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Thread: Shroud Shrine

  1. #1
    Community Member cm2_supernova's Avatar
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    Default Shroud Shrine

    To whom it may concern,

    Is there any chance we can get a shrine put in the entrence to the shroud...you know, in the area before the portal to part 1. Ya see, if there was a shrine there I could watch casters needlessly rest to regain their spell points for part 1 which is a real time saver compared to watching them needlessly recall out.

    Thanks!
    Quote Originally Posted by Comfortably View Post
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  2. #2
    Community Member AmoebaCowboy's Avatar
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    Yeah, and then we can watch those same casters solo farm the shroud for more fun. DDoor=win.

  3. #3
    Founder Gorby's Avatar
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    The portal from the entrance area into the quest dissapears after a minute or so,

  4. #4
    Community Member cm2_supernova's Avatar
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    Quote Originally Posted by AmoebaCowboy View Post
    Yeah, and then we can watch those same casters solo farm the shroud for more fun. DDoor=win.
    Yeah...cant happen because the portal closes after 5 minutes
    Quote Originally Posted by Comfortably View Post
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    Community Member Quikster's Avatar
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    Quote Originally Posted by cm2_supernova View Post
    To whom it may concern,

    Is there any chance we can get a shrine put in the entrence to the shroud...you know, in the area before the portal to part 1. Ya see, if there was a shrine there I could watch casters needlessly rest to regain their spell points for part 1 which is a real time saver compared to watching them needlessly recall out.

    Thanks!
    LOL i tell em im leaving, open the portal and go. If they complain I say stop throwing all those buffs and save your sp. Truth is they cant win, in one group, the leader asks for every biff under the sun, in another the leader says haste and go
    Sarlona's FORMER #1 Piker!!
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  6. #6
    Community Member cm2_supernova's Avatar
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    Quote Originally Posted by Quikster View Post
    LOL i tell em im leaving, open the portal and go. If they complain I say stop throwing all those buffs and save your sp. Truth is they cant win, in one group, the leader asks for every biff under the sun, in another the leader says haste and go
    Thats why only smart people should run raids...if only there was a way to impliment that.

    ("Your intelligence is too low to post this LFM")
    Quote Originally Posted by Comfortably View Post
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  7. #7
    Community Member darkrune's Avatar
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    Default My 2cp

    In all honesty what buffs do you really need other than songs, true seeing, haste, rage and maybe mass prot if those are necessary? anything further is kind of moot as if you cant hit the portals (which are stationary and you should only be missing on 1's) or cant vorpal/FOD/PK the trash mobs you better be swinging on the portals.

    Actually let me reiterate the last point another way, unless you are the one person that is deemed the roamer what are you doing and why are you not blasting the portal with some sort of weapon (perfect or not just hit the darn thing) because even 10 pts more damage a round is better than just standing around doing nothing... Yes clerics this includes you, get a stick or sharp pointy thing and whack away with the rest of the crowd cause the faster the portals go down the more blue bar you will have at the end... heck go crazy and every once in a while toss a recitation and prayer just for the damage bonuses and you will see that the runs go perfectly smooth with MINIMAL buffs.

    In conclusion IMHO: Haste and Rage are a must; Songs True-seeing and/or dispel great help; recitation and prayer big help, anything else yeah good for you for wasting mana because in my groups we will be done in 10 minutes...

    Dark
    Darkrune TRx2 lvl 20 FvS, Darkdivinity lvl 20 cleric, Darkaxe lvl 20 fighter, Darktune TRx1 lvl 4bard, Darkbow lvl 20 AA Ranger, Darksoldier TRx1 lvl 20 Barb, Darkspells TRx2 lvl 20 Wizard, Darkbattle TRx1 lvl 20 artificer, Darktemper lvl 17 Ranger, Darkfists TRx1 lvl 20 Monk, Darkherald lvl 5 paladin Guild Leader of No Politics Thelanis Server

  8. #8
    Community Member cm2_supernova's Avatar
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    Quote Originally Posted by darkrune View Post
    In conclusion IMHO: Haste and Rage are a must; Songs True-seeing and/or dispel great help; recitation and prayer big help, anything else yeah good for you for wasting mana because in my groups we will be done in 10 minutes...

    Dark
    IMHO, songs and T\S are far more important than rage. Rage is a nice-to-have, but the extra +1 to damage isnt a deal breaker at all...same thing with prayer, the extra +1 is nice, but its not the end of the world.

    On the other hand, the +8 to damage you get from a warchanter is a pretty big deal and for the 5-ish portals that get displaced on an average run the TS is **** near manditory too. GH is pretty useful too because there is a lot of fear getting thrown around.

