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Message ID: 11838
Date: Wed Dec 15 15:41:25 GMT 1999
Author: Tom Henschel
Subject: Fighting in Kith (Was guise thread)


Greetings!
I have tried Kith too and agree with the exp/hour ratio. The pull is either
too damaging to the party, meaning downtime during the night, or too easy
with poor exp. It seemed during the night we would fight against 2 rotting
knights and the be wasted for most of the rest. Then ready to fight and
it's morning with nothing but a few easy kills hanging around. BTW, Rotting
Knights disappeared when low on exp twice for us too. Just vanished. They
were on tracking but in a wall. So mind pulling toward Rivervale. When
they get low health and run, don't let em! I know I know...what about
chains? Resisted or bad luck on missed notes. Just a tidbit of info so you
don't have your RK disappear too!

Fflewduer

P.S. Disagreements are welcome! Maybe it is a personal thing, but I don't
care to hunt in Kith yet (still lvl 35).


>> >
> > 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@...
>
>