Risen Noble.A bane to escort events
I was about to post the exact same thing, those symbols hit far too hard. There is not much players can do about ground targetted aoe’s aside from protections and heals. But when there is a whole horde of them the npcs just get bursted down before these risen nobles even render. All we here is the audio (similar to the healing glyph audio) and see the morale bar drop from 100 to 1%
I haven’t seen Shank Anchorage under Pact control since the patch. Warmaster Chan and company just gets smothered by the ridiculous amount of risen that spawn, even when only one player is escorting. Worse yet, they have a tendency to not despawn after the event fails and just stand around in a tightly packed group of 12 or so risen.
Just discovered this, but there is a trick to the Balth temple escort to keep it from failing.
What happens is one person goes to where the nobles will spawn and sits there. When they spawn in, the nobles will immediately target him with their AoE spam. The player will die, but it also makes the nobles waste their AoE attack and, more importantly, not target the Pact with them. Did it today, Pact stayed at full morale all the way until the end.
Try it, it will save your life… by ending it. :P
I strongly believe their damage is unintended and it was most likely an oversight, like the insane grenth damage after the January patch.
[Currently Inactive, Playing BF4]
Magic find works. http://sinasdf.imgur.com/
I strongly believe their damage is unintended and it was most likely an oversight, like the insane grenth damage after the January patch.
Or like the insane damage the krait behind Sunless do. . .
I just wanted to bump this thread, as I’m kind of frustrated with this mob. ON my char I can take on huge groups of mobs, take on champs, you name it. But this one enemy is kitten near impossible in a small group, say 4 or 5. I realize it may seem a little silly to say they’re too powerful when I can’t take a group of them, but there is no mob on the game that is near as hard. Except maybe fire imps, but their attacks are at least reflectable/blockable/etc. But with a few nobles, you have to CONSTANTLY dodge, which of course you can only do so long until your endurance runs out.
Try to fight the mobs down Arah stairs ,it’s nearly impossible to avoid a mass aggro ,they all jump on you and when two of these Red Rings of Death overlap on you and you are crippled,you die in 2 secs,not 3,two.
Seriously how come trash mobs deal more damage than Vets? I’m sick of being RROD’ed by everyone and his mom.
Since last patch,Orr has become a chore .
Heck,even the bots have deserted the area and camp underwater where mobs are nice to you or they gather mats,they appear for one second and disappear .
I have a theory about this.
The patch has been tested in Lion’s Arch.
Successfully.
(edited by TucoRamires.1582)
Its not that the mobs are difficult for players, its the whole morale bar is bs when four or five risen nobles can put down a large grp of npcs quickly, before you can react even sometimes. They need to either remove the morale bar and replace it with a time limit, or make npcs not so stupid to stand in an AoE its full duration. Its just like any update they throw in a new mob ability but dont really seem to test how it works.
I agree with Xadirius, morale is either comical or disastrous. Given the circumstance, it too easily sways between the two extremes, never finding balance. If you’re on an event and worrying about morale, it’s pretty much all over.
still going on, no wonder its barely open on any servers.
Pretty much this.
Risen Noble Anything. A bane to escortmost events
A great many of the Risen type mobs have received new AOE abilities in the past months. All of these abilities made most events’ difficulty levels increase by orders of magnitude, because the “good guy” mobs did not get anything to help offset this, and subsequently, get mowed down in seconds. As a result, players are left to take in multiple heavy-hitting AOEs, many of which are nigh-impossible to avoid because of the super speed the Risen have (which itself is nonsensical, but that’s a different topic).
These buffs also have had a detrimental effect on an alarming number of personal story installments, making a few of them quasi-impossible to complete, to the point of requiring some nerfs.
I get the impression that these buffs were made to counter fully-geared level 80s romping around Orr. Unfortunately, Orr is still a leveling area, to get from 70 to 80. Unless these buffs are only temporary, i don’t believe the buffing of the Risen mobs is/was the correct way to go. Maximum-level characters in high-quality (not leveling) gear should get a challenge in appropriate zones: Southsun Cove is a zone that would fit the bill for a buff. I believe the proper way to go, would have been to add content to Southsun Cove so as to make it MUCH more interesting than it currently is. I am hoping that when new zones are added for maxed out 80s to play in, in the future, that Orrian mobs get nerfed back to what they were before they were buffed up.