    However, resists are silly because a mass pro is usually more than enough to last, and if not...just cast it again.

    oh, and for any prospective clerics can I give a few tips real fast??

    1) The recitation spell give you exactly +0 to damage...prayer give you a +1, but all recitation gives you is the +2 to AC\skills\saves

    2) The following buffs are stupid in pt 1: Deathward, SR, Bless\aid (always dumb, not just in the shroud), Shield of Faith (more dumb then Aid)

    When push comes to shove this is really what you need:

    GH
    TS
    Songs
    Mass Pro
    Haste

    Same thing in part 4 & 5 except add a fire\poison resist to the list and drop TS.
    Quote Originally Posted by Comfortably View Post
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  9. #9
    Community Member Riorik's Avatar
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    There's a better spell than neutralize poison.

    Heroes Feast if everyone uses the shrine after getting it.
    Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol

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    Community Member Shade's Avatar
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    The fact of the matter is, in any competant group that has a chance at beating the raid, exiting for mana at the start to give more buffs is an utter waste of time.

    Hardly no buffs are needed, especially not to the extend that one would have to recall for spell points.

    Only things important are:
    Haste
    Rage
    Prayer
    Semi Important
    Greater Heros, of which scrolls and girds are fine for zero mana use
    TS - Clerics can do this on every who requests it, and still have tons of mana left over for healing
    Mass protect - generally more effecient then healing as the main dmg ull get is the fireballs from the trogs/keepers
    Totally unnessasary:
    Recitation - The portals have no AC, we don't need an extra +1 to hit. The only people that should actually be attacking the trash also hits the trash on a 2 unbuffed or really should not attack it. We also do not need any AC because you are mass healing at the portals, so you may not get hit, but someone else will and youll get healed anyways.
    Blur - Reduces damage so little will never have any real effect on the outcome of phase1. Best left for harbour quests. Use displacement on a specifcied main tank for the orthons and your set.

  11. #11
    Community Member cm2_supernova's Avatar
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    Quote Originally Posted by Riorik View Post
    There's a better spell than neutralize poison.

    Heroes Feast if everyone uses the shrine after getting it.
    yeah...but that involves co-ordinating people to a "dont shrine till this happens" event which is usually too much for at least one person in your average PUG, so I usually just say screw it and hit everyone with poison after the fact
    Quote Originally Posted by Comfortably View Post
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  12. #12
    Community Member Shade's Avatar
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    Quote Originally Posted by cm2_supernova View Post
    yeah...but that involves co-ordinating people to a "dont shrine till this happens" event which is usually too much for at least one person in your average PUG, so I usually just say screw it and hit everyone with poison after the fact
    Very true.

    The real actual coordinated non-noob melee players already have a poof vs poison and disease immunity item on anyways. I consider the poison symbol above my head as a sign of noobness.. And while it has been there on 1 char after returning to the game with no gear I did fix it within 2 runs.

    Also theres a bug with heros feast.. It seems if you get it, then get greater hero.. The GH will replace the feast icon, making you think you don't have it anymore tho you do.. While GH does replace almost everything feast does, it does not grant poison immunity so that shouldn't happen.
    Tho the 2nd icon for temp HP will remain until those are exhausted.

  13. #13
    Community Member cm2_supernova's Avatar
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    Quote Originally Posted by Shade View Post
    exiting for mana at the start to give more buffs is an utter waste of time.
    right...but try stopping PUG casters from steppin out. Ya see if there was a shrine we could get all the merfolk's blessings, protection from evil, and mass cat's grace's in the world and the casters could just rest up while the main group presses on.
    Quote Originally Posted by Comfortably View Post
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  14. #14
    Community Member cm2_supernova's Avatar
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    Quote Originally Posted by Shade View Post
    Very true.

    The real actual coordinated non-noob melee players already have a poof vs poison and disease immunity item on anyways. I consider the poison symbol above my head as a sign of noobness.. .
    or for the love of God...pots are 7:00 each!!
    Quote Originally Posted by Comfortably View Post
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  15. #15
    Community Member Shade's Avatar
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    Quote Originally Posted by cm2_supernova View Post
    or for the love of God...pots are 7:00 each!!
    Fair enough for most classes. But Barbarians cannot drink potions most of the time, and by the time I notice i'm already raged.

  16. #16
    Community Member cm2_supernova's Avatar
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    Quote Originally Posted by Shade View Post
    Fair enough for most classes. But Barbarians cannot drink potions most of the time, and by the time I notice i'm already raged.

    My personal favorite for my ranger is the Bloodrage Symbiont...poison, disease and dr 5\-

    Granted it doesnt stack with Iornskin...but it is a pretty good trinket most of the time.
    Quote Originally Posted by Comfortably View Post
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  17. #17
    Community Member Riorik's Avatar
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    Quote Originally Posted by Shade View Post
    Very true.

