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Old 10-15-2014, 03:26 PM   #1
Chrol

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Hi everyone!

There are three Castle Highhold heroics which you may enter from the Phantom Sea at 325 179.93 -131 (click the sewer latch). If you have any feedback you'd like to share regarding any of these three heroics please post here.

Thanks all for your time and good luck in the castle!

-Chrol
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Old 10-15-2014, 04:17 PM   #2
Ellist

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I know this isnt really feedback on the the instance and i apologize for that . Im not certain we will have a fair amount of people to group up to do these. There is no where to xp and with all the bugs being worked out in the solo quests its slow going that route. Is there going to be a lv buffer coming for 95-100 so we can easily get in and test these instances?
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Old 10-15-2014, 06:47 PM   #3
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There will be a buff when you enter the zone that will set you to the mitigation values expected for the zone's difficulty. As for levels, I believe the buff bauble will take you to 100 starting either later today or tomorrow.
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Old 10-16-2014, 07:06 AM   #4
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Thresinet's Den.

This zone destroys an assassins will (moreso than any other scout) to enter any zone related to this zone ever again.

Group: SK Dirge Illy Brigand Assassin Inquisitor.

First named: Took us about 5 minutes to realize any noxious damage you dealt to the named healed him for millions. With this group setup? Lol. I had to un-auto consume my poisons, turn my poisons off, cancel my group buff, stop pressing my temp buffs, and then not press 1/4th of my abilities while we slowly burned it. I'm just glad I wasn't wearing my poison weapon like I usually do.

Second named: When I think of Anashti, the first thing I remember was all of the arcanes that made me do 0 dps until they were cured. Anashti was the first thing I thought of when I read this mob's damage shield. On top of that, this mob is a new brawler. It is so much more brawler than normal brawler mobs, I cried. Not only does it parry 360, but it gains parry per second. Not only does it gain avoidance every second, it gains physical mitigation. Even when I DO hit this mob, my hits do dick all for damage because it's gaining mitigation.


I imagine someone is going to respond with "You should use elemental weapons!". Elemental weapons don't work. It only changes the damage type of about 2/3rds of my abilities. All of my poison abilities still do poison damage. Some of my physical abilities will still stay physical because they deal specifically slashing or piercing instead of "melee" damage. It will have no effect on my hit rate. Mage damage type changes actually work for all of their abilities (except I think a few procs?). Making mages better. Again.


So ,so far this zone seems heavily balanced towards mage dps, much like...everything lately. Maybe I'll see the rest of the zone some other time.
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Old 10-16-2014, 07:31 AM   #5
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Reminds me of the Vangaurd zones I hated. Mobs where certain damage types or methods would be outright negated if not turned into a detriment if used.

Very bad idea. Its one of the few things I hated about Vangaurd and it resulted in classes being left out entirely for certain encounters. "Oh you use lots of fire? well he instantly kills anyone with a reflect if you use fire. You can sit this one out." Even if the damage converters worked completely and for everything I would still say its a bad idea. I'm surprised its even being toyed with, 'damage type' mechanics are a nightmare to balance. Give it it's own progression like 'converts all damage into elemental damage at 75% of its original value' if you really want to get in trouble.

This road has been traveled and it does not end well. Quite frankly I don't think the resources are available to do this 'right' on a wide scale. I really hope this is isolated, a bug or user error. Something specific to the encounter that lets you turn 'off' this reactive would be preferable. Also, brawler mobs are bad. Just don't even use those. Please.

I had high hopes for this xpac but now I'm getting dark flashes of needing to farm out and setup multiple sets of equipment for different encounters. "Better get out my strikethrough+arcane damage+nox resist gear for the brawler mob that eats fire and does huge nox ae's, would have looked silly with my weaponskill+elemental damage and mit+HP increase stuff on this fight huh guys?" UGH. I so hope I am wrong.
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Old 10-16-2014, 03:53 PM   #6
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Well, If you want the zone tested better bring the buff bauble back up, we had to call a test run for Castle because there simply was no players high enough to enter...we split up and lost interest really.
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Old 10-16-2014, 04:32 PM   #7
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The noxious heal buff from Kladnok Shralok will be removed.

The incrementing buff (Shralok Surge) on Wrek will increase riposte damage, strikethrough, and base auto-attack multiplier instead of riposte chance and AC. (The AC part of the increment didn't work anyway, as it turned out.) The strikethrough chance per increment has been reduced by half as well.

