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Message ID: 11821
Date: Tue Dec 14 18:15:54 GMT 1999
Author: James Schuldes
Subject: RE: Re:Re: Guise of the Deceiver (Longish)


Pulling to Highpass zone sucks.

Pulling to WC is good and seems the number of mobs there is 'ok' even for 2
groups.

Pulling to RV is hard - lots more mobs and higher level mobs - need one
group of hi30's to lo 40's even and 2nd group of lo to mid or mid 30's -
then quite nice - lots of mobs and some help.

When the traveler who could not wait for daybreak pulls the 3 EDW's and 2
DC's into your fight with TH, DH, & RK then you got trouble.

Sylly

Enraged Dread Wolf (40+?)
Decaying Commander (40+?)
Tormented Healer (30ish)
Decaying Healer (30ish)
Rotting Knight (mid 30ish)

West Common
RiverVale

-----Original Message-----
From: kim@... [mailto:kim@...]
Sent: Tuesday, December 14, 1999 12:03 PM
To: eqbards@onelist.com
Subject: RE: [eqbards] Re:Re: Guise of the Deceiver
(Longish)

From: <kim@...>

On Tue, 14 Dec 1999, JasonF wrote:
>
> I've tried Kith about four different times now, and while
I've been in good
> groups, not died, etc., the mob/hour and exp./hour ratio
is pretty bad. You
> wait for a pull while playing clarity. Some Ranger or
Druid is out there
> running around. "Inc!" So you stand up, fight one
blue/yellow/red mob and
> then wait for another pull... Then 7am rolls around and
you *sit* for 20
> minutes real time. So all-in-all you might kill 5 or 6
mobs during the
> night if you're lucky. I don't think I've ever really
seen my exp. move
> fighting in the new Kith.

Hmm. I didn't see finding mobs as a big problem with
Kithicor. I'm usually able to keep a steady stream of mobs
for my groups to fight. Just run out to fetch a new one
before the one you're fighting is dead. When it becomes
day,
let the paladins find undead using their sense undead spell
-
it points them at the nearest undead (which doesn't work
when
a necro or SK pet is nearby).

The problem keeping up your mobs/hour ratio in Kithicor is
that the mobs are just way too tough for their level. The
harm touches insure you're going to have at least a minute
or
two of downtime after the fight. Most of the mobs are
casters
on top of that, and all can debuff or disease you, thus
requiring even more downtime. If a party member gets
feared,
half the time he's gonna die.

Another problem is that it's an outdoor zone. There are no
structured halls for people to find shelter in, so everyone
pulls to the zones. One group screws up, and everyone on
that
side has to get out. The undead are not very particular
about
who they attack either, so pulling is a problem, as is
having
other people's pulls jumping on you in a tough fight.

--
John H. Kim
kim@...

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