Very nice axer.
56 kills! I am disappoint. With my guilders out of action for the most part will join you on the next.
N
Very nice axer.
56 kills! I am disappoint. With my guilders out of action for the most part will join you on the next.
N
GROAN-1 (Melee/Casting Horc FVS)
Grats.
I'd hate to be the one to point it out, but "flawless" already has a meaning within the context of quest/raid completions (i.e. 0 deaths) -- wasn't sure if that was what you meant, since the screenshot didn't show number of deaths. Otherwise another word may be more suitable to prevent confusion on this.
Naughtygal, Naughtypain, Naughtykitn, Naughtytoy
~Crush It~
Yea, -4000 sp is a bit much, but then again it makes DVs sexy again. They need to reduce the regen of turn undead more.
Grats!
Can we get a screencap of Breach's stat block?
Eh I'm happy to play the tank role on my bbn as it's one of the most challenging roles in this raid. And it leaves little room for running off to get extra kills. Iqus did welll to represent barbarian ownage in my stead .. I'll get a nice high score on our future N/H runs with blitz tho
And yea you can come along, should be doing a run on alts sometime tomorow.
Yea definetely lost a few during the leg phase, mainly the monks heh.. If Bbn cant lead the killcount, they can at least shine in this phase:Originally Posted by puppets17
It's a strength save. Make the save and you stand firm against the legs (they might knock you back 1 foot, but not across the arena like others), so I don't even both dodging them. Metaru (Half orc max str monk) occoasionally made his save, but not always. Not sure his str, id guess 40ish. Me and iqus at 70+ str each stood firmly in place without much issue.
However you can, and I tried to help call it for ppl. Unfortunately the tell is much like the Lord of Blades tells - EXTREMELY short. I don't know why turbine makes this so challenging - It's the same incredibly short tell on normal. Tactical movement and encouraging smart skill based reaction gameplays is one of the major strengths of ddo, yet they render it very difficult for the majority of players as it requires some very quick reflexes.. But heres how to tell anyways:
- Ground rumbles - Leg randomly selects one target to attack (generally a melee it seems, but they did get one clr later on), underneath said player you will notice a small, but obvious patch of dirt appear.
- You have less then 1 second to move once you see the dirt before the leg smashes through the ground and knocks everyone nearby away (if they fail the strength check).
You can try to go based off the rumble, its about 4 seconds from that, so I tried to countdown from 3 to give people a heads up, tho I couildnt specify WHERE to run, I just said spread out, to avoid multi deaths.
Ultimately the main thing is to have a very high str tank firmly in place and smart, skilled and fast reflex DPS players flanking and keeping an eye on the ground.
re: teh breach stats.. I dunno, so disappointing i don't think anyone wants to see it. They did actually change it slightly from the beta version, but id hardly even call it a upgrade. More of a tweak. Ill post it somewhere soon.. Somewhere else so we can keep this post more positive heh.
Congratulations!
Very interesting to read the tactics to make sure the raid doesn't bug out on you.
I learned a few things.
Last edited by Faulken; 07-28-2012 at 03:09 AM.
normals so EZ! 16min:
heh just kidding.. Can't believe they still haven't fixed the timers. So much for speedrun records. Actual completion time on norm was quite long as this grp was 80% pug with many first timers (and even normal is fairly challenging without ideal dps) - ~ 2 hours.
PS: 6 chests even tho we created 2 shrines to keep the pot count to a minimum on this run. (we created none on the EE run to be safe)
Last edited by Shade; 07-29-2012 at 05:54 AM.
As requested:
Buffing pass? Really Feather?
Feels like a slap in the face to me. You knew what was required to fix this weapon. Times three crit. Why was it not done.
Changes from beta:
Thundering - REMOVED.. Really? Was that neccesary? Thundering is OP?
Screaming upgrade to Shrieking.
Essenitally this means the weapon gained on average, less then 1 damage per swing, as the thundering was nearly worth a 1d6 due to the good threat range of falcions.
On critical hits, the weapon does less damage then the beta version, not more. Less = Nerf. More = Buffing pass.
Feather, I know your reading this, and I am disapoint to say the least. 2 years the same wepaon. 2 years... Long live the ESoS i guess.
Two hander users:
Do not purchase the xpack if your looking to advance your character. It has nothing for you. (well more accurately the demonweb adventure pack, the xpack does include the destinies, which are certainly nice)
Turbine marketing:
You lost customers due to loot design failure. Want more money? Design proper loot. PM me if you want and ill do it for free for the next raid.
Last edited by Shade; 07-29-2012 at 06:06 AM. Reason: cleaned errorneous destiny-only effects off the blade
How are people getting lower total kills. In our EN runs, we've been killing ~720 mobs each time.
Just a matter of experience and learning whats a respawn and whats not. Not counting infinite respawns, i think theres only ~390 mobs on normal including all the optionals.
Our latest EN effort (100% kills in the raid):
completion time for that run.. lol.
What respawns:
Only what lolth can summon basicly:
-Spider Souls (~6-8 per batch)
-Drow Souls (2 per batch)
-At end fight: Portal Keepers (~5 per wave). Note some keepers are not respawns, while some are, tricky to figure out whats what, takes experience.
Essentially: More dps on lolth = less mobs to kill. We took lolth down astoundingly fast.
Last edited by Shade; 08-01-2012 at 08:45 AM.
ALL HAIL TO ITS SQUISHY-MAJESTY SIR KNORR, LORD OF OOZES AND MASTER OF SLIME
http://forums.ddo.com/showthread.php?t=386688
I went on one of Axer's normal runs, and this info (given out during the raid) was very helpful. The problem that I had is this: the ground remains disturbed for a while, and while you are killing the bebilith from the last destroyed leg, another leg can pop up in the same spot. In fact this is likely, since all the players are clustered there fighting the bebilith! Since the ground is still disturbed, it is very hard to see the dirt from the new leg, due to the dirt from the old leg.
Ah, that makes sense. The first time we were 5 manning it (A cleric, a tank, 2 earth savants and a monk) and neither the tank nor monk could find that sweet spot to melee her belly. The monk ended up swapping to a FvS and kited trash around till the sorcs dotted her down. Lolth took forever, but we had killed a TON of portal keepers and the last fight before the portal was pretty quick (2-4 waves maybe).
Our second time was 6 man (FvS, earth savant, air savant, 2 monk, artificer) and had roughly the same number of kills, 1 hour less completion time and about the same number of pots (~20 per caster fvs/sorc and 2-5 on the arti). The vast majority of these pots were consumed on the portal island though, as we fought many many waves of portal keepers.
Both runs we did all artifacts, Ana had less than 1/3 health left and we got 5 chests. 11 pulls of 5 chests and 1 warhammer went to the only person actually proficient with it. No commendations.
Anyway, thanks for the reply and Grats on your accomplishment.