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TheCabbage

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Everything posted by TheCabbage

  1. The plus side with bosses on a shared area is that you can call (or pay) some mcs to come and keep him busy.
  2. Pretty much that. You follow the footsteps of Adven-Tar, who loved the queen so much that he betrayed his people but was deceived himself by the necromancer. At the end of the t4 questline you find him in the Astral, and he tells you that the only way to save the queen is by using the Clepsydra of Gaya, which, by the way, is locked with the queen. Luckily a copy was made, and it was sent by ship to somewhere else, but the ship sank not far from the shore, to the Azure Shallow. Apparently retrieving the Clepsydra and The Eye of Elam are essential in saving the world from destruction, as proved by this guy from the future:
  3. If this was to be purchasable with miracle coins,* it should have an item form and not be a direct-purchase only. *) Quest and/or level have the issue of making this unavailable for lower level characters and being too easy/hard/weird.
  4. The damage apparently needs a buff, but I must disagree on rooting. That's what hunter's trap is for. This would eliminate the need for rooting explosives. It's actually quite dumb that I can't place another trap when the cooldown has finished ages ago and the enemy went around the trap.
  5. There are a hundred ways to spend one's free time, and I draw simple flowers with Inkscape. I should go to the corner and reevaluate my life choices.

  6. I'm not teleported anywhere even though the info text says so. In the dialog, plant of pray should be plant of prey. These aren't any holy plants as far as I know.
  7. Isn't that priest's movement speed decrease a little insignificant? If it takes 14 seconds to run from one side of an area to another side (haven't tested), having a 0.5% slow would make it 14.1 seconds - and that is rounded up.
  8. I initially thought them to be 16 and 18, but I felt like being two levels above the recommended level when the monsters are your level (in heroic) and not getting anything felt a little bit too tight. What I also wanted to accomplish with my max levels, is to be able to bring two expert skills with you as opposed to only one (without spending mcoins, that is). While the heroic dungeon is perfectly completeable by a lv 17 party using full Desert Wanderer gear, two expert skills make things so much easier. What is more, 20s can farm Berengar's Guards and astral lab, both of which drop better or similar items - I didn't want to deprive the 20s of another way of getting that gear. Similarly, level 18s are fairly capable of soloing the easy mode within a decent time, but as the rewards there are pretty much trash, I bet no one would even consider spamming it for profit.
  9. This post from 2014 hoped for a dungeon for lv 14s, as the noob islands' dgs only drop up to lv 13, and easy bg is recommended for lv 16s. The devs were probably planning something back then - and I hope they are still doing that, but here's my take on the topic. The dungeons have all four difficulty levels and are located in the t3 area of both factions somewhere in the wilderness. The dungeons are similar for both the Sentinels and the Legion, except for being mirrored, and when I say ogres, it's centaurs for the other faction and vice versa. I use the Legion side in my descriptions. Each level has its own story quest, but they are not required to move forward with the story. The quest for easy mode is given at the same time as the quest to move to t4, and the quests for higher difficulties become available after completing the quests for lower difficulties. Easy - Recommended level: 12 (max 18) - Drops rare level 12 stuff (basically the ones you can get from vendor but with different looks) "There's a cave we hadn't noticed, and it appears one of the Darmah tribe warlords is inhabiting it. You have to kill the ogre, as he might become a threat if ignored. Bring me his club as a proof." This dungeon is supposed to be easy, not too unlike the ones on beginner islands. The design is very cave-y and pretty linear. The objective is to kill all monsters; in the first part five packs of one elite and three strongs, and in the second part the boss who uses bleed must be killed in addition to the five packs. "The ogre is slain, but you look worried. What is it?" Normal - Recommended level: 14 (max 18) - Drops lv 14 unique equipment "Are you saying that you saw some centaurs deeper in the cave? That is very worrisome indeed. It means that the cave has an opening on the other side of the mountains. You have to go in there again, find a foreman of the centaurs and bring me his orders - maybe a little chaos gives us some time?" The normal level of the dungeon is pretty normal: The packs in the two stages are full of elites and 80% of them must be killed. The boss is pretty straightforward as well, and uses fear and a defense-reduction skill. "If the caves are still open, the Legion could use them to strike from the behind. However, first we have to cleanse the underground passage from the malicious ogres and