Feel free to leave feedback here for the quest Epic Desecrated Temple of Vol.
Feel free to leave feedback here for the quest Epic Desecrated Temple of Vol.
- The required kills are the weakest mobs in the dungeon and they're not even orange named, this should change IMO.
- There are some serious lighting issues at the beginning of the quest.
- The new Quells are pretty cool, there should be at least one of these at the endfight.
- Getting the keys should be harder.
Last edited by Minrothad; 08-21-2014 at 03:53 PM.
Legion | Thelanis
I noticed very few changes or improvements in difficulty compared to heroic difficulty were made when I ran through this on my bard. If felt like I was running the exact same quest, except with a slightly different set of enemies.
Pros:
- The quells are dangerous enemies, and I went in here without the Deathward spell, which was dumb of me to do.
- Mobs spawn when you break the offerings to Vol. Good.
Cons:
- Traps were the same.
- No extra tricks, except for having to fight the High Priestess.
- Quells can be seen before they become active. They should surprise the players with their appearance.
- The Flesh Golem guardians do not attack at once, but instead wait for the players to approach them. It makes the fight too easy.
As for the end fight... I liked the dress she and the other priestesses wore. You should sell that as an armor kit. I'd buy it for my female PM! However, it was a bad idea to have the High Priestess only attack after her guards were dead. She should instead support them by casting Cometfall, Symbols and the Mass Inflict spells. Also, her face was awful. Basically, the developers took the face from the heroic "High Priest of Vol" and pasted it on to a female body. It's very artificial and ugly.
Ran with kookie in a full party on EE! the quest feels...easy.I mean very easy for a EE lv 31 quest.Granted i was using a 4th lifer with some ETR lives and most of my gear was the uber new u23 one but still.
Traps seem to hit a ton thought,but its still fun! Vol is supposed to be a fun easy run.But tone up the mob damage a little or something, or replace the mob selection for something more interesting.
Give every person a gun and the richest man is the one that sells crutches
Think we need to remember that these quests were not supposed to be available until next week; but do to an ill-behaving teleporting mechanism - were swapped in at the last minute. I would expect lots of changes / improvements over the next couple of weeks.
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Ran this solo EE on my paladin in about 25 minutes. (2 heroic past lives, 0 epic past lives, Divine Crusader S&B defender with live gear)
Good
- Quells - dispel + neg levels makes them difficult to ignore. I went in there with my visor of the fleshrender goggles instead of silver flame pendant, 14 neg levels later I realized my mistake
- Fighting the priest at the end was a nice addition. I'd rather fight all 5 at once though and make the priest do more damage.
Bad
- I didn't take any meaningful damage in this quest whatsoever. Nothing hits hard at all, and even with those 14 neg levels and ~400 hp I wasn't in danger of dying.
- Mob diversity is lacking. Most mobs are generic and weak. I'd like to see red named vampires that actually give some resistance before the end fight, maybe a few random maruts in some of the rooms as well.
Thelanis
Bug template! QA is here for you.
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Sarlona: Seikojin, Toy
Ran this on EN, because I'm a wimp.
Virtually identical to the heroic quest.
Trapped hallways could use a boost to damage, but not so much that non-evasion characters can't survive it. I'd make the Quells protecting the keys orange named, they are a bit weak.
Flesh Golems should hit for more damage. Red named Quell guardian, had too many HP.
Marut optional should be harder and give more xp and/or loot.
The priestess' we need to kill should at least be orange named, the quells and death knights are more difficult
Boost the damage output of the High Priestess.
Xp seemed reasonable, especially given the speed at which the quest can be completed.
Magical Rings are well... magical. - Gandalf
Solod on epic elite, completion time 19:30. Bladeforged 16monk/2fighter/2wiz (grand master of flowers: twists Sense Weakness, Balanced Attacks, Legendary Tactics) (googling munkenmo woodfist will show the build)
The quest is too easy: (I did not do the marut optional)
- mobs do not do enough damage
- Everything (including quells) seemed to do slashing damage, it really played to a bladeforgeds strengths.
- trap DC's are too low
- It was possible to run (zerg) straight up to the key chests invis and not be noticed by the quells (give them see invis)
- Mob saves seemed rather low.
- The quest has not scaled well with epic destinies, Two EIN's killed virtually every mob in the dungeon.
- The last priestess was a very easy beat down in comparison to the 4 guards, who were a very easy beatdown themselves.
Noticeable Bugs:
- Getting intercessioned by quells on a lawful neutral character with no divine levels.
- The golems at the bottom of the pit appear have been replaced with fleshmakers golems.
- Golem's didn't all target me at once, I had to proximity activate them (which removed any potential challenge)
- The named quell had more hp than the final priestess
- The 4 guards before the final priestess seemingly had no crowd control effects. Getting commanded from the 4 vampires on heroic elite made them risker than their weakened epic elite counterparts.
