone wraiths being 95^^^. =

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Old 11-10-2012, 05:52 PM   #44
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Cyliena wrote:

nathyrra wrote:

However the Crag King adds were 95^^^. Is this right?

Stuck on this fight currently due to the spinning bone wraiths being 95^^^. =

It seems the King definitely called in reinforcements.  The adds are 95^^^.  SMILEY

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Old 11-11-2012, 01:55 PM   #45
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Toranx@Crushbone wrote:

Gash@Kithicor wrote:

Kander wrote:

Not being able to damage things with rez sickness is a bug. Will take a look at it. 

Is this a bug for current (pre-CoE) zones too? Because it does happen in Skyshrine and other zones.

I ask because, while I completely understand the reasoning for the mechanic on named mobs, I've always felt that the mechanic is extremely unnecessary for trash. (If you can kill trash with rez sickness, why not? I doubt anyone zergs trash mobs, but would we care if they did?)

This is only for solo zones, are you asking about the 1 solo zone in the game atm?

No, I was asking for current Heroic zones too. There's just no need for trash mobs to be immune to you when you have revive sickness. Named mobs yes, trash mobs no.

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Old 11-11-2012, 06:15 PM   #46
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Fixed the issue with the triple up adds.

The zones should no longer have rez sick immunity. Can you tell me when the last time you noticed this was?

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