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Old 10-23-2012, 02:26 PM   #1
Kander

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Welcome to Wurmbone's End! Deep within the Skyfire Mountains, live the Ashlok, a race of Neanderthal wurm hunters who will eat pretty much anything, including you!

Please feel free to leave constructive feedback here for Wurmbone Gulch!

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Old 10-23-2012, 05:41 PM   #2
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ive been looking for this zone in and cant seem to find it?

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Old 10-24-2012, 10:28 AM   #3
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he hide it well, that's for sure, when I found it I was like "Wow over here?"

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Old 10-24-2012, 10:55 AM   #4
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Where are the Wurmbone zones located in Skyfire?

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Old 10-24-2012, 12:40 PM   #5
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SgtPmpkn wrote:

Where are the Wurmbone zones located in Skyfire?

I searched last night and wasn't able to find them. They aren't on the JW map at all. 

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Old 10-24-2012, 02:13 PM   #6
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The zone in is off the coast of Danak, in Jarsath. You currently need to fly there. We'll have teleports or flying mounts there soon. We are also adding a bell to Jarsath.

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Old 10-24-2012, 02:51 PM   #7
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Kander wrote:

The zone in is off the coast of Danak, in Jarsath. You currently need to fly there. We'll have teleports or flying mounts there soon. We are also adding a bell to Jarsath.

Will there be something similar for chelsith?  I found it no problem but others may not as easily. 

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Old 10-24-2012, 02:55 PM   #8
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melaine_dvarvensplitter wrote:

Kander wrote:

The zone in is off the coast of Danak, in Jarsath. You currently need to fly there. We'll have teleports or flying mounts there soon. We are also adding a bell to Jarsath.

Will there be something similar for chelsith?  I found it no problem but others may not as easily. 

There will be, yes.

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Old 10-24-2012, 02:58 PM   #9
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Kander you sir will make a lot of people happy SMILEY thanks!

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Old 10-27-2012, 07:30 PM   #10
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Sends a 2 human player group to seperate instances still.
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Old 10-29-2012, 02:25 PM   #11
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ArtemisClyde wrote:

Sends a 2 human player group to seperate instances still.

How exactly did you zone in? Need more info please.

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Old 10-29-2012, 05:47 PM   #12
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2 player group, hit (advanced solo), it zoned us both (you lead your group into wurmbones end...) but sent each of us into our own seperate instance. not sure how else i could describe it =/
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Old 10-29-2012, 08:15 PM   #13
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ArtemisClyde wrote:

2 player group, hit (advanced solo), it zoned us both (you lead your group into wurmbones end...) but sent each of us into our own seperate instance. not sure how else i could describe it =/

I think we got the problem. Thanks!

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Old 10-31-2012, 10:18 AM   #14
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Tested this a couple of days ago. Here is how I feel about the zone... Tested at level 95 with fully raid geared Wizard.

09:20:55 a Devourite Protector's Blood Claws hits YOU for 9861 slashing damage.09:20:55 YOUR Magi's Shielding absorbs 2270 points of damage from being done to YOURSELF.09:20:55 a Devourite Protector hits YOU for 5373 slashing damage.09:20:55 a Devourite Protector multi attacks YOU for 14415 slashing damage.09:20:58 a Devourite Protector's Blood Claws hits YOU for 8899 slashing damage.09:20:59 a Devourite Protector hits YOU for 17048 slashing damage.09:20:59 a Devourite Protector has killed you.I think the above data shows that certain NPCs in this zone are incredibly overpowered. For something that is supposed to be soloable, the amount of damage this NPC inflicted on me was enough to kill me in only 4 seconds. The Blood Claws spell used by many NPCs in here is overpowered. Its damage is extremely high, hard to mitigate, the damage grows with each tick, and worst of all it is re-applied the very instant you try to use a cure potion. I kept getting random teleports while in here, possibly from the werewolf type NPCs. It is very disorienting and annoying. I got teleported behind some objects and had to port out because I got stuck. With res effects on, NPCs stoneskin all damage. This is very annoying and wastes tons of time by forcing me to sit around and wait for my res effects to fade. Shouldn't be this easy to die in solo content. I did succeed in clearing the zone but it was pull-my-hair-out frustrating. I rate this zone as overpowered and underrewarding - very useless zone as-is. EXP should be increased significantly and NPC difficulty needs to be brought in line.

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Old 10-31-2012, 10:36 AM   #15
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Good idea to have a really hard solo instance. Make it harder! People will get gear eventually and be able to get thru it just fine. Gives them a progression as individuals, a personal goal, much in the same way guilds progress.

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Old 10-31-2012, 12:02 PM   #16
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ZUES, what would be the point of the zone then? The zone needs to have a reason for people to go there.

  1. Is the reason to go there EXP? No, the EXP per kill is horribly low and what you advocate suggests that people should already be level 95 for months and months before they even attempt to go in there.
  2. Is the reason to go there loot? No, every piece of gear that I have is already better than what is available in here.
  3. Is the reason to go there money? No, cash drops from the zone were not significant.

