Arah – pot. improv. & bugs (imho)
Path 1:
- Limons, be it the boss or the small ones, when they split they tend to end up in the walls, regroup and come back for seconds. It makes them nearly invulnerable and really really annoying. Especially since the group tends to get out of combat, think the limons are dead. The group attacks the next pack, and hop limons come from behind thus the group wipes.
- Crystal monster boss: Didn’t they all agro before ? I remember running the path before and having all the mobs on my kitten Was fun! Now I don’t even consider it a boss anymore.
- Last boss: how to say this nicely… mind giving us a bit of a challenge on that one? It is THE last boss of C1.
Path 2:
- First boss:
– The electric meteor is bugged or maybe does not work as intended. If you move, it actually follows you but the red circle does not. If you want to escape from it, you have to dodge. And worse of all, if the player that was targeted just moves towards another player that is standing outside of the red circles, he can get hit. So either remove the red circle of the meteor, make them move alongside the target or no circle at all.
– If you put wall of reflection up in melee, it won’t send back the meteor. I am not sure how such a small azura can lob over it ^^
– Teleport after golem path. Can you move the point a bit further away from where it is atm ?
– Boss 4: Alaphard, remove the places in the room where the boss bugs. Also, I am not sure if it is a bug, but if you push the boss out of the center of the room, he never does his AOEs. It takes a bit of practice to do it ^^ but when everybody melees it is easy.
– Boat exploit: remove the path or make it a real one in the same way there are 2 paths for the mine road. Leave the boat though. It can be safely used in some interesting ways
– Boss 5: Depending on group composition it is extremely easy, or hard. If you take a warrior berserker for example, you get the boss to phase 2 in 10 seconds, while sometimes you need 4 or 5 players to get in & out. But all in all, doable by any kind of group.
Path 3:
- First boss (double): Make it so we have to fight in the room they are, not the one before. Also remove the places where you can actually never move and still kill the hammer guy while escaping his aoe (lantern place and the small promontoir in the left corner)
- Create a door after first boss in the small tunnel where you need to clean the 2 mobs guarding it. Otherwise, everybody rushes. And it is not like the groups are hard to kill anyway. Or make climbing through the mountains in both directions possible. (You can climb the mountains just before the spider pack to get back to the first boss place)
- I’d say the same principles, a door before you get to the second boss
- Second boss: remove the stairs where you are out of sight of the boss. It’s already easy doing it, no need to be able to afk on it^^
*Last boss: Well, you know what, keep it that way. I have an ongoing wager on that boss. Anyone beating 55 stacks of corruption in my group wins the wager. But they must never go down and NO spirits must popSorry, we make it fun in our own way. Could we have a title if we actually reach 50 stacks in a timely downed boss and without any spirits popping (otherwise too easy) ?
Path 4:
- Balthazar: nothing to say
- Melandru: afkable
- Lyssa: really funny
- Canons after Lupicus. When we attack them, the monsters should attack too.
- Grenth: repair the agro bug, make it so as long as someone is on the seal, it won’t reset. I always tell people to just autoattack right when it pops… but still sometimes the boss resets.
- Simin: fix the spark agro on pets, fix it so that once they are agroed, they don’t reset back to their position. It happened quite often to one of our guardians running sparks.
- Bloodstone: funny when the group does not know the boss everybody seems to die instantaneously. But otherwise, easily doable.
On Lupicus phase 2 some circles are just missing. http://www.youtu.be/eMnT_T5mAFQ