I didn't say they were hard; hard has nothing to do with over-powered. I said that with this change they have become more dangerous than all the other monsters in a given quest. So far no one has contradicted that point, which makes sense because it is an inarguable fact.
If you were designing a campaign, would you make a randomly spawning monster more dangerous than the boss monster at the end of the campaign? It's just silly.
Hi,
Has anyone summoning air elementals noticed them becoming more effective?
I did a few of the Amrath quests on elite a while ago, pre-U11.1, and was surprised at how well two or three elementals handled the trash.
The flip side to the buff might mean that casters, or people who hoarded summoning gems from CC, might find these elementals even more useful than they were before.
Thanks.
I would. I'd make a campaign where the end boss would make Chief Eechik look courageous. Heck, I've made a PnP campaign where the end boss was just a normal kid holding a sacred scepter. The scepter had no powers but more powerful monsters did his bidding because they believed it was powerful.
They are not overpowered rather than, like most turbines fix/nerfs, the only thing fixed was that if u had a shield equiped u no longer would be knocked around but they failed to fix that also 2handers folks get treated the same way as if they had a shield b4 the *fix*.
I did a ritual run with a paladin and she had terror sword from IQ, it was a hard run byoh, so i had no need to rush to the elemental ambush, she just charge ahead triger the trap and i stood outside watching as she keept being tossed around like an escort on a frat house party till she died. OFC she removed terror when she had like 20% but by then between the eles earth and air she got owned nice and easy.
And to the person saying they work great in amrath, thats just a load of guano, i do hard shipments runs with my favored on my own, since with the *fix* of shipment is almost imposible to do a 6 man party hard shipment without having a huge never ending mob. And air eles there fail to prone anything, not an orthon not a devil, even the tiefling casters are inmune to prone now.
My problem with the Air elemental after this fix, is how selective they are in who is able to deal with them and where they put them in the game.
Casters have no issues at all with air elementals, they have the tools to dispose of them. Melee who can resist the knockdown effect via investing in their save profile, are still screwed. The knockback is not resistable and it's pretty freaking insane.
Air elementals also have a predisposition to kill your hireling. They will charge them and keep knocking them down and whirl winding until they are dead. You can't stun them and they seem to have the ability to shed their agro any time they choose. And since healing hirelings have a ZERO concentration score, they are unable to cast...ever.
Basically the way the air elemental's are designed now is for a balanced party, whether that is a shortman party or a full group, you need specific tools to deal with them unless you want to spend 10 minutes flying around.
I have no problem with this design, let me be clear on that. I don't have problems with mobs that are difficult, like a six hitting Marilith that can tripple hit for up to 18 hits in a round. Difficult mobs have their place, it's place however is not just willy nilly everywhere it looks like it could fit a theme.
If people like the irresistible knock back and like the requirement that you always have a caster along when dealing with them, fine. No argument here. Just place them in places that are party or challenge oriented.
My Wizard can PK the ele's all day long, no worries. My barbarian may get thrown back once, but he does chunks of damage in a single hit and it doesn't take long. My Sword/board gets an air elemental enema. My TWF monk, gets an air elemental enema, my rogue...enema.
If your business is playing certain melee's, this sucks. If your business is selling enema's, you can retire and buy a yacht now.
So...keep the difficulty, make them more difficult....just place them appropriately if you do that.
Last edited by PestWulf; 10-21-2011 at 01:26 PM.
They are a lot like the frost giants in aussies valley are.
Not particularly difficult to kill, just annoying and time consuming because you have to keep running back to them.
Couldn't we give them their knockdown effect and lose the knockback? It's one of those things that makes me roll my eyes and sigh deeply and wonder if the grass is greener somewhere else!
I think my hell monster would be a bat who could do the knockback thing lol, i friggin hate bats.
They are not op , just annoying.
Try fleshmaker with 2 melee
oh god i did that yesterday. it sucked so bad
and in the middle of it the mabar dragon spawned and lagged us out.
quest took about 30 minutes longer than it had to because we spent 20 minutes flat on our backs waiting out the lag and another 10 flying thru the air like kites.
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