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#61 |
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Portal wouldn't spawn for me either. I think it may be tied into if the zone crashes (which it did, after killing the second named and leaving the tower), I think it doesn't register something in the mechanics of the zone to spawn the portal. I tried mario jumping across the lava to where the last named was, but I kept getting splashing sounds on rock and getting stuck in the geometry.
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#62 |
Developer
Join Date: Jan 1970
Posts: 0
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#63 |
New Member
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With a lot of fighting... h rs later ... I finally made it to the red fire portal to zone in to kill Ra-sekjet.... I have killed the mobs... leaving him only and nothing works... after power is gone using ascension spells... doesn't die nor do I ... got Ra to 20 something % ... but then found it shows no power for me but does let me cast less powerful spells for a brief sec when spells pop up... . they do work ... but not enough ... I did this for a long time to find he runs bk and heals bk up slowly .. with periodic adds... after an hr plus of trying I just could not get his health down... tried staying on the big platform... (he constantly throws u off) still no luck... no power me or merc... I'm not a heavy hitter and can not take him down quickly... I want out... this is ridiculous but there is no way out without casting Circle of Growth... I did buy and use cont. through the fight Celestial Essence of Power... my power bar never increased when used... never allowing me to use again the ascension spells... I am going to zone out... and hope I wont have to start this zone all over
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#64 |
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As a caster that power drain is the end of the line for me. I didn't bring any pots with me and there are none to speak of on the server, so that fight is impossible for me.
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#65 |
New Member
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#66 |
Developer
Join Date: Jan 1970
Posts: 0
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#67 |
Well-Known Member
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![]() When I log in in a few minutes, I'll see about crafting overclocked manastones, and I'll send my alchemist to Beta as well. |
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#68 |
Active Member
Join Date: Jan 1970
Posts: 0
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-HEROIC-
Ok where to begin 1. The new tank only ability GROUP WIPE ALOT aka Bulwark of Order needs to be addressed. To have a tanks hit an ability every time the mob emotes is just wrong. Make this ability static in there def stance or just scrap it until you guys come up with something better. 2. The stun stifle effects you got on Morgelon is nor blockable and Orange adron that resist contraol effect do not work really irrating encounter eespecally when the tank can get it also and not be able to hit Group Wipe A lot. 3. The Ra-Sekjet, the Molten Hp seemed a a tad high not much. The HP balance seemed like it was Not working right and if there is a Hp Balance between the adds and the main named the HP needs to come down by about 30~40%. |
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#69 |
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We wanted to take a look at heroic so we went to all 4 t1 zones and died in at 1 names in each zone while simple mobs we have killed pretty easy. Group were - Monk, Warlock, Illusisonist, Channeler. We geard up completly in gear that scales from npc near portal to heroic/solo zones so ~ 1000+ resolve. I am writing here because all names have quite same mechanics. They have very large amount of hp and 5 min of fight ~ 10% hp of mob.During fights we had manadrain/ dots with unknow effect of control ( while you are under effect freedom of mind is not working, only item is active is signet against stun and it is not working too when you use it) rune against stun in belt did not work too. Channeler skill that remove control and give you immunty to it did not work. Than come curse which i cured and we all died in single blast of some aoe. My hps was 34-48 mil.In t1 water/earth/air/fire everything is same. Dots/curse/aoe-wipe. We tried to run from aoe -30 meters away and it did not work. Oh and one more thing in all zones if you gather more than 1 group of mobs they can instantly kill you. In terms of dps monk did 3 times more dps than warlock. About new tank ability when tanks used it against named - we died instantly.
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#70 |
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(Heroic version) Portal to final named doesnt work.
Power drain, heal, and incoming damage on final boss is way too high, and the adds have too much health. |
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#71 |
Well-Known Member
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Solo, ran on my paladin, Sigrdrifa
Even in mastercrafted CD gear, this toon isn't a fount of DPS, but I had no trouble working through this zone, slowly. I never experienced power drains, because Kenny was my mercenary and between him and me, we cured everything. Also, I interrupted the bosses constantly. I used Consecrate (which I like to think of as The Holy Hand Grenade), Penitent Kick, and Heroic Dash. I saved my Ascensions for adds mostly. There are a lot of places that you can skirt around the edges of mobs, literally on the edges of cliffs, if you are careful, so I didn't end up fighting tons of trash. I did have to pay attention to mob pathing to slip by the trash mobs. There were a couple of cases where I had to clear one to three mobs out of my path, especially right in front of the tower doors. I liked this zone. It was really easy on my conjy, but a challenge that requires some thinking for my paladin. |
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#72 |
New Member
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#73 |
New Member
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#74 |
Developer
Join Date: Jan 1970
Posts: 0
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We're investigating all the crash problems. When you crash, if you could please try to get as much information as possible. Also using the streaming client could be causing a lot of these issues, you may want to refrain from using it.