Why then should it be super hard? There would be ZERO reason to ever go there. The zone should be do-able in gear that is worse than what drops in here. That way people can actually run the zone and get gear - that is progress. It is already nearly impossible to do this zone. Why on earth should it be harder? At 95 with full raid gear, it was very hard for me; none of the items that drop in there are useful to me, there is no significant coin to be had, and without the need for EXP there is no point to the zone. It is people like you who are always saying to make things harder who are responsible for these kinds of overpowered things, and the fact that POW is 1.5 years old and still uncleared by most guilds worldwide. This zone is TOO hard, it does NOT need to be made harder. It needs its difficulty vastly reduced. Solo zones should not have NPCs killing fully raid geared players in 4 seconds.

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Old 11-01-2012, 04:17 PM   #17
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NG23985_01 wrote:

Tested this a couple of days ago. Here is how I feel about the zone... Tested at level 95 with fully raid geared Wizard.

09:20:55 a Devourite Protector's Blood Claws hits YOU for 9861 slashing damage.09:20:55 YOUR Magi's Shielding absorbs 2270 points of damage from being done to YOURSELF.09:20:55 a Devourite Protector hits YOU for 5373 slashing damage.09:20:55 a Devourite Protector multi attacks YOU for 14415 slashing damage.09:20:58 a Devourite Protector's Blood Claws hits YOU for 8899 slashing damage.09:20:59 a Devourite Protector hits YOU for 17048 slashing damage.09:20:59 a Devourite Protector has killed you.I think the above data shows that certain NPCs in this zone are incredibly overpowered. For something that is supposed to be soloable, the amount of damage this NPC inflicted on me was enough to kill me in only 4 seconds. The Blood Claws spell used by many NPCs in here is overpowered. Its damage is extremely high, hard to mitigate, the damage grows with each tick, and worst of all it is re-applied the very instant you try to use a cure potion. I kept getting random teleports while in here, possibly from the werewolf type NPCs. It is very disorienting and annoying. I got teleported behind some objects and had to port out because I got stuck. With res effects on, NPCs stoneskin all damage. This is very annoying and wastes tons of time by forcing me to sit around and wait for my res effects to fade. Shouldn't be this easy to die in solo content. I did succeed in clearing the zone but it was pull-my-hair-out frustrating. I rate this zone as overpowered and underrewarding - very useless zone as-is. EXP should be increased significantly and NPC difficulty needs to be brought in line.

Ive adjusted the Blood Claws spell, I will look at the blink. Thanks

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Old 11-02-2012, 03:44 PM   #18
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You complain about them Melee'ing you NG23985_01, but you are a wizard, you aren't supposed to be in melee. You have encounter snares, roots, stuns, even a mez. Deal with mobs in the fashion appropriate to your class, I will go up in their face and trade blow for blow, you should be killing them at a distance. Blood claws was fairly brutal though. The teleport is I assume the rats pulling us back to them, it can be very disorientating and probably deadly to an unprepared cloth wearer. Seems to be a very fast recast on it as well, training through i got snapped back, snapped forwards from the stuff i'd just agro'd, then snapped back, then snapped forwards. Fun!
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Old 11-04-2012, 10:28 PM   #19
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Thanks for the adjustment Kander, I will test the zone again soon.Nebbeny, never ever before in the history of EQ2 have I not been able to stand toe-to-toe with solo NPCs. I've never ever had to root solo NPCs before, and I shouldn't have to start now. This is even more true given the fact that I tested it at 95 with full raid gear. My alts with vastly less gear will be even more trouble than my main was. I have confidence that the damage will be fixed to be more appropriate.

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Old 11-06-2012, 04:41 PM   #20
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Not sure how many of the adjustments have gone in on this zone yet but I've noticed that a lot of the mobs are showing as heroic in the zone.  Also my lvl 93 mostly raid geared monk is getting PWNED in here SMILEY 

I think the mobs are still hitting to hard if I'm dieing to every 3rd to 4th pull and I'm not mass pulling I'm just pulling linked encounters.

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Old 11-06-2012, 04:54 PM   #21
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This zone allows you to bring a buddy nerc or PC. With that being the case I always run zone like this with a merc and not just solo because IMO he has to take that into account when tuning the zone. Tuning it just for solo then letting two people come in and rip the zone apart would be pointless IMO.
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Old 11-06-2012, 08:04 PM   #22
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Here is my opinion, if this zone is required to enter Opol plains, the zone need to be done in a fashion so that people can complete it to continue the storyline. If you want a HM solo, then ask for it, and then accept a EM solo might be needed in parallel. And some people think HM solo is doing heroic with a merc...

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Old 11-07-2012, 02:49 AM   #23
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Just ran the zone and all mobs seems on par difficulty wise.
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