Where will this lead...
LFM: Reaver levels 19-20 normal for completion.
Reaver Elite : Level 20 - Bring your A Game. Under 500 HP = BOOT!
Where will this lead...
LFM: Reaver levels 19-20 normal for completion.
Reaver Elite : Level 20 - Bring your A Game. Under 500 HP = BOOT!
Last edited by dragons1ayer74; 08-11-2011 at 01:41 PM.
I can see an "Epic" version of this raid being buffed out the ass, but for Non-Tr characters who DONT have Greensteel weapons or items its still a relatively balanced raid as it was.
The problem with it being "too easy" is that you have players with full sets of greensteel or now EPIC items going in there and virtually one manning it. So yeah, when people are over leveled, over geared, and overpowered then the raid is gonna be a joke, but thats no reason to make it harder for the "NEW" players who dont have access to that type of gear yet.
If anything I would change the format of the raid so that everyone has a more active roll then just "Stand in the corner and wait on the skulls, and then stand around while the solver solves the puzzle".
Perhaps there needs to be "Ramps" going up to each skull, and players have to go up each ramp to activate the skulls, all the while someone is tanking the reaver, and your having to watch out for the reverse gravity and spiked cieling.. IE, if you dont get up your ramp fast enough you may get spiked.
Its just a thought..
Last edited by TheDjinnFor; 08-11-2011 at 01:41 PM.
I suppose that in combination with well-geared, I should have also included player skill. Although, the fact that you have what I assume are a good Evasion/Balance score helps you in particular in this raid, since you can kite + Pew Pew, and you'll complete.... eventually.
Also, you said Normal and Hard. OP did Elite. My post was referencing Elite. I should expect there to be some differing results in difficulties, otherwise I would question why have multiple options thereof.
And exactly that is the definition of spike damage. What do you want to tell me with this? That turbine has no better Idea for challenging encounters than the possibility of (in this level range) fatal spike damage instead of challenging the whole party? That AC-tanks getting another raid where they can't tank (still speaking on level) because it's again safer to take a mountain of meat as the tank that you can dump sp into? This kind of raid rebalancing is getting nowhere imo.
Last edited by Tinco; 08-11-2011 at 02:19 PM.
When I read this post I decided to hop on Lammania to test him out, and... well, he hits harder and has a lot more HP...
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I kept a triple stacked Niac's on him for most of the time when it was possible, eventually started throwing in spells like Acid Rain and Disintegrate. Managed to die at the end because I forgot to heal ^^. Edit: He just lit the last orb too when I died.
500 damage disintegrates seems a bit overkill in a raid with a penalty box. Perhaps if the box was removed and death simply caused 1 orb to stop spinning, it would balance out a bit.
As for the increase in HP, even 10x would simply mean the entire raid can actually contribute to beating him down without having to hold back before the orbs are all lit.
Of course, as long as the SP recharge exists, there is no incentive not to use a hp tank anyway, other than healer-less runs.
~Sarlona~
Malpyre ~ Malyoko ~ Malsyn ~ Malyficent ~ Malkyrie ~ Malexi
~Orien~
Malfyre
“If at first you don't succeed, keep on sucking till you do succeed.”
500 damage on a failed save. Sounds pretty close to ideal for me considering it's a level 16 quest on elite (Scaling). It's sad when just about anyone can tank Reaver. If my understanding is correct, the OP was still soloing Reaver up to the point they got zapped. If that's the case, then this is all good and well. Now there's more reason to go in there with a group of people, one or two of whom can at least pretend to tank.
Now, I want to see more tomes from this raid; I pull more from Vale slayers now days then I do from raids...
Actually that is one thing I wish they'd do away with in this raid. DA. It has no place in this one.
or they are bugged since who knows back when.
if you are not using shield, they will NOT knock you down, ever. game refuses to TRY to knock you down. (no rolls at all, none)
so.. if you are using two weapons, one weapon, no weapons, or any combination that i can think of, except shield.. you do not get knocked down, ever. not even on rolls of 1 since rolls don't happen.
Amazing, they actually managed to fix forum account post count and stuff without me bug reporting it!
O.o there is hope out there yet!
So I tried it again and failed again, this time I run out of time. Reaver was at about 15% by the end. Also it looks like that disintegrate before all orbs are lit is weaker. 50-60 on save before "fly", 70+ after.
So turbine makes an extreme powercreep over a few years (trs, prestiges etc). And instead of making new difficult content to be in par with the most hardcore gamers they listen on whines on forum and makes all raids more or less go banana? Lovely this will work out for the new players experience. Any low lvl raid at all behaving "nice" to not topgeared and experienced ppl?
Tod and that kind of high lvl raids + epics shall ofcourse be very hard but lower lvl content that most guilds always run at Elite settings will just bring that it be even harder for newcomers to get in.
It always seemed odd to me after running all the pre-quests and the pre-raid that all there is to fight in the raid was the Reaver and air elementals?
If the reaver was such a leader, then shouldn't we see waves of orcs, minotaurs, hobogoblins, giants and even a dragon come to his aid?
It just seems after all you went through that the Reaver didn't have one more trick up his sleeve. Adding a few of these features alone, would help make the raid at least more fun and possibly more challenging.
Magical Rings are well... magical. - Gandalf
Spike damage galore would be several spells that hit you for 500 points that you just have to roll a 4 on to save against: it's almost impossible to tell when it will happen but when it happens your heals have to be perfectly timed because you might get two in rapid succession. A single spell that's barely cast at all that's barely failed ever isn't 'spike damage galore', it's an inconvenience you have to watch out for.
500 Damage in a level 16 equivalent quest as potential fatal spike damage with serious consequences (box of the fallen) is more than an inconvenience for my liking. Our definitions may differ but I seriously have to think which non-TR builds at level 16 actually have a chance to survive even one failed save. The possible 100-0 one-shot of a tank (let alone everyone else) qualifies for 'galore' imo. But that's not my main gripe. I think the direction of upping the difficulty of raids by tuning numbers alone does not miraculously turn a boring pike into an exciting adventure and is a pretty cheap way to generate 'content' on the shoulders of healers and group leaders.
Last edited by Tinco; 08-11-2011 at 03:16 PM.
The reason it's always run on Elite difficulty is because it's stupid easy. Seriously, you have to try to fail this raid. 12 level 14's can spank it on Elite without trying. People will adjust and if Elite is too hard for then they will start running on other difficulties. Essentially all this really means is you need to choose a good tank and your healers actually have to watch him. Rather than just running around like ants or standing around like statues you now have to actually think and try. As it is currently it does no service to new players by setting their expectation that all raids are as simple as Reavers.
“If at first you don't succeed, keep on sucking till you do succeed.”