Happy new year!
Arcanes has begun a new quest for January - one that I think I can take part in, maybe (just maybe) get top spot! The prizes are pretty handy, too.
A wordsearch was posted on the noteboard with the names of 30 different items hidden inside...I've found 28, possibly 29 of them. I'll have to check on the 29th to make sure that combination of letters wasn't just a coincidence. I'm missing the last one, but looking at the puzzle too long gives me a headache :P
The goal is to collect as many of these items as we can within the month; one main stipulation is that we aren't allowed to buy any of the pieces, which is fair. Some of them are easy items like scorched band of glass and so on, while others are a bit trickier like shifting black flames (time to prep my ranger!), and still others require a bit of teamwork to make easier. Nonetheless, I hope to document the progress of my quest as I go...I'll obviously be revealing the items I've found, but honestly the wordsearch isn't *too* difficult.
I had some spare time at work today, and was already able to nab a few of the easier items on the list:
scorched band of glass, ice girth, crystal dragon bracer, sash of the magi. Off to a good start to the new year, too, because I already learned something! The Grand Mistress in the High Tower of Sorcery felt like it should have been much easier than it actually was. It wasn't until I'd already defeated her and looted the sash that I realized I'd been wielding a magical weapon the entire time, when only non-magic weapons hit her, hahaha. So the fight should have gone a hundred times quicker...but shieldbash eventually got her down ;)
Here's to a newer, and greater, year!
Showing posts with label mobkill. Show all posts
Showing posts with label mobkill. Show all posts
Thursday, 1 January 2015
Tuesday, 30 December 2014
Christmas (and generally any holiday) season gets busy for me. I tend to get more work during this time and try to juggle in as many family events as I can fit in, which doesn't leave a lot of time for play. Not as much as I'd like, anyway. So I haven't done much of note around the Realms...
Happily, however, one of my ordermates reached avatar on his first character. He hasn't gone on too many runs as of yet, and I didn't know if he'd tanked or just hit, so I brought him out to Dragon's Pass for the Dragon Claw of Legend. The DCoL is a good claw (sadly, you can't wield more than one).
For reasons I can't explain, I wasn't able to portal through to DPass...so we walked it. Not a big deal, just odd.
The dragons can be nasty if you're inexperienced, but with a bit of help, they're a piece of cake. I used my mage to immobilize the dragons while my ordermate, Gill, tanked and hit. All in all, it was a smooth run; we stayed an extra pop to kill the crystal dragon a second time as his hides make good bracers. The only hitch was when the silver dragon aggro'd onto me and instantly wiped out my mage...but other than that one time, the dragons went down quick.
You then head over to Dundin McDougal, and with all seven claws in your possession, give him the white claw. He takes the set and then fashions you a good old DCoL.
This was a good experience overall. I tried to give tips and advice to Gill as we went, and I learned a bit myself, what with the dying and all. It makes me wish more runs could be done in this fashion - not necessarily immobing everything that walks, but the kind of...dual-class kill, where each member does a different task. In our case, the ranger was the wall and soaked the damage as well as dealt it, while the mage was the backline support that kept the enemy suppressed. It's a very traditional setup that I think Realms lacked for a long time, when spellcasters (mages/clerics) where pretty much buff and healbots, and you simply needed one tank and then as much DPS as you could pack. The empowering of spellcasters feels nice!
Happily, however, one of my ordermates reached avatar on his first character. He hasn't gone on too many runs as of yet, and I didn't know if he'd tanked or just hit, so I brought him out to Dragon's Pass for the Dragon Claw of Legend. The DCoL is a good claw (sadly, you can't wield more than one).
For reasons I can't explain, I wasn't able to portal through to DPass...so we walked it. Not a big deal, just odd.