- The 4 guards before the final priestess were white named, I quivering palmed one, constantly knocked down the others, they need orange named immunities, or better to be replaced with phasing vampires.
- Final room encounter mobs healed by player heal spells. Ie. I attempted to use a heal scroll on myself to remove stat damage, instead healed one of the 4 guards and again on the final priestess.
I cannot overstate how poorly this quest has scaled with epic destines, this was my first attempt at a quest in 6months, the quest was a cakewalk. Atleast 1/4 of the quest was fighting the named quell, and then another 5 mins spent waiting on a third EIN in anticipation of the final fight needing it.... It didn't
Last edited by fTdOmen; 08-22-2014 at 09:15 PM.
Everybody above has stated my sentiments about this run. Sure, this quest has historically been a fun, easy quest to run for quick xp. In some ways, it should stay true to that element of it's identity. On the other hand, the end fight could certainly use a massive boost. As a final product, I would love to see an easy run with the party splitting up to accomplish the goals, but then enjoy an end fight that nobody would dare activate without regrouping first.
Proud Leader of Redemption
Here comes my clumsy solo EE summery.
{I am not a EE solo fan, so mostly I run in PUG groups, and have not a whole lot of EE solo practice.}
Ship buffs ran out, have not renewed yet.
Note that I have done this multiple times with a full party.
With a full party, the middle of the trap halls seems like no monsters there, compared to heroic, this that intended?
Right side key done, some ghosts near chest area and a queel who did not intercess me or somehow I am immune (carrying fear/blindness immunity). Just leaped over the arches, got nipped by two slash traps could have been a bit more careful. Traps did about 200 a tick.
Got second key and noticed an absence of monsters except beside the treasure chest. Defeated both key chests with a certain amount of spell points spent. Not really feeling super threatened atm.
Ran thru the left side blade traps on the way back, there are not active, so this hallway is probably unfinished atm, which explains the lack of monsters in the hallway.
Unlocked the two areas, dropped down below, moved to the back summoned wolf and found the flesh golemns easy prey to my DC 60 earthquake (ought to twist more DC). Moved to the front and fought the Quells (no intercession still although I don't think Druid should be subject to that, but if divines should be, I have not been hit yet in hours of time in the Orchard). Boss Quell took a lot of sp but I did not feel strongly threatened. If you want to replace the flesh golems with Lich Avengers that would be ok as they are not too bad on EH, but really frightening on EE.
Wishing for a DD to use that top shrine, but will drink so free sp potions (thanks for the free TP from the dojo).
Pulled the lever then waited for the ghosts to come to me, and they did about 10 of them not all at once, eliminated them, drank an sp pot now moving into the maze.
Got a little careless in the second room, zerging it like it was heroic, and died. Wolf died too. Earthquake DC not working when I equip shield (drops to 52 which is all blue symbols will try with staff in next room.
With Staff equipped, earthquake works on follower minon and obviously not on ghosts. Quells like to cast crushing despair, energy drain, unholy blight.
Going a little further and slower, my wolf just three shotted a minon, probably a mortal procure from his thunderforged collar.
Pulled a ton of quells with my aura going near the shrine, did die, but caked and my wolf tanked while I healed for a bit. Possible dispel magic being cast on my deathward, hmm... have to look combat log over. Elder Quell, hmmm? Combat log scrolled up too far to tell.
Death knight of Vol is not going down in the earthquake, will swap to ice form and see if the extra 4 dc helps?
Went into mantle of the icy soul and followers and high priestiest are falling down after the second or third tick from earthquake.
Took a bit, but the death knight and high priestess went down as well in the next room.
Part one of the end fight was able to earthquake the monsters part of the time, some ghosts joined and we worked on them.
Part two was a longish beatdown of the boss, drank a few sp potions during that.
Overall, two cakes used, half a dozen sp pots, no invisibility, auras left on, completion time an hour, no shrines used. Might have gone afk during that hour, don't remember. Could have planned better, used better twists, no ship buffs.
Not bad, the upper area probably needs more monsters, you could place a lich avenger/lord combo right by the gears to open the trap hallways as well as down below replacing the flesh golems. The lower area, you should make the high priestess orange named just to distinguish them and up their saving throws a bit as I could earthquake them with less than max DC possible.
Prefer the pretty faces of the high priestess to the one on the end fight boss if it matters.
Armor update is helping wolf who is wearing heavy thunderforged plate and collar.
Last edited by Silverleafeon; 08-23-2014 at 06:07 PM.
Jumped into this quest on epic elite with no prep solo.
First part with keys was easy. Traps are a joke. There are no mobs except at key chests.
Drop down I had to rub against the flesh golums to get them to activate. Red named quell has about 2x the hp as the end boss...seemed weird.
