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Old 10-26-2012, 02:34 PM   #1
SgtPmpkn

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Coming from a toon that is geared primarily from DoV 2.0 raid gear and SS contested dropped:

The mobs in EJ seem to be stronger than the mobs encountered in Obol Plains.  The lizardmen/harrowing horde in the jungle are much stronger (more HP, hit harder, better buffs) than similar mobs in OP.  I had done some quests in EJ, and then explored and moved unto OP.  The quests in OP were much easier to complete than the mobs in EJ.

Note sure if anyone else has experienced this, and just wondering if this is intended or mobs in OP will be harder at some point.

Overall:  I have no concerns with the difficulty with the mob strenght in EJ - if any changes maybe a 10% reduction in HP.  But by comparison and zone flow, it seems currently the mobs in OP are weaker and off from what is experienced in the Eidolon Jungle.

Thanks.

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Old 10-30-2012, 02:37 PM   #2
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Looking for clarification if intended.  The floating soullights throughout the zone cast an ability called 'Spirit Barrier' usually once engaged and sometimes after.  It decreases the amount of incoming damager by 95% and lasts for a long time.  You are not able to dispel it, but you can interupt the casting of it.

Is it intended to last as long and is it intended to be a 95% dmg reduction spell.  Some experience is being able to interupt it on pull but sometimes missing it the second cast.  Also, it can reapply (believe its 10% chance) when the mob is dmged at all.

Thoughts?

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Old 10-30-2012, 03:48 PM   #3
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They intend it and don't want to change it.  I posted below somewhere about Soullights.

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Old 10-30-2012, 10:04 PM   #4
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The buff on the soullights is intended, as they offer a nice buff when you kill them. There's an easy way to bypass the damage reduction, even if you're unable to interrupt it.

As far as mob difficulty, the stuff in Obol is supposed to be on par with the EJ population. They are both using the same base buffs, I believe, but the EJ stuff may have more unique abilities. I'll confer with the other designers and see what we can do about that.

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Old 10-31-2012, 01:53 AM   #5
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EJ biggest concern is the fear and stone skining orbs. I do not know how many time I finally got a fear to end only to have it chain on me a few seconds later. Thus my hope was to blue ae, fear, use same blue ae, fear, etc until combat was over.

OP has some real dense areas in some areas so with decent pulls or with a merc/small group the issue is null and void

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Old 10-31-2012, 12:39 PM   #6
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Fyreflyte wrote:

The buff on the soullights is intended, as they offer a nice buff when you kill them. There's an easy way to bypass the damage reduction, even if you're unable to interrupt it.

As far as mob difficulty, the stuff in Obol is supposed to be on par with the EJ population. They are both using the same base buffs, I believe, but the EJ stuff may have more unique abilities. I'll confer with the other designers and see what we can do about that.

1.  Which other way is there to bypass the dmg reduction?  I've interupted it mostly... does it expire if I root the mob and dont hit it?  Does it dispel with some ability? (the mage dispel didnt seem to work)

2.  Yes the mobs in OP seem weaker to me than in EJ... they feel like they have less HP, or mitigate less magic (elemental/arcane/poison) damage.

Thanks for your reply.

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Old 10-31-2012, 01:16 PM   #7
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Stop hitting it.  That is where you're going wrong, and where I went wrong, as a Fury I have a big arsenal of damage over time spells, including several aoes and I went nuts with those, of course the buff never came off because of that.  If you stop hitting and call off your pet until the buff comes off in a few seconds, then attack with your biggest non dots you should be able to take it down quite quickly.  These things are actually quite weak, though still a pain when you have 3 or 4 of them fearing you all over the place into other nasties.

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Old 10-31-2012, 01:18 PM   #8
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Yeah thats what I ended up doing eventually, but knowing all of my options wouldnt hurt.

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Old 11-09-2012, 07:18 PM   #9
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Ok, the fact quest nameds are popping quickly is nice to let many people update a quest, but not when it out of quest. The tower at the Ogre area i was fighting the quest mob, killed it, fought an add, had him repop... and then it prevented the toon that needed it to pick it up, fear cave also does this as well as other places...   Make the quest names pop when close by with quest, not always up with a repop of 15 seconds

Also, the fear cave fear is horrible, instant cast and requires the merc to be in combat to cure... I died so many time to this it not even funny. Seems crusaders have no issues and healers with break have some, but a fear instant cast with 10 sec recast that chains together with each mob make one bad pull or fear hit a wipe.

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