Object 'The Dragon Claw of Legend' is infused with your magic... It is a level 50 clawing weapon, weight 35. Locations it can be worn: wield Special properties: glow magic metal Alignments allowed: good neutral evil This weapon has a gold value of 1000000. Damage is 6 to 48 (average 27). Affects mana by 120. Affects hp by 120. Affects hit roll by 12. Affects damage roll by 12. Affects intelligence by 2. Affects constitution by 2. Affects luck by 1.To make the claw, you need to kill each of the seven coloured dragons that live in the southern zone of the pass: gold, silver, topaz, crystal, white, red, blue. Each drops a single hide (used to make various pieces of equipment that vary in terms of their worth/usefulness), and a single claw.
The dragons can be nasty if you're inexperienced, but with a bit of help, they're a piece of cake. I used my mage to immobilize the dragons while my ordermate, Gill, tanked and hit. All in all, it was a smooth run; we stayed an extra pop to kill the crystal dragon a second time as his hides make good bracers. The only hitch was when the silver dragon aggro'd onto me and instantly wiped out my mage...but other than that one time, the dragons went down quick.
You then head over to Dundin McDougal, and with all seven claws in your possession, give him the white claw. He takes the set and then fashions you a good old DCoL.
This was a good experience overall. I tried to give tips and advice to Gill as we went, and I learned a bit myself, what with the dying and all. It makes me wish more runs could be done in this fashion - not necessarily immobing everything that walks, but the kind of...dual-class kill, where each member does a different task. In our case, the ranger was the wall and soaked the damage as well as dealt it, while the mage was the backline support that kept the enemy suppressed. It's a very traditional setup that I think Realms lacked for a long time, when spellcasters (mages/clerics) where pretty much buff and healbots, and you simply needed one tank and then as much DPS as you could pack. The empowering of spellcasters feels nice!
Friday, 21 November 2014
Justice - first blood, part two
I was in need of another devout scale, so I went back to justice armed with 800-900 heals, a few tanksets, and high hopes that I would be able to pop more than one. My plan was to kill as many times as I had heals for, keep one devout scale, then donate the other devouts to the Arcanes.
Refer to previous post on general run notes for Justice.
A pattern I noticed over the course of my run a pattern that emerged with Justice: the bulk of her damage was through her blast of flame. Her second largest source was her quantum spike. So you can have a really easy kill if her blast of flame never manages to hit you straight on...but if she happens to spam it on you, and it lands square on your face, it drains your hp quick. I did have 10% suscept to fire, but I also had 10% resist on fire as well. I'm wondering if I should switch to a different body plate that gives a fire resist...
But she seemed to do a lot of burst at the beginning of the fight, around "slightly scratched" to "a few bruises". If I could ride it out until somewhere about "sum cuts", it would go into a lull where she wouldn't seem to cast very many damage spells often, and I could easily throw in round after round of shieldbash for favourable trades. Once it was down to "bleeding freely", she seemed to ramp up her damage again, but nowhere near the levels of the beginning of the fight. Interesting she went in a sort of peak/valley/recovery pattern in terms of damage.
I had enough heals to do 8 kills, and only the very last one surrendered a devout scale. One was evil, the other six were neutrals.
Getting a bit more confident in tanking!
Refer to previous post on general run notes for Justice.
A pattern I noticed over the course of my run a pattern that emerged with Justice: the bulk of her damage was through her blast of flame. Her second largest source was her quantum spike. So you can have a really easy kill if her blast of flame never manages to hit you straight on...but if she happens to spam it on you, and it lands square on your face, it drains your hp quick. I did have 10% suscept to fire, but I also had 10% resist on fire as well. I'm wondering if I should switch to a different body plate that gives a fire resist...
But she seemed to do a lot of burst at the beginning of the fight, around "slightly scratched" to "a few bruises". If I could ride it out until somewhere about "sum cuts", it would go into a lull where she wouldn't seem to cast very many damage spells often, and I could easily throw in round after round of shieldbash for favourable trades. Once it was down to "bleeding freely", she seemed to ramp up her damage again, but nowhere near the levels of the beginning of the fight. Interesting she went in a sort of peak/valley/recovery pattern in terms of damage.