centaurs." Hard - Recommended level: 15 (max 20) - Drops heroic Berengar's equipment (the same you can get from the Guards) "Our scouts saw a shaman of the Darmah tribe blocking the way. He is a formidable opponent, and thus should be dealt with before we can advance. If you can acquire the stone in his stave - give it to me. The warlocks could use the stone's magic for their own purposes." Hard is not actually that hard. It's just more of a maze, much longer and has traps there and there. If you can survive the dozen waves of elites three times, the boss is quite easy, even though he has more health and damage than your normal lv 16 mini-boss. The boss' skills are blinding (which is not that good when there are traps around), druid's water skill and druid's lightning bolt (protip: It is not advised to have the "wet" debuff while blindly walking in a trap, as you might have some electricity go through you). "The armies of the Legion are almost ready to march through. And this stone full of nature's energy you provided, it will be most useful. Thank you, {name}." Heroic - Recommended level: 17 (max 20) - Drops lv 16 unique weapons "I take my word back. The Sentinels have found about this tunnel as well. The Legion won't retreat, but if the situation runs out of your hand, you may have to collapse the cave. Here, take this enchanted stone. Once you crush it against a wall, the magic inside it starts to work and causes a huge explosion after a short while. If it comes to this, at least try to take as many long-ears with you as you can. Before you go, I just wanted to say that if you stumble upon some lost relics, please salvage them." Step 1: Fight your way through packs of ogres/centaurs and Sentinels through two stages. Traps are there especially to annoy melees. Step 2: The third stage requires you to kill only a couple of mobs; at the end is a mini-boss, a Chosen Commander, with Harad's Banner, Fetters of Justice and the pala strong blow (used to cause a nasty dot) for skills. (Sentinel side: The miniboss is a dead commander with the same skills but with darker animations.) Step 3: Click the stone in the wall to collapse the cave. This spawns an ambush that must be killed completely and in one go for the party to be able to proceed. There's plenty of time, but if, for example, the tank dies after killing half of the ambush and the party has to wait for him to come back and the ambush disappears, it can be resummoned by clicking the stone again. The ambush consists of one ranger, two bladedancers, one druid and one mage who summons fire elementals until she's defeated. (Sentinel side: The ambush consists of one hunter, two dks, a shaman and a charmer who summons wolves.) Step 4: Enter the golden portal and escape the cave, on your way kill a few packs of monsters and avoid a myriad of seriously annoying traps. Step 5: You have randomly stumbled on a secret meeting cave; the tribe leaders are there (if the leaders were already somewhere there, these can be heirs or something). The ogre has charmer's meteorite skill and shaman's earth protection, and the centaur spawns magic spikes everywhere that poison people who stand in them (works like fire last christmas). Once the other boss is dead the other has an increase in damage in order to prevent this becoming a snoozefest. Step 6: Exit the dungeon. "I felt it: you had to use the stone. Luckily the other way we've found looks far more promising... Wait, what is that in your hand? Can it be? You've located the long lost {item name}, which can be used to {do something}! I'll send this immediately to more experienced shamans. If this is truly the real thing, our victory is three steps closer." Mythical - Recommended level: 19 (no max) - drops heroic accessories of level 16 "What were you thinking when you blew the cave up? Don't you know the Chaos itself lives under Irselnort? What you have done may have doomed us all, and I would execute you if we weren't in war and didn't need every able hand! Go back to the tunnel and drive back all that isn't from our world. Irselnort is already chaotic enough." Phase I: Chaos monsters sprawl around every corner. Each group of monsters has one or two casters that get ranger's scattershot effect when they are hit, possibly backing into another mob of angry creatures. Strike from the side or utilize corners. Phase II: A seal is blocking the heroes' way. It must be destroyed, but it has two buffs that each reduce damage taken by 50% (in addition to regular defense). A little further away are two pillars of sacrifice that constantly lose health but cannot die. They also grant the damage reduction buffs to the seal while under 67% health. The healers in the party should keep the pillars from dropping too low while the others kill the seal. One set of not very strong adds is released when the seal has lost half of its health. Phase III: Mini-boss. In the corners there are 4 zones that each reduce the boss's damage when at least one player is standing in them. The party must choose between a fast kill with a lot of pressure on the tank and a slow kill with much better survivability rate. Phase IV: Same mechanic as in phase I, but the runners summon