Not a fan of active armor mobs...

Not a fan of active armor mobs...

in Living World

Posted by: Photoloss.4817

Photoloss.4817

I like the new Mordrem mobs, they’re more fun to fight than most other types. I think the Husks could be buffed to be more dangerous…

How about this:

Basic Punch, Ground Slam (knockback/knockdown/immobilise) attacks

If you stay at range, starts throwing goop: Heavy AoE attack that inflicts several stacks of torment, maybe cripple/weakness. Projectile can be reflected, but doesn’t cause the full impact effect (only basic damage)

Normally has an unstrippable 75-90% direct damage reduction. Uses a charge attack similar to Risen Abominations (should 1-2shot a zerk ele), during which the damage reduction is disabled. The Husk must recast the damage reduction manually after charging (but that should have a very low cast time and very subtle animation, i.e. not easy to interrupt)

Vulnerable to all CC, but every time it’s successfully CC’d, gain 5s stability on a 5-10s ICD (maybe +5s if successfully interrupted)

Do you see any glaring problems with such a setup, besides being more complex than most existing enemy designs?

Not a fan of active armor mobs...

in Living World

Posted by: Yumiko Ishida.3769

Yumiko Ishida.3769

I have no idea how an elementalist can fare well against these solo… I just can’t even fight them without nearly going through 2 sets of armor. Salma and Concordia were terrible.

Yumiko Emi Ishida 80 Ele, Hikari Kyoko Ishida 80 Guard TC-NA. Active RPer of NA megaserver.

Not a fan of active armor mobs...

in Living World

Posted by: Dawdler.8521

Dawdler.8521

Pfff… I cant believe I havent seen anyone say this yet.

Its reactive armour. Not active armour.

Internet forums has really gone down the crapper when someone doesnt correct the OP in the next post or two!

Not a fan of active armor mobs...

in Living World

Posted by: sorudo.9054

sorudo.9054

so we finally have something that makes necro’s a powerful ally and ppl complain……sigh -_-

Not a fan of active armor mobs...

in Living World

Posted by: Zietlogik.6208

Zietlogik.6208

Step 1: Add new, interesting mechanics to mobs (check)
Step 2: Revamp existing mobs to have new and interesting mechanics (undone)
Step 3: Remove Defiant and Invulnerability buffs from mobs to compliment player ability vs enemy mechanics (undone)

Once these 3 steps are complete, I may have a reason to spend time in PvE….until then, PvP is still more enjoyable combat-wise.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

Not a fan of active armor mobs...

in Living World

Posted by: Donari.5237

Donari.5237

A note for Thieves: use Steal on the husks. You get a lovely knockback on your F1. It even affects the husks themselves, or you can save it for a wolf or plant beast (just not on the tendrils/roots, they are immune).

Not a fan of active armor mobs...

in Living World

Posted by: Rouven.7409

Rouven.7409

Boon Stripping … available to Mesmer and Necromancer as well in a more limited fashion to Engineer and Thief.

Correct?

“Whose Kitten is this?” – “It’s a Charr baby.”
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”

Not a fan of active armor mobs...

in Living World

Posted by: Photoloss.4817

Photoloss.4817

Boon Stripping … available to Mesmer and Necromancer as well in a more limited fashion to Engineer and Thief.

Correct?

Technically also Guardians (Radiance V), and the Sigil of Nullification which anyone can <there is a space here, what is this filter doing???> use and has already been mentioned.

Still, similar to previous boonspamming mobs anything short of standing in a well/nullfield or spamming sword clones isn’t really worth slotting.

Oh, and retal isn’t “anti-zerker” either, as the zerker takes less hits to kill the mobs. It’s anti-aoe/multi-hit (read: ele, engi), regardless of stats but weaker against healing sustain.

Actually, this is one problem which these mobs don’t adress at all, despite sitting at the heart of the dungeon zerk meta: killing mobs before cooldowns or mechanics come into play. If you can wipe the entire group within the duration of a single well/nullfield these mobs are just as weak as the previous ones.

Not a fan of active armor mobs...

in Living World

Posted by: Rouven.7409

Rouven.7409

Ah, good point – might change Radiance VI to V if I remember before encountering those mobs again, thanks.

However I’m for sure not going to get another weapon just to put a sigil in there that is otherwise useless (in PvE).

“Whose Kitten is this?” – “It’s a Charr baby.”
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”

Not a fan of active armor mobs...

in Living World

Posted by: Photoloss.4817

Photoloss.4817

Hey, I never said there were more good options…

If there are multiple boonspammers the only viable options are mesmers and necros, and the only one that works against retal with no personal risk is mesmer with sword clones+nullfield+disenchanter. Maybe MM necro against low numbers.

Of course you don’t need to keep enemies free of boons, retal can be countered with healing (for example a dps engineer can just unload his blast finishers on the turret water field instead of stacking might); such plans are prone to getting you killed from other stuff though.