I had enough heals to do 8 kills, and only the very last one surrendered a devout scale. One was evil, the other six were neutrals.
Getting a bit more confident in tanking!
Thursday, 20 November 2014
Zeus kicked my butt :(
Well then...
After my success with Justice, I tried to go for Zeus.
1) Zeus does a lot more damage than Justice. But the damage was fine. I only HAD to flee out once because I mistimed a shieldbash and ate a lot of damage during combat lag. I fled out a couple times to recast shockshield and stuff, but other than that...I'm fine tanking Zeus' straight up damage.
2) Zeus does a LOT of eq damage.
3) Because of point #2, I lost a danny ring.
I noticed I was taking a lot of equipment damage and was starting to strip my eq off, but then my danny ring took a hit and fell to pieces....argh. I should have paid much more attention to my equipment during the fight and stopped, recalled to repair, then continued the fight. I was whittling Zeus down and had him to "bleeding freely", so the kill itself was fine. I just need to learn my own limits, and this was, in the end, a lesson in being overly optimistic/hopeful/borderline arrogant about it all. This definitely knocked me back into line.
Back to golding I go...
After my success with Justice, I tried to go for Zeus.
1) Zeus does a lot more damage than Justice. But the damage was fine. I only HAD to flee out once because I mistimed a shieldbash and ate a lot of damage during combat lag. I fled out a couple times to recast shockshield and stuff, but other than that...I'm fine tanking Zeus' straight up damage.
2) Zeus does a LOT of eq damage.
3) Because of point #2, I lost a danny ring.
I noticed I was taking a lot of equipment damage and was starting to strip my eq off, but then my danny ring took a hit and fell to pieces....argh. I should have paid much more attention to my equipment during the fight and stopped, recalled to repair, then continued the fight. I was whittling Zeus down and had him to "bleeding freely", so the kill itself was fine. I just need to learn my own limits, and this was, in the end, a lesson in being overly optimistic/hopeful/borderline arrogant about it all. This definitely knocked me back into line.
Back to golding I go...
Wednesday, 19 November 2014
Justice
So Maall had suggested I solo Justice and Zeus to get a feel for tanking/solo runs because they're very good starter mobs that help you get a feel of the flow. I have to say, this was extremely good advice, and I would recommend it to anyone else who wants to pick up tanking/solo mobkills. I haven't done Zeus yet (he'll be my next solo target), but today I did a pair of kills on Justice using my paladin.
She drops a junky weapon and eyewear (sword of equilibrium and blindfold of clarity...the blindfold isn't bad for immob mages, actually), but the main thing people go after is the scales of alpha and omega. The neat thing about the scales is that they pop a different alignment on each kill. Devout is the rarest (and thus most expensive to buy, around 20-25m), evil is uncommon (~2m?), and neutral is the most common and generally considered trash (often less than 1m....and you get 1m if someone is feeling really generous/desperate for neut scales for some reason; they midas for 400k themselves). But the devout scales are a pretty solid neckwear!
So from Darkhaven Square, you head into DAG. 4s, w, 2n, give 5k coins receptionist, un n, open n, 2n, e, ne, nw, 2ne, enter (Mists at End painting). Cast invis on your party here.
At this point, the general instructions are to portal straight to the hanged man (keyword: hanged). I couldn't get it work, though, even when I moved one room over. Instead, I had my mage astral walk over to hanged, and then portal back to my party.
From there, 3e, d, 2w, and Justice is north. Justice is not aggressive to devout or neutral alignments, but she will aggro onto evil align characters. So just spellup in the room south of her, and have a devout/neutral character put a spring in her room.
