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Willbonney

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Everything posted by Willbonney

  1. The ring fiends were from "pop" roids that someone had mined and then either died, or ran from, the mob that spawned, it being the fiend.
  2. Heh, I was at the New York fan gathering too. Used to have the pictures, will see if I can dig 'em up.
  3. Yeah, I remember that you had to be shield recharged one time to "survive" the master's large plasma hit, which was the reason you usually had a JD and a TT next to each other in the group, to summon then heal. The other four of the party was one other TT, 2 PW's (in case one died), and a TE for rally buff. There was usually one or two JE's outside the group as well for JS's as needed as well. This is all I remember being "required" to successfully do the FB, sure, you had to be a good group that worked well together, but usually you were. However, I am glad to hear that a full group with the ST is doing just fine. However, still seems like there isn't much in the way of "tactics" with it. Guess that's what I'm missing more then anything else, and is being worked on. Making it so you actually have to play a bit, instead of just "give and take" damage.
  4. Willbonney and Bonney (TE and TT) are interested in this. Both are cl 50, one played by me, other by my girlfriend, both level 9 shields. TE needs a smiter's wraith, TT is fine with a regular smiters. TE could also use an Impenetrable Bastion, but not as worried with it.
  5. Also, to add, this isn't live... We have usually around 200 people. Getting two to three full groups of a decent balance is rough with just 200 folks (most of those playing multiple characters). Adjusting the mobs so that 4-6 people playing together can defeat 'em I believe should be a goal. Yes, we want people to play together, but we don't have the player population for these "raids" you are talking about.
  6. Nah, even in live, one group was all you "needed." The reason you had more, in the case of the FB, were some je's outside of group to js anyone who had been summoned by the boss into the big group. Was about the only time anyone died at all in FB, was when someone was summoned into a large group of 6-7. Now, 6-7 of those bastages should eat you alive. But agro on one, well, should be difficult, and was, but was always healable with two shield reppers.
  7. Hey all, Werewolf from Live, Willbonney now in game. Have something I'd really like to get off my chest about these big mobs. Now, I'm a Terran Kiter (spelled Enforcer), however I personally don't mind this tether, nor do I mind that they get 2x range when they running back to their spot. However, one thing I do mind is that boss mobs still do damage as if they are 16cl's higher then me (Cl 50). This just does not work, nor did it work in live. The mob's level might have shown Cl 66, but that was just to show the difficulty of the mob. It's true cl was more around the lines of 55 maybe 60. The reason for this, well, go out and fight something 16 Cl's lower then you, and see how often you crit. The same way with mobs 16 cl's higher then you, 90% of the hits will be crits. Now, I don't mind taking damage, or needing a group to kill something, but when The Master or Zethren-Ti is doing full shield and hull damage every time he hits me with +75 resists, well, that's just not manageable. And even when they don't crit, it's a 80k shot, every second. Well, I know everything is a "work in progress" and I hope that someone reads this and remembers that this was how things were done in live. Even if it said it was 66, that was not it's true CL. So, my idea is to put the mobs back for now, until which time they are fixed. Let them be doable as they were, and put this "fix" in when things are a bit more settled. Because as of right now, it's impossible with my girlfriend on her TT, and me on my TE, impossible for us playing, and grabbing 2 other TT's in game, and well, just plain impossible at the moment (at least for me, maybe I just suck.) And well, 3 shield fixers should be able to keep me alive with +75 resist and level 9 shields, always did in live. Thanks for reading, and have fun out there all.
  8. was in for a bit and talked to Tienbau, said he had to restart the log-in server, as he couldn't even log in. He also just did a complete server restart, so give it a few.
  9. Lol, now all within the last two minutes seems to have cleared up, both accounts able to log in. Dunno what ya'll did, if you did anything at all, but problem solved i guess.
  10. Scratch that, crashed and tried to log in other account again, and it's getting the INV-300 now as well. Very strange.
  11. Same with me, logged for a while for dinner, and now cannot get back in on one of my characters. On the same computer funnily enough, I get in just fine. So don't know what's up. Same computer, one account is fine, the other gets the INV-300 error.
  12. Some of you seem to be missing the point. It's a "revamp" of the trade run system, sort of more like a "rollback" to the way it was. Thus allowing access to higher level trade goods for those who are actually Traders. I can agree though that grouping with a Trader with the level of negotiate required would allow non-traders to then buy the item as well. This promotes grouping (hello, MMO) and gives all others access to higher level trade goods. Having access to higher level trade goods then means more experience per length of time, which then results in having to do fewer runs for trade levels...and thus everyone benefits. Or, as intended, non-traders should not be doing trade runs for experience, just as non-explorers don't get to mine.
  13. In EnB beta, the only characters that really did any sort of trade runs were those that had the skill "negotiate." The main reason for this was that the level of the trade good could only be bought with your skill in Negotiate...thus, a level 4 or 5 skill meant you could actually buy the level 4 or 5 good. If you didn't have negotiate, you could only buy the level 1's. For reasons they called "balance" they opened up trade goods to all. I always thought that took a bit away from being a trader, but their thought then was that they only had one Trader class, and two classes with negotiate, so it helped the masses. Now that we have all the "trader" classes, we could institute something more along those lines. The other added could be higher level trade goods, for those that have higher then level 5 Negotiate available to them. My thought along these lines is that Traders should trade, Explorers should mine, and Warriors should fight. Now, with the different "hybrids" of all, yes, there should be other things a warrior is "okay" at, as well for explorers, but this is just my mind set I guess.
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