Results 1 to 9 of 9
  1. #1
    Founder Roman's Avatar
    Join Date
    Feb 2006
    Posts
    984

    Default Kobold end fight

    Why the changes to living spells in Kobold? Even when making an evasion save players still receive bludgeon damage, and they now spam scorching ray which also offers no save.

    I don't mind making a quest more difficult, but these changes do not allow a build to be improved or made better to overcome the new challenges. Aside from scarabs to counter the scorching ray, there is nothing to improve on to counter the new attacks.

    Even more frustrating is that changes like this narrow the options of play to a limited number of strategies. How very boring. That can't be the conclusion the Dev's intended.
    .: Reaper :.
    Kongo - TR | Brolik - Warforged Ranger | Bonemender - Clerimonk | Torqata - Warforged Sorcerer | Fresco - Tempest III UMD | Ognok - Intimi Guard Tank

  2. #2
    Community Member Goldeneye's Avatar
    Join Date
    Mar 2006
    Posts
    2,561

    Default

    Good builds were making the quest too easy - that had to be changed.
    Check out my: My Index of Builds / My Capped Characters on Khyber: Krythan II / Velkro Sorcerer / Krythen 13/6/1 Rogue
    Need Some XP? / AFK for a bit: School. / See WF Body Feat Appearances

  3. #3

    Default

    Meteor Swarm got a damage boost (to try and make it a viable player cast spell) and Scorching Ray was always painful as living spells cast spells as if maximized. Ooze puppet however makes them very potent allies for that fight.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  4. #4
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    In addition, you're probably running into some of the buggy scaling that can cause inflated damage for full parties.

    PS. Lemee say that being a cleric in there reminds me a lot of healing through Abbot Inferno...
    Last edited by Angelus_dead; 09-12-2009 at 04:43 PM.

  5. #5
    Community Member pumagirl418's Avatar
    Join Date
    Oct 2006
    Posts
    0

    Question wha?!

    Quote Originally Posted by Goldeneye View Post
    Good builds were making the quest too easy - that had to be changed.
    please tell me this was sarcasm...



    if good builds make it look easy, then how can average or below average succeed when the quest is made tougher...

  6. #6
    Community Member hydra_ex's Avatar
    Join Date
    Jul 2007
    Posts
    1,201

    Default

    The only time I tried this quest since mod 9 came out was a duo run (just to see what was up). I was on my warchanter, and my guildy was on his rogue. Pretty much a set up for failure. Just went in, not much strategy.

    Surprisingly, we almost beat it (had the efreet at 10%). Even without ooze puppet, if we had a proper cleric in there we would have been just fine.

    Sure, its harder, but still easily doable.
    Last edited by hydra_ex; 09-13-2009 at 08:09 PM.
    THELANIS - Chief Scientist of DARPA
    Ravinex: Bard 18/Fighter 2 - Krotus: 20 Fighter - Hemium: Ranger 18/Fighter 2 - Stema: Favoured Soul 11 - Hemios: Ranger 15/Fighter 1/Monk 1

  7. #7
    Community Member abull74's Avatar
    Join Date
    Jun 2006
    Posts
    187

    Default

    I solo'd the quest on my WF 2rog/2paly/12sorc, on normal....once on hard but I went through several SP pots, before the Mod....so, yes...some builds were making it an easy solo quest. The Dev's don't like to see this, as it leads them to think that they wasted their time trying to make a long, hard , high end quest.

    This same build, although not me, solo'd the Reaver Raid. The Dev's came in and changed that raid as well, because they felt shamed.

    I AM THE FPOON!!!
    There are no stupid questions, but there are a lot of inquisitive idiots KHYBER

  8. #8
    Community Member Pyromaniac's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by Roman View Post
    That can't be the conclusion the Dev's intended.
    Actually I think its probably working as intended. Normally the dev's ramp up the difficulty on old content when they aren't happy that people are soloing it. Don't know why amping up old content is a good use of resources, but it happens every mod.
    Thanks for the long time forum user purge of Aug '10 (Sarcasm for those who don't get it)

  9. #9
    Community Member Bilger's Avatar
    Join Date
    Jul 2006
    Posts
    713

    Default

    Spells where bugged before the blunt damage was never supposed to be evaded. They have fixed that and that is why ya feeling the extra damage.

    Really no healing is needed(accept on self) set up blade barrier at top let party beat kobald everything else hits blades and kite them through hall that you set up with blade barriers should need to do very lil party healing and just have to keep self up not that hard IMO.
    Proud Officer of The Madborn

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload