The hp bars on the cultists around the living pool were very low as soon as the cultists became active (this is on Epic Normal) but I believe that this was intentional. It didn't seem like a bug. The Living Pool cube was difficult to kill but not unreasonable. Nothing in this particular area seemed off.
This is a really good idea. Stuff I'd like to see:
A Ravenloft adventure
Dragon Mountain
Return to the Temple of Elemental Evil
The Sunless Citadel
A Dark Sun adventure
Pool of Radiance (yeah good luck getting the rights)
Okay, I'll stop now, as most of these are pretty far-fetched.
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Hey Varg, I found an orc who spawned behind (and even inside) some barrels - here's the loc
(Standard): You are at: r2 lx1912 ly2024 i4 cInside ox-170.85 oy211.60 oz-249.44 h347.3 Q:0x70026D5A
Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien
Fernian Summer Carnival
Guild is agreeing that quest is much too easy in its current state.
I did an EN run with a Zeus build.
1st Bug and most serious I guess: The map reseted after 1 hour approximately inside the dungeon. Everything was blank then and it seems like it fails to remember the explored area afterwards.
2nd Bug(?) Air Temple: I am not really sure if there is a bug or something but I couldn't do anything in the air temple. The key is in a stasis field but I see nothing there.
3rd Bug(?) Water Temple : Cube was stationary for at least a min. I took him to 30% before anything moved. Cultists were idle also
4th Bug(?) I fought a red named Droam Vanguard alike and no chest. Then I found another 2 of these things and there was an unpickable chest.
I found also a secret door that couldnt search for. But it leads to a room that I need to take a turn to go.
An imbalanced thing was the earth elemental fight. It took me a considerable effort to kill 4 elementals (compared to everything else in the dungeon) Then the wizard Romag I killed him with 10 hits.
Interesting are those mysterious altars.
Khyber : Agraell, Bellafontas, Olethrio, Tiropitaki, Tserp
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I've also noticed stuck mobs. Some poor orcs spawned in a few barrels in the corner of a room. It was in part 1, somewhere early in the quest.
Anyway, I've hit Heroic Elite on a lvl 15 iconic swash. Recruited Tempys. Later recruited lvl 13 rogue from the store when I found a locked chest, but no luck. Also spotted a few secret doors that I couldn't find. Later kicked Tempys when out of mana and recruited Althea instead. Killed ~500 mobs until I made it to part II.
Considering the size and mob density, I'd expect more chests. Also, the chest loot level seemed pretty low, compared to what I recall for example from Tear of Dhakaan on live. Difficulty "felt" higher than Tear of Dhakaan, but it's hard to tell on a freshly rolled character with iconic starter gear. And buckler from hammer & chain.
In part two, upon entering, I started to explore the side chamber on the left, but I got bored with the same mob spawns... So I proceeded to the Greater Temple, killed two clerics, got a hint where to go (western earth something). Found the place and entered the cavernous area. I think I cleared it completely, I found an altar that gave me this tasty extra damage buff, and then also some shining door. Behind the door I probably should have put some rune which I didn't have to proceed, but I ran out of time.
My first impression is that the place is big and there's lot of running around. Returning to Tear of Dhakaan, also a lvl 7 quest on normal... that one also has lot of mobs. However, the distances to run are much shorter there, chests are more common, and there's no alert if played conservatively. Tear is a fun quest to zerg for vets, and also a fun quest to watch new players struggle. Not yet sure if TTOEE is similar fun.
Map needs some work. Please don't erase maps of areas we've already cleared, if possible. Also, it'd be nice if all exits were visible on the map. Also, it'd be nice somehow to let us know in which of the subarea we currently are.
More to my previous post. I found the solution for the air temple. I got the key and I went to the end fight. With sireth I never managed to do any damage to the air elemental on EN. Is this WAI? I could finish the quest without killing the air elemental. Is that what is supposed to happen also?
Khyber : Agraell, Bellafontas, Olethrio, Tiropitaki, Tserp
IT seems that you didn't quite grasp the mechanics of the end fight of part 1. If you pay attention to their buffs, the elementals get more powerful depending on which corner of the room they are in, including taking extra damage if they are in the corner of their opposing element and being completely invincible (and hitting several times harder) if they are in the corner that matches their element.
if you're talking about the end fight with the 4 elementals. did you drag him out of the air part? i found this quite easy to understand. diagonal from each of the elements are their weakness and if you drag the mob to that opposite site they get very weak. i noticed that when i examined them and then the rest came in easily.
Seems logical. My brain is a bit melted after work
Eventually I finished the second quest. 2nd part was meh. There were two huge areas left and right in the main room with lots of mobs that do nothing. I can't understand its purpose other than more kills. Seems too unchallenging. Also end fight on En was meh. First demon summon were 2 Dretches lol. Vol type attack was strange. I didnt understand how exactly you avoid it with the mushrooms but I survived. Zugg was not targeting me at various parts of the fight.
Khyber : Agraell, Bellafontas, Olethrio, Tiropitaki, Tserp
Part 1 on HN:
Hidden door, can't be found with 33 Search skill.
r2 lx1912 ly2024 i20 cInside ox-0.76 oy181.71 oz-249.45 h113.9
Temple Crossbowman was throwing knives, rather than using a crossbow. I don't recall seeing another one of him again in the quest. I might even have his name wrong (definitely *something* Crossbowman though.)
r2 lx1912 ly2024 i20 cInside ox-90.94 oy328.32 oz-249.45 h338.9
Fountain of Wonder is obnoxiously loud, and a horrible noise.
After clicking any "Dungeon Level Three" or going outside to the beginning of the quest, and coming back through, the entire map resets, so I can't see where I've already been in the quest.Did this 3 times, and almost just gave up.
Earth & Fire Affinity does far too much damage on HN (54 respective elemental damage), or really for any Heroic difficulty.
Items in chests on Heroic are way too low minimum level/quality. Got only level 3-5 items in a level 7 quest.
Part 2:
Way too dark. The only way I can navigate some areas in the water part, is by looking at the map while moving, because I can't see in from of me.
Last edited by Cleanincubus; 03-20-2015 at 02:16 PM.
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Part I (EH solo):
Earth Temple: Very binary encounter. If you have the club, the encounter is trivial. If not, the Earth Elementals are disproportionatly hard to fight. The boss falls over way too fast.
Fire Temple: The multiple possibilities are nice.
Air Temple: Took me some time to find the Priest. He had a lot of HP but his offensive power was almost nonexistent.
Water Temple: Also very static fight. Huge HP on the Cube and the Elementals compared to the rest.
End fight: Please add a Shrine after the 4 barriers. I went in nearly ressourceless and so the encounter took pretty long. A nice surprise was that the club worked on the Earth Elemental, not sure if that's intended. The mechanics are decent but after the elemental phase it gets a little stale. The Bebilith was tanked by the earth elemental and not very tough. The last phase is a simple beatdown. How about some mephits swarming in?
Layout: Lots of rooms to explore, nice big area. Random encounters seem very tacked-on, I'd prefer more patrolling groups. Random bosses shouldn't spawn in corridors.
Part II incomplete (EE solo):
Mobs left and right of the starting corridor aggro through closed doors, triggering red alert extremely fast. Left wind and right wing seem extremely pointless and sterile, most likely due to unfinished dungeon design. Starting pulling multiple groups to test the difficulty. Died after getting way too cocky and decided to release. Will resume adventure probably later when it looks a little more finished.
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