Showing Posts For Sciurid.3472:
After I retry the final story quest (fight Mordremoth), I weaken the first illusion and then the rift opens… except that it’s floating in midair, off of the platform, making it inaccessible (can’t continue the fight). This doesn’t happen on the first attempt, only on the subsequent one.
This is a pretty miserable bug, as one doesn’t really feel compelled to repeat the entire quest up to this point to have another attempt.
This sounds amazing. Count me in! (Assuming I can make it on to FA…)
Awesome expansion. tl;dr – exploration and paced content is great. Improve in-game LFG to solve map population and event coordination problems.
One of my all-time favorite games was DK64. Tons of areas to explore and things to discover. But very little of the game world is accessible at first. Gradually, as you unlocked new abilities and solved more puzzles to get more bananas, you’d realize that something you’d been wanting to check out was now available!
HoT does this, and it’s very satisfying. It’s exciting to finally get the ability to check out something that you’ve been able to see but not use yet, and (I.e. updrafts!), and new areas and challenges connected to them. I don’t have any alts right now, but if I did, I’d be excited to unlock the masteries by playing a variety of chars.
I am worried about the meta-events. They are really cool when on a full and organized map. I had the privilege of doing VB to Tier 4 with an amazing group (Dulfy was there!). The kind of cooperation and communication inspired among players has been fantastic.
I think that kind of experience is possible with 100 players or with 8 players, but not if the content is at a fixed difficulty level that’s only balanced now because the expansion is new and a lot of people are playing. I don’t like playing 6 hours a day for a month and then being burned out, like some folks seem to do… I don’t expect to have hit the intended number of runs on these events for months yet, and by then, I worry there won’t be enough people playing. It would be really cool if a large party (i.e. 10 players) could instance these meta-events and take them on at an appropriately adjusted difficulty (I wouldn’t expect to succeed every time, and especially not at the first few attempts).
A better in-game tool for forming large parties is needed. The taxi concept was a smart way for players to take advantage of the server structure, but it’d be even better if LFG could accommodate the huge groups for meta-events.
Heck, rather than have the meta events just be constantly rolling on a timer, the maps could be open and easy to navigate when population is low (to satisfy players that are unhappy about not being able to solo steamroll every enemy in the jungle), but when player count is high enough, it triggers the event sequence to start. Even makes some sense from a flavor standpoint (Pact forces rallying? Mordroth gets ticked and launches his attack!)
It really is a good thing they just released a few new areas and gave them some good replayability and depth. If people are already scattered as it is, more maps would have spread players far too thinly!
Rewards from personal story and events are sometimes not appearing in my inventory. The reward might list 4 items, and I’ll get 2, for example. Thoroughly reviewed the bags to make sure one wasn’t collapsed.
Many of my quest rewards from the personal story in the Heart of Maguuma aren’t showing up in the inventory. For example, 10 Airship _____s didn’t show up, nor did a bag of materials from an event, nor a pair of “backpack straps” for upgrading the backpack in the earlier personal story.
I’ve been running classic shatter and zerk gear for quite a while now and getting along just fine. (PvE) But then I was talking to a friend with an ele and he’s into might stacking… and so I asked, with the new tweaks, why not try it on a mes?
TL;DR – Recently improved Bountiful Interruption joins other mes skills/traits to give an easy 25 butt-kicking might! 0/20/20/0/30, Might dur runes, GS / Sword-Focus (Sigils: Bloodlust, Force, Battle)
Combo chain: GS2, stuff, GS2, GS5, swap, stuff, shatter, focus4, stuff, signet of insp, repeat
There are two approaches: you can either stick with domination traits for the shorter GS cooldowns, or trade that for 20 in chaos for the new and improved Bountiful Interruption.
Interrupting is a little trickier, but better for burst might stacking (it does require large groups of mobs to interrupt). Picking domination will give you about the same dps (I ran the numbers carefully), but fewer stacks of might (less to Signet of Inspiration to your team). Plus, the extra defense from Chaos is nice.
Then, of course, you want more boon duration. I chose to go for pure might duration runes (2x each of Fire, Strength, Hoelbrak) for +60% might duration. Combined with 20 in Chaos that gives a whopping +80% might duration. You could take standard boon duration runes, but since I’ve been using an (almost) pure damage philosophy all along, I wanted to stick with that.
For traits, dueling can be whatever (I use X for more clones to shatter). Obviously VIII in Chaos (Bountiful Interruption). In Illusions, VII (extra bounce) is essential – GS2 will give you 6 might per throw instead of just 3! Finally, Illusions XII got a buff too, and it can potentially interrupt a ton of targets at once (I don’t know if it is 5 max, or 5 per shattered illusion. In any case, a nice AoE interrupt).
I slapped Sigil of Battle in my focus more MORE MIGHT. There are probably lots of viable sigil arrangements, but this worked well with where my other sigils already were.
I took all this to Orr and beat up some random vet, getting and sustaining 25 might rather easily. Basically, throw GS2 (6 might), iZerk, GS2 (6 more), GS5 (5 more) any time he is in an animation for the interrupt. Swap (3 might), maybe shatter around here somewhere (3 more), maybe a sword3+2, focus4 for another interrupt, and you’ve already passed 25 stacks! Then signet it to your pals and repeat.
Of course, in a party, you’re probably already getting a base 5-10 might without doing anything, so that makes it even easier to max the stax ^__^
If anyone feels like trying this out too, I’d love to hear your thoughts.
The Cliffside Fractal is incredibly difficult to complete without using the standard trick/exploit (leave one Chanter at the nearside seal alive; otherwise the next wave of spawns repair the seal incredibly fast).
It seems to me that the developers did NOT intent this exploit to be a requirement to complete the puzzle. The reality is that the rate of DPS even in a decent party can barely keep up with the Chanter’s repair rate on the seals. I’ve been in around 10 PUGs that have outright quit when someone killed the nearside Chanter, because even though we were mostly staying alive and hitting the seals, the mobs just rezzed them as fast as we could hit.
Compared to other fractals, this one seems not properly tested and balanced. I’d love it if the devs would revisit this one and perhaps just tweak the repair rate on the seals so that a typical PUG can complete it without ragequitting.