Re: ≪Jul. 21, 2009 (JST) Update Details≫
WWWOOOOOOOOOO!!!
I'm loving this update more and more!
So last night I was able to grab some people and traded in my Erlking Blade to Callisto. Then after some (I.E, much) debate we decided to try the Grauberg [S] NM. Wivre were easy to sleep, although woke up quickly, or quicker than I am used to seeing at anyrate. The NM had insane amounts of damage and magic resistance, so the melee were hitting for 0s and 1s quite often unless Angon or Frightful Roar was on it, or our Dnc had the time to get it's defense down with steps. When not in Invincible mode and spamming Skull Bash, which we kited to avoid and it took 30 seconds for Invincible to wear off since we heard it can do 2,000+ damage, he uses standard past quadav TP moves. The NM also seems to build up a little bit of resistance to melee and magic after each use of Invincible, making him much harder to damage when he gets below 25% health. While it's hard to damage him, the good news is he doesn't have alot of health. Poison from Disseverment and whatever level of Dia our Whm were tossing on him stuck and helped in the fight. Wivre from outside the fight to not link with the Quadav's Wivre that spawn with him. Wivre have about, oh I'd estimate about 5,000 health. My Vorpal Blade > CA Hysteric Barrage > Detonation was doing a total of in the 1,200+ damage range, which was around 1/4 of the wivre's health I think.
Oh, and the NM was at a 5 star difficulty rating. Callisto does say that you get better augments the more stars there are.
Party setup was: Pld/Nin, Blm/something, Blu/Nin, Drg/Sam, Whm/Sch, Dnc/Nin
A little bit of a rocky start, but some of the most fun I've had in awhile.
And again a big thank you to everyone who wanted to help but needed sleep and the people who helped. You guys rock and you made my day in a big, big way.
Since I can't take a screenshot showing it, the Erlking Blade's base stats:
My Augments:
Damage +4 Magical Accuracy +3
Additional Effect: Wind damage +9
Absofrickinglutely loving it, it's exactly what I wanted. Not even that, but it gets better.
After getting it, I went and tried it out on one of the War Lizards. The added effect proc'd 5 out of the 15 hits it took to kill the lizard, dealing between 6-8 damage each time. The day was lightday and there was wind weather, not sure if that affected things or not.
Now to just get a Perdu Hanger to offhand, or mainhand when fighting something that I don't want the wind damage going off on, and I'm set!
Honestly though and all joking aside, the area isn't that bad, it's the people who make it bad. They don't look up to see if there is a monster there. When they do get aggro, they go running like a chicken with it's head cut off and get more aggro. Realising that they are up the creek without a paddle, they run back to where everyone is for help. It's like any other dangerous zone, the more people you have in it the more likely that even a good player will do something foolish or without thinking and the effect snowballs. Saw it all the time when doing the Promy climb back in the day when alliances where common for that, and all the time in the Aqueducts and the Sacrarium when you used to go in with alliances to those places too. Thing is, we were capped at 18 people back then in those places, in Xarcabard [S] there were 60+ people in the zone. Shit is gonna happen and it's going to hit the fan. Now granted, I have been there twice, and in those two times I have not seen anything that will aggro you when you warp in, or when you try to warp out. What I have seen is people pull aggro to these two places and die, leaving the mob there for people who warp in or try to warp out. So I'm not quite prepared to blame SE for this yet.
It may not do much for them exp wise, but I believe it does end the fight faster if you drop the level of the fort, and I assumed that was what they were doing.
I think that unlikely what with reports of pieces of 100 dynamis currency dropping, O Ingots and other highly priced goods. I think now people will use this as a farming alternative, much like BCNMs. Oh I expect some people to lose interest, but for there to be more Campaign activity than there was before the update. I fully expect SE to increase mob difficulty though, although I'm not unhappy about it like Aksannyi sounds. If there are this many people in Campaign now, and it stays this way with us holding the areas long enough, I would fully support buffing Campaign mobs to make it so that they have a chance of taking a zone. As it is they have no chance at all. I'd also recommend people save up and get ready for the markets to be flooded with those items from the Campaign Ops NMs that require you to hold all the zones. Witch Sashes and the like are about to become a bit more common I think.
It's not that bad, most are ending at the 1,000-1,300 exp mark for me.
WWWOOOOOOOOOO!!!
I'm loving this update more and more!
So last night I was able to grab some people and traded in my Erlking Blade to Callisto. Then after some (I.E, much) debate we decided to try the Grauberg [S] NM. Wivre were easy to sleep, although woke up quickly, or quicker than I am used to seeing at anyrate. The NM had insane amounts of damage and magic resistance, so the melee were hitting for 0s and 1s quite often unless Angon or Frightful Roar was on it, or our Dnc had the time to get it's defense down with steps. When not in Invincible mode and spamming Skull Bash, which we kited to avoid and it took 30 seconds for Invincible to wear off since we heard it can do 2,000+ damage, he uses standard past quadav TP moves. The NM also seems to build up a little bit of resistance to melee and magic after each use of Invincible, making him much harder to damage when he gets below 25% health. While it's hard to damage him, the good news is he doesn't have alot of health. Poison from Disseverment and whatever level of Dia our Whm were tossing on him stuck and helped in the fight. Wivre from outside the fight to not link with the Quadav's Wivre that spawn with him. Wivre have about, oh I'd estimate about 5,000 health. My Vorpal Blade > CA Hysteric Barrage > Detonation was doing a total of in the 1,200+ damage range, which was around 1/4 of the wivre's health I think.
Oh, and the NM was at a 5 star difficulty rating. Callisto does say that you get better augments the more stars there are.
Party setup was: Pld/Nin, Blm/something, Blu/Nin, Drg/Sam, Whm/Sch, Dnc/Nin
A little bit of a rocky start, but some of the most fun I've had in awhile.
And again a big thank you to everyone who wanted to help but needed sleep and the people who helped. You guys rock and you made my day in a big, big way.
Since I can't take a screenshot showing it, the Erlking Blade's base stats:
My Augments:
Damage +4 Magical Accuracy +3
Additional Effect: Wind damage +9
Absofrickinglutely loving it, it's exactly what I wanted. Not even that, but it gets better.
After getting it, I went and tried it out on one of the War Lizards. The added effect proc'd 5 out of the 15 hits it took to kill the lizard, dealing between 6-8 damage each time. The day was lightday and there was wind weather, not sure if that affected things or not.
Now to just get a Perdu Hanger to offhand, or mainhand when fighting something that I don't want the wind damage going off on, and I'm set!
The best has to be Xarc_S, what with the regularly appearing UFO dragon mobs that don't depop when kited, because they're NMs. Get one of those dragged over to a campaign battle and it's comedy gold, Jerry.
As for fighting forts, they'll stop when they realize that it does nothing for them union-wise because of the previous update's XP nerf.
The appeal to campaign will wear in less than a month, more than likely.
From what I've read, battles are ending ridiculously quickly, so quickly that people don't even have a chance to build up points.
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