I also noticed Bone Fragmentation was reducing player's AC so that has been removed. The other detriments on it, Crit Bonus, Potency and Attack Speed, have also been lowered per increment and the chance for it to trigger has been reduced by 15%.
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Old 10-16-2014, 06:12 PM   #8
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Thank you so very much. The first named might need more hp without the noxious heal but I'll have to restest it.
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Old 10-16-2014, 06:20 PM   #9
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tbh it will.
the zone buff is finally put in and with it I have 1100 CB and pot solo, with no procs going.
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Old 10-16-2014, 09:37 PM   #10
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Hmm, the last name in Thresinet's Den seems to be unkillable in its current state, cant find a way to kill the deathdens.
Ah, found the method to kill them, though it's annoying to find so maybe some way to make it clearer?
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Old 10-16-2014, 10:08 PM   #11
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Why does Flesh Decay even deal damage 4 times if it just auto-kills you through all death saves/stoneskins anyway?


I feel like how the fight is supposed to work is someone grabs the spider's attention and someone else runs up behind the spider and smacks it to knock it down so we can kill dens. There are two problems with this. One, Flesh Decay kills you no matter what, so whoever grabs his attention is going to die unless he runs back behind boxes, which triggers problem two, perma rooted mobs always hit whoever's closest, so it will turn and target the scout instead. And even if it says "Thresinet targets Yaji!" it will kill whoever's closest to it when the cast finishes, or at least it did for us the one time we tried it. I'm not exactly sure how we completed phase 1, it feels like we just had a dumb luck streak getting it knocked down with pets, or maybe Ucala was doing something and not saying.

Phase 2 was honestly quite boring. You can completely ignore the Spinneret Attack by just standing to the side of the mob, Armor Erosion is interruptable so I never even got to see what that did to me, and the Extract Life curse really didn't deal much damage.


I am also not a fan of the 3rd mob reflecting specifically cold damage for the same core reasons I disliked the first, but at least it reflects for unnoticeable damage so it doesn't stop wizards from casting half their spells.
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Old 10-17-2014, 12:22 AM   #12
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I thought it'd be nice for you to see your life tick away before your heart finally stopped beating. Oh well, I guess death is death. I removed the damage. Now it straight kills you.

Also, she should not appear to switch targets anymore when casting that, and it's only a single target spell now.

I made some changes to these spells.

That was supposed to be a 10% damage shield but I left a 0 on there. I also just made it trigger against all damage types now.

Not all of these changes will be reflected in update notes, but will go out with the build that mentions updates to some of Thresinet's spells.
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Old 10-17-2014, 02:40 AM   #13
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I feel like there should probably be red text or something explaining that it just kills you. Something along the lines of "Rawr, Thresinet melts your face!" In the past things that kill you through everything have seemed like bugs, and people will probably think it is a bug when seeing it for the first time.

I want to say I liked the zone design overall before any changes were made, but I feel like without the changes it didn't work very well with eq2's mechanics. I hope in the future a way can be added to truly change a player's damage type (maybe something like special Cyan adornments) so more stuff like this is possible.


Also: I still like the concept of the second name. But. I feel like the script is pointless. I think you'd have to have *really* low dps to actually have to do the script. When we went in today, the changes to his buffs aren't on live yet, but we just had a wizard in mid-tier raid gear just melt it's face off and do ~13 million dps. Mob didn't even make it to 30 stacks. Also, the group today was Monk, Dirge, Illy, Assassin, Wizard, Channeler.
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Old 10-17-2014, 08:31 AM   #14
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May be those stupid charms from HKC can be used, my idea was that those could be fun against mob with vulnerabilities or if you group set up debuf a specific resist ... But those charm should be tagged as optionnal to be really usefull.
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Old 10-22-2014, 03:35 AM   #15
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First time posting in the forums!

Thresinet's phase 1 was very fun and very unique, but phase 2 was giving us a lot of trouble. "Extract Life" was ticking hard enough and fast enough to have the mob fully healed in the time it took to cure the curse. We tried and tried for about 45 minutes with a solid raid geared group and couldn't get it past 85% before it would drop the curse on someone and heal up in ~2-3 seconds.
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Old 10-22-2014, 04:22 AM   #16
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I feel you aren't doing it quite right.
my gimpy pug with someone hiding and not even doing dps was able to get him down to atleast 40% before our solo healer's cure curse failed to be up in time in order to cure the curse
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Old 10-22-2014, 04:59 AM   #17
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That curse will have a reuse of 65 seconds so this can be solo healed.
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Old 10-22-2014, 05:35 AM   #18
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Rather than it being a problem with the curse reuse being not up, the problem was the boss healing to full while the cure curse was being cast as soon as it landed, IE, the boss is healing 10% or more in the 1.5s or so the curse was active on someone. Is it supposed to be such a stiff dps check or were we missing some "extract life" mechanic? Also, make it clear that we get feared when attacking her please (in the first phase). Its a fun suprise otherwise.
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Old 11-03-2014, 09:14 PM   #19
Ucala

