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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)
>> >
> > 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@...
>
>