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Post by ewvastano on Dec 9, 2007 13:49:19 GMT
just to let you know thids is a fugue zone claus how the h&&& did you manage to get a lvl 8 xul tagged must have been an interesting fight
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Post by dodrudon on Jan 8, 2008 21:31:14 GMT
Alright, first update since June of last year!
A few new sections and corrected some mistakes. Also removed the "how to build a character" section as that's a whole 'nother thread in itself.
Also removed the "only four nessus runs have been completed as of this writing" bit =P (wow, it really was time for an udpate).
New sections include: Advanced Tactics Combat Log Spells and Epics (basic crowd control) Rona General Information (basically a reminder to read your journal) Chat Commands (the popular ones)
I declare this guide complete! Though feedback is still welcome and revisions can still be made. I may add more tactics later, though I feel that's more for the player to figure out on their own.
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Post by gren on Jan 9, 2008 8:26:07 GMT
Nice update. Been using the guide for a while as I've progressed through LL runs. Invaluable stuff so I can look a little less of a Newb than I otherwise would. Big thanks from me
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Post by Raj on Jan 9, 2008 9:45:19 GMT
lot of time since I died there ( so maybe changed lately? ), but I knew last lloth map and whole immo run are fugue areas
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Post by fragment on Jan 9, 2008 10:45:28 GMT
lot of time since I died there ( so maybe changed lately? ), but I knew last lloth map and whole immo run are fugue areas "Fugue zones" usually mean zones where immortals are not immortal, and may fugue when they die. Lolth and Immo runs are certainly not fugue zones; immortals get back up there on their own. The zones you mentioned are "no port"-zones though, zones that are on a different plane and hence cannot be ported into using the scry or ported out of using tp gems. That keeps mortals who fugued from simply porting back and continuing. If you fugue on a Lolth or an immortal run, the run is basically over for you and you have to take the next one. Think you mixed these up?
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Post by Raj on Jan 9, 2008 11:42:58 GMT
I'm pretty sure I've seen the respawn button in those outer planes areas with my first immo bk :S
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Post by bort on Jan 9, 2008 13:33:22 GMT
I'm pretty sure I've seen the respawn button in those outer planes areas with my first immo bk :S You would do if you logged off dead and relogged, therefore making you temporarily mortal... dunno if that's why you saw it though.. I've died in lolth's chamber as an immortal and gotten up again (once when she split loads of times for the first and second splits and imploded the hell out of all the mortals until they all fugued).
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Post by Raj on Jan 9, 2008 13:58:55 GMT
those runs need to be made worse then
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Post by bort on Jan 9, 2008 14:06:02 GMT
those runs need to be made worse then Just put a cap on the areas so you have to be level 45 or less to enter - et voila, no more dragged mortals
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Post by FunkySwerve on Jan 9, 2008 14:16:42 GMT
Actually was pondering that very solution. Not sure how I feel about it though.
Funky
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Post by Raj on Jan 9, 2008 14:53:12 GMT
I though about that while reading the ''YOU SUCK'' debate ^^ lvl 60 casters dragging others through easy runs don't let newbies experience the server the way it should be. Better hijack another 3d maybe?
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Post by Ironfang on Jan 9, 2008 16:33:14 GMT
I think there should be some option that if I want to take my level 60 through the Desert I can. I may want to pick up a set of runes for myself and not have to worry about winning them in a roll. Or I may not have a lower level toon that can join a Desert run so I cannot get Runes therefore cannot do Dustbone.
There is also those that players that have broken builds and don't have the time / inclination to rebuild and the Desert may be the right difficulty for them. Cutting down the number of available LL runs for players may not be a good thing.
I do agree there needs to be some incentive for players to not want to bring 60's to drag toons maybe through XP penalty or increase difficulty, maybe Paragon Sanders and Devs?
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Post by Acaos on Jan 9, 2008 16:53:56 GMT
I think the level 45 limit was envisioned only for Manatakloss, Lolth, and the Abyss. Not for any LL areas.
Acaos
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Post by Grogbot on Jan 9, 2008 20:28:12 GMT
I think the level 45 limit was envisioned only for Manatakloss, Lolth, and the Abyss. Not for any LL areas. Any chance this could be a function of average or total party level? To allow some Immos but not very many (or not many very high level) to assist? Incidentally, what's with the 45 cap (as opposed to any other number)? 45 has 3 stat gains and 2 LL feats? Why there? I'd like to see this type of restriction to run off hell-tags - so if you've entered "end game", you can't participate in the "opening". Sure, this would allow a L60 to help on immo or vs Lolth or whatever, but not one that is geared up or demi'd... Grog
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Post by Lythe Featherblade on Jan 9, 2008 20:38:26 GMT
45 has given you the chance to maybe get a bit of nice gear, and the average new player at 40-45 can still find these runs a bit challenging, and can use the xp gained from them, especially if there is less 'dragging' on at higher LL runs. Plus lolth/immo still has some very nice gear when you're new, so if people start shouting 'looking for some 40-45 players to fill party' new players may come, and get a decent set of gear before they board the desert train.
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