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were you curing the arcane? the arcane lowers your dps an extreme amount so it's good to make sure to cure it off dps asap if you are trying to burn the name down without the script.

also if you are doing the script, it requires 2 people (one on each side of the hallway) to grab boxes and put them infront of the skeleton bodies that are crawling towards the name, the adds spend a few sec attacking/destorying the boxes, buying you time.

all in all, your group might just not have had enough dps
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Old 11-03-2014, 09:56 PM   #20
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ya he was curing his *** off lol
surely 20 mill gw is enough dps lol otherwise thats just silly
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Old 11-03-2014, 10:05 PM   #21
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I updated this encounter a few days ago which hasn't reached Beta yet. Wrek's brothers will move slower, and they'll pause for a few more seconds when attacking boxes.
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Old 11-03-2014, 10:08 PM   #22
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ooh awesome, any idea wen it will be patched in? this is my last update for heroic mount Wink

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Old 11-04-2014, 01:37 AM   #23
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20 mil isn't even alot. my group was doing 22 mil and that was with a bard doing basically nothing. I would say 24m is around average these days. /shrugs
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Old 11-04-2014, 08:48 AM   #24
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highhold: thresinets den
so i dont know if this named is broken but my grp and i have spent the last 2 hrs trying to get this named down, we have tried full burn before adds reach him, but even with 20 mill gw dps 40% was best we had, he also tried the strat which we guessed was puttin boxes infront of adds to slow them and carry on burning named whilst healer was curing like crazy but for us the adds were just waaaay to fast giving us no time burn him im guessing we are missing something but we cant for the life of us figure it out. tank was getting hit for silly amounts also!!
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Old 11-05-2014, 11:11 PM   #25
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Castle Highhold: Thresinet's Den

So.. Qworux Named: at 85% add pop, we have kill the add, but the named remain in the web. After that... is a mess. The grp die in... few sec :O
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Old 11-06-2014, 12:10 PM   #26
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Thresinet's Den issues

Group was Zerker, Mystic, Templar, Ranger, Illu and dirge, we went in on 5th November

First name, once we worked out strat wasn't too bad until the last 15% or so when he started spawning loads of green pools on us, but we managed to kill it.

Second name, again once we worked out best position to kill it we full burned the name before he started getting the buffs, took a few pulls to work out best position and what to do. Had a few issues with the curse on the tank maybe let it tick a few more seconds as its very short time

we had some major issues on the trash to pop the 3rd name, the Shaman heal spell was a very fast cast and often too quick to interrupt with abilities, and the other issue was our Illu was casting stun and stifles on the Shaman and they still cast the heal spell, silence sometimes worked and stopped them casting but not always, the large group with 2 shaman in was just a total pain to kill, anyone else have with not getting interrupts off fast enough?

After we got the name to spawn we had some major issues trying to kill him, Our first issue was the mana drain/heal, when the whole group got hit by it he would be at full health again, had a 12 minute attempt and he just kept full heal healing, I know this ability only has a short range but it was very fast casting and very difficult to joust it when group had to stay in on name, maybe increase the casting time of the mana drain so group can back off 5m would make the fight less frustrating, in the group set up I was having major agro issues for some reason and once we got round the mana drain heal to full health and got him down to under 80% the adds spawned I couldn't round them all up they also seemed to have a load of hp's or our group where just splitting the dps to make it harder to kill them, after various attempts on this name we ended up calling it as we found it unkillable, not sure if we are going something wrong but the zone was taking way too long spent a good 2 and a half hours in there only to kill the first 2 names.


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Old 11-06-2014, 03:45 PM   #27
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I decreased the trigger chance on the Mucktail shaman heal from 25% to 10%. I also increased the casting time on it to 2 seconds so there's more time to interrupt it.

Regarding Vexven Mucktail, his adds did have too many hitpoints so that has been reduced. The mana drain/heal he does only gave a warning the first time. That has been fixed.

Thanks for the feedback!
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Old 11-06-2014, 03:46 PM   #28
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For Qworux? Any change/fix?
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Old 11-06-2014, 03:47 PM   #29
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No fix for Qworux, because there's nothing to fix! He can be attacked while up there...
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Old 11-06-2014, 03:56 PM   #30
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uhm, i see.. Yesterday we have try this strat (attack the named when is on the web), but the grp was.. Splat on the floor on the attempt to get close to the named (we have do max 10m. But the grp was on the named spot.. Maybe if we pet pull the named.. and place the grp already close to the globe...uhm uhm..
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