Leave your feedback here for the U23 raid!
Leave your feedback here for the U23 raid!
Tried solo with paladin, fvs, and sorcerer. Abbot is not ready yet i suppose, because he hits with mm that do 7+7+7+7 damage or something similar, i chain lightning spell i suppose that does ~60 damage on save (never failed at one) and a blast attack like energy burst that hits from 300-800 hp. So you can time it and still be able to melee attack him, which is good since its rare to be able to dmg a boss at close range and be able to heal yourself without being perfect at that. The dd at the next phase is a nice move. Since i was solo i was getting constantly teleported back, and i thought it was a bug at first. Maybe it still is but i highly doubt it. the room can be soloed by a noncaster at 65% difficulty (0 is very easy - 100 imposible) on EN. The second roomis the same but since he keeps teleporting me back i couldn't complete it. If 1 pair of googles drops at the 1st room and only the wearer can see the tiles, im worried that it would be a 11 ppl keep fighting thrash mobs while i complete the quest. Although i completed a vary small percentage of the quest to be sure about anything. Ps i stayed fighting thrash for some time to see if i can make the room less crowded. The keep spwaning as soon as they die. I don't know if this scales when more pcs are in the quest but i feel that a timed spawn would allow some flexibility to recover since abbot is spaming encase and inferno. That is all, seems fun so far
Magical Rings are well... magical. - Gandalf
Please tell me the new raid doesn't have the same ******** puzzles...
I refuse to run Abbot for the simple reason that it is just 3 mini quests run by 12 people!
Well at least it doesn't have a ludicrous flagging mechanism (aka: still do not have a completed sigil after my second TR. Two lives worth of necro XP grinding and still missing pieces.)...
The raid is a nightmare over 200 deaths with 12 players on epic normal and still not even close to getting Vol and Abbot dead.
First there is the loading screen deaths, ie by the time you get off your loading screen your dead.
Too many undead beholders/quell.
Then there is the encasement, the inferno after inferno from abbot (that takes away all your mana) and at the same time Vol is casting some blue rings that kill you on the spot.
This raid seems to be built for WF none casters or Bladeforged paladins.
PS. no puzzles just rooms were you have to kill red named and get items for next portal.
What the poster above me said, basically.
The trash is really not a big deal, the archers can be ignored and the melees can be kited.
The beholders are the biggest PITA in the raid, by far. Don't nerf these please.
Edit: I can't stress how much the Tiles system bothers me in this quest. Please, make it more interesting, at least make them more random than they are, or block people from just swimming to the DDoors.
Last edited by Minrothad; 08-28-2014 at 09:03 PM.
Legion | Thelanis
Ran and wiped this a couple of times on EN, including getting to the endfight.
The raid isn't really a pure puzzle raid like heroic abbot is, but more of an arena homage to it.
You start with an abbot beatdown, and then he gives you one door. This leads to a room with beholders and a red-named death knight. There is a party teleport mechanic similar to the Deathwyrm end fight, where if nobody is alive in the center battle, the abbot teleports everyone back to the main arena. Kill the death knight and you get delta-phase googles.
The abbot then gets disjunction, inferno, and encase moves, and two doors appear in corners of the room over the water. The delta-phase googles show tiles which lead to those doors. Both doors lead to rooms with buffed red-named death knights and some orange-named trash. Killing the one in the back right corner portal gets you 2 ice wands, killing the one in the front left corner gets you 2 stacks of boulders. Once both are dead, Lady Vol appears.
This is as far as any of the groups I was in got - the battle in the center arena gets tougher as time goes on and when Lady Vol appears, there are quells, beholders, Abbot casting inferno, and it's total chaos. It will be tough as nails until people pick up on strategies for it.
It's fun, but as one of those people who really liked heroic abbot, I'm a bit disappointed in that it doesn't feel much like a puzzle raid. It's not a pure arena beatdown, but it's far closer to Fire on Thunder Peaks than to Temple of the Deathwyrm. I guess the upshot to the epic quiver being worse than the heroic one is that there's still incentive for people to run heroic abbot, because they are very different raids stylistically.
One possible bug? The easiest way to get to the doors in the corners is to die in the water, take a res underwater, and swim to them. This is because you don't start taking damage from the water until you surface again.
Last edited by Portalcat; 08-28-2014 at 09:09 PM.
Member of Storm Lords on Thelanis.
Portalcat (Completionist, Epic Completionist), Catwithnuke, Catwithaxe
On the first Vol phase, she leaves traces of the Mark of Death on the floor. They look like blue circles, if you walk over it, you die. It's not a death effect so deathblock doesn't block it and it can't be absorbed by gear. It deals about 200% of your HP, it is supossed to kill you (from what I've seen).
On the last phase, the Mark of Death is hovering over her head, and she does the circle thing all over the plataform (while leaving traces on the floor), you have to stand on the water/island or get killed. She does this every few minutes, just like the Abbot's Inferno.
Last edited by Minrothad; 08-29-2014 at 12:28 AM.
Legion | Thelanis
Is the reentry mechanic intended?
The barrier goes up and the bridge disappears, yet when you reenter you get teleported back into the action at some point by just standing in the entrance.
Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
Ghallanda - Ethrayne - Ethryne --- Omnipresence
Youtube channel: http://www.youtube.com/channel/UCKVn...wLuzB2Q/videos
The spell drain is pointless and irritating. It needs to be removed entirely.
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Between Beholders and the spell point drain, casters are nigh-useless in here. Then add Quells, and even if they weren't already useless from Beholders & spell point drain, divine casters become even more useless.
- Tone down re-spawn rate on Beholders & Quells.
- Tone down magnitude of spell point drain, and make sure there are effective ways to avoid it altogether. What's doing it? If it's just Inferno, that's not at all obvious...as I was successfully avoiding all other effects from Inferno, but still losing all my spell points, hundreds at a time, for no apparent reason.
Bug and bug! We'll investigate these, thanks.
It's the exact same spell point drain as the Heroic Abbot raid, with the same number of Spell Points removed and the same methods of avoiding it. Since the fighting platform's a bit smaller than Heroic Abbot, it's (potentially) easier to avoid than it is in Heroic.
I'm a disappointed that it eliminated the puzzle aspect that Accursed Ascension has. I don't want a carbon-copy, but it's not even close. Just another wild infinitely-re-spawning-trash-mob thing...except the trash mobs are beholders & quells.
Add more interest, and more time required & difficulty, and maybe even something, you know, puzzling, to the 3 d-door rooms, but, as I said in other post, tone down the infinitely re-spawning beholders/quells.
I really don't like the encasement spam, before you even have roids (especially since you get them last).
It's fine that it's there but could be less frequent or maybe reduce the time until someone encased can get back out of it in that phase.
Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
Ghallanda - Ethrayne - Ethryne --- Omnipresence
Youtube channel: http://www.youtube.com/channel/UCKVn...wLuzB2Q/videos