    The real actual coordinated non-noob melee players already have a poof vs poison and disease immunity item on anyways. I consider the poison symbol above my head as a sign of noobness.. And while it has been there on 1 char after returning to the game with no gear I did fix it within 2 runs.
    Well, I'd partially agree with that. Sometimes you just want other equipment more and you're willing to deal with it. How hard is it to carry your own neutralize poison wand anyways? I do have a character that's disease vulnerable but it's mostly a bank char and almost never goes into the shroud unless I'm timered out. Yeah, I will probably fix that though if I start to run it more.

    On Heroes - yeah, but who says you have to get everyone? Just nail a bunch of them and only add neutralize poison to the ones that actually ask for it.
    Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol

  18. #18
    Community Member cdemeritt's Avatar
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    For the love of pete, if there is a buff you can't live without, carry a pot/wand/scroll/clickie. All my toons do their best to carry what they need in case I don't get the buffs I want. I personally hate the Buff Beggers. I have No problem giving the buffs I carry, but my sorc isn't going to trade out a spell just so I can give you jump. I'll ask for certain things once, then use a pot if I don't get it. (I.E. Fire Protect) Not a big deal. Whining about not getting a buff you think you must have, or even dropping group because the ranger doesn't give the low AC builds Barkskin (as if a +4 AC is going to help my Sorc anyways) is bad form at best.

    As for the OP about the Shrine in the entry way to the shroud... I'm for it, as at least you know that the portal has been opened and you have X minutes to get though. and since it closes anyways, I don't see any good reason not to have one there, much like the one in Vod. (I also don't see very good reasons for it either, but at least some reasons)
    (Say): Haywire says, '"Hey, I don't come into yer home and play with things."'

  19. #19
    Founder Targonis's Avatar
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    As someone who has been through the Shroud more times than I care to think about, the need to leave to refill spell points and come back in is entirely optional. Clerics in general do NOT run out of spell points in part 1(unless you are in a one cleric group). For arcanes, the need for spell points to take down the trogs is greater than the need for buffs anyway, with only haste being considered really important to the group in part 1. This means that you do NOT need to even worry about it.

    If you are in a raid with relative newbies(who do not have at least one tier 3 item completed), then there might be a need to hop out to refill your spell points, but you can just run up to the bar and down an Enchanted Ghallanda distilate and you will be good to go within 4 minutes.

    Part 1 really is VERY easy, but you have to understand the capabilities of the people in the raid when you form the group. High-power groups may only bring one arcane, but having a second makes it a lot easier in part 1. For clerics, if you are in a REALLY powerful group, it is possible to get through the raid with just one cleric, but for most, 2-3 clerics is a good idea. If you do not have confidence in the damage output of your melees and rangers, go with three clerics to be safe.

    If you find you are in a group where people are new, and you only have one arcane and two clerics, you MAY want to make sure you have either a number of potions for spell points, or scrolls/wands to help you get through, and make sure you will be compensated if it is a PUG, since it isn't fair that you should have to pay for the lack of firepower in the raid.

    Asking to make things easier when you really can just recall out at the entrance is a bit silly since it really isn't all that difficult in part 1. I have gone through as an arcane, cleric, and melee, and can honestly say that there really isn't a need to make it any easier. If leaving to get spell points doesn't work for you because you are not capped, then tell the group that you don't want to leave, and that people will need to drink potions to help out in part 1.

  20. #20
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    Quote Originally Posted by cm2_supernova View Post
    To whom it may concern,

    Is there any chance we can get a shrine put in the entrence to the shroud...you know, in the area before the portal to part 1. Ya see, if there was a shrine there I could watch casters needlessly rest to regain their spell points for part 1 which is a real time saver compared to watching them needlessly recall out.

    Thanks!
    Okay, I'm going to call your bluff. You either don't have a caster or you're full of ****.

    My sorc has 2495 SP. When I come into the Shroud, I drop GH, jump, blur, Fire Resist, and haste. Then I hop back out and tell the group to go ahead with out me. I'm often back before that one straggler has arrived.

    So then I start the Shroud with full mana. I have high SP and a high DC for my fingers and even my PKs, so I don't miss many. Yet I find by the time I reach about 40 kills, I am starting to need to stretch mana. If I had started out with half mana, I would have out long ago.


    And don't give me that "oh, they don't need those buffs". They want them, I have them, and it costs nothing for me to provide them. It's called teamwork.

    So here's my challenge to all you yahoos who say there's no reason to go refill mana - let's see you do it, slick. I want to see a fraps of you going into the Shroud with no more than 1500 points of mana and see you reach 40 kills without using any potions.

    Until I see that, you are officially deemed as being full of ****.

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