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#75 |
New Member
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#76 |
Developer
Join Date: Jan 1970
Posts: 0
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#77 |
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Heroic,
The more I run test groups the more convinced i am that combat mitigation is by in large potency mitigation. based on other discussions in Discord on the subject there is more to the equation than potency but that seems to be the larges variable and therefor the most obvious when tested. What you call combat mit we call pot mit. So for groups what that means if they want to have any chance in t2 heriocs currently combat mit needs to be reduced. currently when i run with guildies we sit at 60-70k range and our parses are high enough to kill named in a semi normal amount of time. in pugs people have 50-55k using mostly all beta test gear and the drop is significant in their damage vs mine. So for this zone- if beta test gear is similar when scaled in a t1 to the stat levels players can expect while wearing quest/sol/mission/mc/pq gear then the t1 zones are still overtuned. for example in this zone our brigand had full set of beta test gear on. he said his potency was in the 53k range and this was his parse on the first named. (01:26) Kreigor: 2.11B Necro-Reaper's Soulburn-2.25B Warlock | 920.99M Necro | 657.34M Sk | 440.64M Defiler | 78.12M Brig | 12.56M Warden | 742.21K necro had a little over 60k pot, i had 69k, sk had around 70k pot. It really hard to tell you if these zones are balanced without knowing what expected stat levels will be in gear prior to these zones. This being the first t1 zone, it should be based around players that have full mastercrafted/sig line/ pq reward/ solo collection reward gear stats. if i had to guess this would be the 55k pot range. if that is accurate these bosses need a drop in potmit/combat mitigation. t2 even further. at this point the best i can do is just try and pick out specific bugs in scripts and hope that the mobs get tuned to gear stat ranges that are appropriate to their tier. so 1st named Kreigor: everything seemed to work well. the new bulwark ability was easy to identify and counter by our tank. power drain seemed manageable with defiler/warlock power feeds. longer duration fights from pug/casual groups will need a dedicated power feeder. 2nd named Morgelon, the Wilder: script seemed ok. we tanked in the tower and didnt have any port issues. previous pulls in pug groups had problems with porting too far from the tower and the named leashing but i think this was fixed in recent patch. The adds where manageable by us but i think the frequency they spawn could become an issue for lesser geared groups. 3rd named Moracar, the Fiend: most of the script was ok but the main piece needs adjustment. the adds that spawn take a few seconds to get in and the one that needs to be burned needs a longer duration before failing. it gaves us the this mob has been in this plane too long fail message withing 3 seconds of the add getting to us. in that 3 seconds I got several large nukes off as did my group and it was only at 50%. pug groups will never kill this fast enough. Its possible the add is spawnign somewhere far away or under the floor and running in but we targeted it within a second or so if it populating on my screen. we where able to over heal and get through the mob. 4th named Pyrefist, Dark Guardian: power drain was moderate at around 84k power per sec. manageable by defiler/warden/lock feeds in our kill duration. i didnt see any other issues with scripts. portal spawned fine for us to final named 5th named Jek-Setek the script seemed to be working. the heal was manageable with our encounter dps. we killed the named before adds and the full duration was about 3:30mins I can see lower dps groups having issues with this fight due to heals/ports. I hope this helps! |
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#78 |
Well-Known Member
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![]() I suspect the benchmark should be mastercrafted made from unrefined rares. I haven't made any yet, but I'll try to bust out a set today. |
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#79 |
New Member
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Zone: Doomsfire: Outdoor zone
Issue: mount speed = what I would imagine would be Dev speed I have the Erak…. mount from beta I am flying in zone at super high speeds. I have dismounted, changed mounts, and logged and am still flying at high speed Update - zoning out and back in fixed this issue |
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#80 |
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#81 |
Developer
Join Date: Jan 1970
Posts: 0
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#82 |
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#83 |
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I am pleased to note that giants in the Solo are dropping Giant Idols for the language quest and body parts for the Giant L&L.
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#84 |
New Member
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![]() ~Feelixx |
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#85 |
Developer
Join Date: Jan 1970
Posts: 0
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#86 |
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Jel-Ekset at the end of Doomfire: The Enkindled Towers [Solo] hit me with a curse, Grasp of Iron, which forced me to target him. It was of short duration, but I thought solo zones weren't supposed to do curses? (Build 14375)
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#87 |
Member
Join Date: Jan 1970
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mobs around the second efreeti tend to dip under the scenery and need to be wiggled around to be brought back above ground. around area /way -342, 24, -82
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