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  1. #1
    Hero Phoenix-daBard's Avatar
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    Default Why would a low/mid level run Smugglers Rest?

    In the last time around I hated running my lower level characters around Smuggler's Rest because you always had level 20's running at top speed through the place spawning mobs much higher level than the people in the area could handle. The L20's weren't stopping to fight what they spawned they were just increasing the frustration level of the player base that was already there. I went in this evening hoping to be greeted by an instance level dialog but it looks like the same playground for the big kids only that it was before.

    So how do we keep the lower level players from getting frustrated and quitting?

  2. #2
    Community Member 9Crows's Avatar
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    ive ran that every time its come around on lvl 4 to lvl10s..never ran into a problem that switching instances or running to a new area didnt solve... usually

  3. #3
    Hero Phoenix-daBard's Avatar
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    I do the same if I am not on my higher level characters but my father in law won't go there for the reasons I mentioned. He is not one to get frustrated easily but the all in one situation in Smuggler's Rest just makes him not want to play for awhile.

    I had great hopes when I saw the level dialog for Mabar but those were eliminated tonight.

  4. #4
    Community Member MsEricka's Avatar
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    A twinked level 7 fire savant can own the Cove solo and get max shards every time. Two of them makes the cove a snoozefest waiting for the timer to run out.

    However for the public area, there are too many 20's around to make it useful for a low level toon to stick around.

  5. #5
    Community Member Jaid314's Avatar
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    Quote Originally Posted by MsEricka View Post
    A twinked level 7 fire savant can own the Cove solo and get max shards every time. Two of them makes the cove a snoozefest waiting for the timer to run out.

    However for the public area, there are too many 20's around to make it useful for a low level toon to stick around.
    i'd say go for level 8... dimension door can be very handy

    but otherwise, yeah... at low levels, you can really crush the cove part...

  6. #6
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    That is only happening here on Lamannia because not enough people on. Last time on Live was no issue as there were 6-14 instances all the time. On Thelanis any ways.

  7. #7
    Community Member FestusHood's Avatar
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    I never really had any problem running through there with low to mid level characters. Those enemies don't activate unless you attack them. If the level 20's are running by, then just move along and ignore the high cr mobs.

  8. #8
    Hero Phoenix-daBard's Avatar
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    Quote Originally Posted by FestusHood View Post
    Those enemies don't activate unless you attack them. If the level 20's are running by, then just move along and ignore the high cr mobs.
    You don't have to hit them to activate them. There only has to be combat in the vicinity. And if I am there I am already in combat and when a batch of minotaurs appear I am screwed if I don't run fast because hitting the guys I am already fighting will trigger the newer spawns.

  9. #9
    Hero patang01's Avatar
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    Quote Originally Posted by Phoenix-daBard View Post
    You don't have to hit them to activate them. There only has to be combat in the vicinity. And if I am there I am already in combat and when a batch of minotaurs appear I am screwed if I don't run fast because hitting the guys I am already fighting will trigger the newer spawns.
    I prefer to run CC itself on lowlevel over highlevel and highlevel for the 'wilderness' area. It should be the other way around but the upper end critters damage and save is unreal. And the red named inside the event is horrid. It'll be a lil' different with the new destinies for sure, but after running the new level 26+ I say without draconic acid burst and such you're going to be grinding a step amount of HP for sure.

  10. #10
    Community Member FestusHood's Avatar
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    Quote Originally Posted by Phoenix-daBard View Post
    You don't have to hit them to activate them. There only has to be combat in the vicinity. And if I am there I am already in combat and when a batch of minotaurs appear I am screwed if I don't run fast because hitting the guys I am already fighting will trigger the newer spawns.
    My experience was different. I remember actually having some difficulty activating them due to them not being able to be targeted until they are activated. On my low level wizard i would have to run up and whack them with a stick to turn them on. Course if i saw high cr mobs i tended to move to a different area.

  11. #11
    Community Member Therigar's Avatar
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    Honestly, there isn't much reason to run low levels in this. The main reason is to get a compass so that you can get into the Crystal Cove quest. After the first compass you just trade in extra jewels for coins and buy as many as you need. Trade coins to alts and buy compasses for them too.

    The explorer area isn't even the best farm location for map pieces. Get the drink (or whatever it is) that makes kobolds drop map pieces and run into Waterworks or Kobold Assault.

    The only thing Smuggler's Rest offers is the chance for maps to chests and some extra loot. Hardly worth the trouble if you're constantly being overwhelmed by the spawns being too high for you.

  12. #12
    Hero DemonStorm333's Avatar
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    Quote Originally Posted by Phoenix-daBard View Post
    In the last time around I hated running my lower level characters around Smuggler's Rest because you always had level 20's running at top speed through the place spawning mobs much higher level than the people in the area could handle. The L20's weren't stopping to fight what they spawned they were just increasing the frustration level of the player base that was already there. I went in this evening hoping to be greeted by an instance level dialog but it looks like the same playground for the big kids only that it was before.

    So how do we keep the lower level players from getting frustrated and quitting?


    they tried this with mabar and it was just a disaster mobs werent acting right and people thought it was stupid to have the different instances and different effects bled thru the instances causing more lag so they prob just learned from that and decided cove was not ment to have that harrasment.
    Demons run when a good man goes to war

  13. #13
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    Quote Originally Posted by Phoenix-daBard View Post
    I had great hopes when I saw the level dialog for Mabar but those were eliminated tonight.
    You do recall that Mabar didn't work worth a ****, right?

  14. #14
    Hero Phoenix-daBard's Avatar
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    Quote Originally Posted by danzig138 View Post
    You do recall that Mabar didn't work worth a ****, right?
    They worked pretty well for me most of the time. And they have had a couple of months to iron out the wrinkles.

  15. #15
    Hero Silken-Akira's Avatar
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    I also have to admit I liked the Mabar solution. worked for me.

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