Seriously though, I love how the new bosses have static spawns. It is most definitely for the win! (No more running through RoF 20 times to that windrider spawn for shield of deflection x.x)

(I actually got one while capping from that boss--er, bosses--yesterday.)|
Originally Posted by Thy Shadow Wolf
Seriously though, I love how the new bosses have static spawns. It is most definitely for the win! (No more running through RoF 20 times to that windrider spawn for shield of deflection x.x)
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Originally Posted by eudas
I prefer the freedom of capping in non-mission zones. The ability to die and not have to start over is a good reason.
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Originally Posted by Master Fuhon
These types of things aren't fair to make people have to hench. The freedom to die multiple times doesn't help because its the inability of the build to kill anything that hurts. It's a matter of both your primary and secondary classes leaving you ineffective to deal with what you are facing so you can cap a skill, and you are limited by what you can take to these places.
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| I hate seeing mobs that just walk up to each other, say "Mornin', Frank." and walk away, when in a natural setting they'd probably attack each other, or at least hiss, shoot off a couple of shots, and run away from each other. |
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Absolutely unbearable spawns in Dreadnaughts, one being a massive group with several ice golems, rangers, carvers, heretics, and 3 dolyak masters. The henchies were snared with Crippling Anguish/Deep Freeze before getting the massive degen from Melandrus/Conjure Phantasm degen on them making it almost impossible to separate the group. After about 30 minutes of backtracking, I finally got the Dolyaks to separate and took down this group. Next group was 4 Dolyak Masters/3 Heretics. That means Mark of Protection cast every time someone dropped down to near death. Not to mention Dolyak's use Life Attunement to make orisons heal about half of their bar. I managed to drop this group in another 30 minutes, partly because I couldn't run past. |
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Originally Posted by Tarun
I blazed through and capped all 180 skills in about one week. None of it was really that hard, and I never saw a double spawn. Some of the elite skill sites are totally wrong. Saying skills are only in missions, when they're in explorable areas in Cantha. :P
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Originally Posted by eudas
there's not even 180 elite skills in the game right now, is there? on average, around 15 elites per class, that's 90 in ch1 (15*6), another 30 in ch2 from the 2 new classes (15*2), plus 2-3 new elites for the original 6 (figure, around 12-18, avg 15), so 90+30+15 = 135.
plus, guildwiki.org ftw. eudas |
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Originally Posted by eudas
there's not even 180 elite skills in the game right now, is there? on average, around 15 elites per class, that's 90 in ch1 (15*6), another 30 in ch2 from the 2 new classes (15*2), plus 2-3 new elites for the original 6 (figure, around 12-18, avg 15), so 90+30+15 = 135.
plus, guildwiki.org ftw. eudas |
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Originally Posted by Shadowspawn X
There is exactly 180 elite skills in the game atm, there was 10 new elites for each core class in Factions. Your equation should be roughly 90+30+60=180.
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