Quest plays out exactly as heroic version. The only difference I saw were 3 to 4 quells seem to constantly respawn, find you, and spam dispell / intersession.
I had greater heroism on the whole quest (had to keep casting it as quells kept dispelling) however even with GH on the death nights once in awhile still put fear on me. Is GH being changed or is somethign not working as intended here?
quells, weeps, and the 4 guards activated during end fight. End boss priestess died quickly.
Overall this quest is boring and unimaginative. This is because after 5+ years of playing the heroic version its old news. The quest was more annoying then fun given the quells kept respawning and spamming dispell.
Thelanis - Green Mtn Boys - Level 200
Epic Hard
Lv28 Warforged Paladin
Cons:
Entrance:
Entrance same as heroic. No members of Vol or undead in wait to battle
No draining of the water. No show of passage of time.
The 2 keys was easy obtain.
The east passage with all the traps did little or no damage.
The west passage, the blade traps are non functional
Dropdown:
The fleashgolems were pushovers and too few of them.
The Guardian Quell had way to many hitpoints more then the High Priestess of Vol.
Interior:
The Interior f the quest is exactly the same. No redress of the interior. No show of passage of time.
No traps and the same mobs spawn for the Defeat the Inevitables secret door
Low level Bats and rats could be added back in.
To few mobs and they didn't pose much of a treat.
Defeat the Inevitables of Dolurrh optional should of been change to spawn elemental similar to what is happening in epic Orchard of the Macabre Rare encounters.
High Priestess of Vol didnt put of much of a fight. Should have more spells at her disposal and more hitpoints and ability to summon undead.
Focus orbs showed original npcs models or non at all.
Pro:
None
Overall found the quest to be boring. It basically swapping/removing some herioc monsters for other or giving them more hitpoints.
HEY, I'M TRYING TO SOLVE THAT!
STOP TOUCHING MY PUZZLE!
TOUCH MY PUZZLE ONE MORE TIME AND YOU'LL BE SORRY!
PEOPLE LIKE YOU ARE WHAT'S WRONG WITH THIS GAME -- I QUIT! AND YOU SHALL DIE!
Pretty straightforward.
The only major difference to this quest are the quells. I went in post update #2 and all I was doing was trying to battle negative levels. I have 4 flesh renderers guard googles, a eternal flask potion and a stack of deathward pots as well as spell absorption tinket that got used up before I even got into the main dungeon. The quells spam dispell and drain level spells constantly. When fighting 1 v 1 it is ok, but I was getting hit from mobs that were spawning out of sight, behind me, in front of me. Like 4-6 at a time. It was impossible to keep up with. I burned through all my clickies as well as 50 or so deathward pots on EH, plus close to 40 greater restore scolls. It was not challenging beyond that.
It was NOT fun at all.
Granted, I didn't do this on a divine. I might be harder on a divine. There are, after all, a lot of quells. But for the most part, I felt I was just playing the Heroic quest. In general, that's my impression of Epic Orchard quests. I would like to see *some* changes other than just swapping a few mobs out.
For example, it would be nice if you could add different traps to the hallways on Epic. Do we really need the same old easily bypassed traps on Epic? And a change to the final fight would be nice. It's far, far too easy.
I realize it's easy to just take your content and repurpose it with some different mobs. But this is cheap and lazy design. At least make *some* interesting changes (such as those I've suggested above). Do you know how many times everyone has run the Desecrated Temple of Vol? More of basically the same is NOT fun. Just a wee bit more effort put into differentiating your Epic versions of Heroic quests from the Heroic versions would go a long way. Most folks are happy with how you recycled the Marketplace in Chronoscope, for example. That was the high point of the "content recycling" business model you're heavily into now. Just a little more effort would go a long way.
I had to run this again, since once you complete Epic Abbot, you're no longer flagged for it. (Fail.) Since I want to test, I want to be flagged, so fine... Let's hit up Epic Normal to reflag quickly. I completed Epic Normal on a melee, solo (no hirelings) in less than six minutes. I took almost no damage. And I earned 50K XP. I may have hit myself with heals twice. Traps hit me for about 10-15 damage or so. I was making reflex saves with an abysmal mid-50's REF save. I could have moved faster, but I wasted time killing stuff, and my DPS was almost entirely single-target. Ok... I guess this quest is going to go into the daily XP rotation...
I've done 2 epic normal solo runs of this on my lvl 20 15 cleric / 3 pally / 2 monk dwarf.
The main criticism I have is the massive amount of hitpoints on the named quell. He's not challenging, he's just a gigantic bag of hitpoints. I'd strongly recommend making this encounter more interesting by reducing its hitpoints and upping his damage output, or maybe throw in some more status affecting spells.
I really have any complaints other than that.
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