I have to say, I was expecting much worse from Justice.....but after tanking Ben weeks ago, and running Yeti yesterday...Justice was sort of a pushover. I did set a trigger for true sight, but I found I still had to keep a careful eye on the timers as Justice would often gouge when my true sight was running low, and the blind would outlast my true sight. The lowest I got was probably 600ish hp, when I was caught in gouge-spam and was forced into a lag timer multiple rounds in a row while she spammed spells. But I had my wimpy set at 500 anyway, and when I found myself caught in lag spam and dropping to about 1000, I would start fleeing out so I could recuperate and go back in. I imagine if you've got 1500 hp, it can get a bit dicey at times, but you'd still have a couple hundred hp during those moments to flee out. My paladin had 1750ish hp for this run; normally over 1800, but the only non-magic weapon I have access to is sword with the king's crest, which gives much less hp than the Maul of Stone does (what my pally normally has equipped; according to rodpedia, you need non-magic weapons for Justice).
Otherwise a really easy, straightforward run. I think my backwear scrapped at some point, which is a bit of an annoyance, but not the worst thing in the world. I was intending to try one kill using chokeflee on my barbarian, but after doing two kills, I realized going solo burns a lot of heals. I think I used about 400ish heals over two kills...I think. I popped neut scales on my first kill, and devout on my second, yay!
Next time, Zeus!
Oh yeah, I'm going to start using labels on my posts. More for my own organization :)
She drops a junky weapon and eyewear (sword of equilibrium and blindfold of clarity...the blindfold isn't bad for immob mages, actually), but the main thing people go after is the scales of alpha and omega. The neat thing about the scales is that they pop a different alignment on each kill. Devout is the rarest (and thus most expensive to buy, around 20-25m), evil is uncommon (~2m?), and neutral is the most common and generally considered trash (often less than 1m....and you get 1m if someone is feeling really generous/desperate for neut scales for some reason; they midas for 400k themselves). But the devout scales are a pretty solid neckwear!
Object 'scales of alpha & omega' is infused with your magic... It is a level 50 armor, weight 2. Locations it can be worn: neck Special properties: glow hum magic Alignments allowed: good neutral evil This armor has a gold value of 1000000. Armor class is 40 of 40. Affects mana by 75. Affects hp by 50. Affects damage roll by 2.
So from Darkhaven Square, you head into DAG. 4s, w, 2n, give 5k coins receptionist, un n, open n, 2n, e, ne, nw, 2ne, enter (Mists at End painting). Cast invis on your party here.
At this point, the general instructions are to portal straight to the hanged man (keyword: hanged). I couldn't get it work, though, even when I moved one room over. Instead, I had my mage astral walk over to hanged, and then portal back to my party.
From there, 3e, d, 2w, and Justice is north. Justice is not aggressive to devout or neutral alignments, but she will aggro onto evil align characters. So just spellup in the room south of her, and have a devout/neutral character put a spring in her room.
I have to say, I was expecting much worse from Justice.....but after tanking Ben weeks ago, and running Yeti yesterday...Justice was sort of a pushover. I did set a trigger for true sight, but I found I still had to keep a careful eye on the timers as Justice would often gouge when my true sight was running low, and the blind would outlast my true sight. The lowest I got was probably 600ish hp, when I was caught in gouge-spam and was forced into a lag timer multiple rounds in a row while she spammed spells. But I had my wimpy set at 500 anyway, and when I found myself caught in lag spam and dropping to about 1000, I would start fleeing out so I could recuperate and go back in. I imagine if you've got 1500 hp, it can get a bit dicey at times, but you'd still have a couple hundred hp during those moments to flee out. My paladin had 1750ish hp for this run; normally over 1800, but the only non-magic weapon I have access to is sword with the king's crest, which gives much less hp than the Maul of Stone does (what my pally normally has equipped; according to rodpedia, you need non-magic weapons for Justice).
Otherwise a really easy, straightforward run. I think my backwear scrapped at some point, which is a bit of an annoyance, but not the worst thing in the world. I was intending to try one kill using chokeflee on my barbarian, but after doing two kills, I realized going solo burns a lot of heals. I think I used about 400ish heals over two kills...I think. I popped neut scales on my first kill, and devout on my second, yay!
Next time, Zeus!
Oh yeah, I'm going to start using labels on my posts. More for my own organization :)
Subscribe to:
Posts (Atom)