reinforcements. Phase V: Another seal in the chaos-infested tunnels. This one has 8 damage reduction buffs (12.5% each), and a dynamic puzzle with each step harder than the previous. Poor choice unleashes a pack of deadly monsters, proper choice gives a luck buff and removes one stack of damage reduction from the seal. The luck buff lasts 10 minutes and stacks up to 8, and is removed when the player exits the dungeon. The buff increases dodge and critical, as well as the gained guild points and the chance to get something great as the final reward. Phase VI: Boss (chaos creature, a beholder or a gollum perhaps). At 50%, 25%, 12.5% and 6.25% he splits in two (the clone starts with same amount of health as there was on the boss when it splitted), which means poor management will lead to an insurmountable 16 bosses at the same time. The bosses use panic (necro), area root (elm, warning given) and a massive damage attack with a lengthy cross-shaped area of effect centered on them (warning given). "The chaos creeps through everywhere on this cursed land. You must have seen the morlocks in the cities. If you ever want to be helpful to the war effort, descend to the tunnels again and let us fight the battles we'd die for, not the ones we might die on." Here it was. In case you were bored after the first paragraph, here's a condensed version: Easy is, like, very easy. Normal is similar to easy tower. Hard is like hard tower with traps. Heroic is for the first part like heroic tower, but with an annoying ambush-styled wave after boss, and after that is a room full of traps (think swamps or last christmas (but not that hard)) and some mobs, last boss is a double (with fire poison!).
  10. I don't understand Spanish, but isn't 2v1 supposed to end in your defeat regardless of what your class and amp is? Google translation just in case: No entiendo español, pero ¿no se supone que 2v1 terminará en tu derrota sin importar cuál sea tu clase y su amplificador?
  11. Here is another soul agreeing with you.
  12. The stun cycle seems like an op thing for pvp (pve is fine as the petrify gives monsters back their hp; maybe it should be adjusted so that it'd give player targets an epic boost to health regeneration for the duration of the skill), but as a tank, you can try do the following: 1. Acknowledge the fact that the meteorite skill only has a chance to stun. Strike when it fails. 2. Get op block. If you block one stun, you can unleash your fury. (Or dodge, but then you'll need to sacrifice some of your def.) 3. Get op health regen and recover your health while petrified. 4. Stun them first. While the charmer's basic stun is ranged and hard to avoid, you can jump to them before they target you and then fetter them and then... 5. Accept the fact that rock can't beat paper. Wardens were accused of their poor damage. Isn't it only fair that they have op def? What is more, the constant consumption skill consumes energy constantly, either making the warden running out of energy if you can hold him off or sacrificing other stats for energy regen.
  13. One-time use only or reusable?
  14. They changed the system a year ago to discourage win-partying, but it's still more or less a money spending competition.
  15. Please, helmet, get lost already. I just want the achievement.
  16. I paid 13k to get the hunter costume.
  17. It's not hard per se, most quests are pretty easy. It's just that the first town takes forever - but after that, it's just like any other isle.
  18. I had a dream where there was an extra pocket that had miraculously appeared in my bag overnight and I was happy. Then I woke up and realized it was a dream. Then I opened Warspear...
  19. The red ones don't work like that. I think you're mixing them up with the empowering (purple) relicts. These four miracle shop relics work with Call: (Pdmg, mdmg, att speed and speed decrease.)
  20. Inspired by the latest "give us more hotkeys" topic, I had an idea: In the skills menu, add a "use" button similar to the one in the guild skills screen. This way you could use the skills with a 5 min cd without them taking one of your hotkeys, or having to do some quick assigning during the 10-second window in which the arena match hasn't yet begun. As some of the skills have to be targeted, the menu should close itself after every use of any skill. This also makes it more tedious to just spam all your skills from there - a method that wouldn't even be viable in situations where attention must be paid to the surroundings like pvp and more advanced boss fights. tl;dr Menu > Character > Skills > Menu > Use skill > (if required) Target skill
  21. Just want to know before purchasing anything. Do I have to summon the wolf right on top of the enemy, is it a 3x3 area around the location of summoning (suggested by its animation) or do the dogs have a chance to inflict the relic effect onto the enemy with the first bite?
  22. Amping videos are boring, so is mine. Just some guy spamming the amplify button. Trying to go as high as possible without using signs. How long does the belt survive? Also, I'm cheating a little: I'd never do this on a normal server.
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