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Message ID: 16327
Date: Fri Mar 17 23:10:14 GMT 2000
Author: Kimes, Dean W.
Subject: RE: [eqbards] Worldly Issues & "Play Nice"


That's good info to have. Do to lack of a reliably available snarer, I
haven't done as many dungeons as I'd like to. I missed the guild trip to
Unrest 3 weeks ago, which was good since they all died at least 4 times. We
are doing a major guild outing to Sol A to try the Predator, our scouting
expedition went well except for when the lava elemental wandered by. We
suspect we were feign trained as when the corpse recovery team got back to
the room it was camped by another group. Since the CR team was only gone
the length of time it took to run back from their gate point on the Sol B
zoneline, it was awfully convenient. Especially since one of their number
was a monk that two members were sure they saw dead as they ran towards the
zoneline.

Kit

-----Original Message-----
From: kim@... [mailto:kim@...]
Sent: Friday, March 17, 2000 4:01 PM
To: 'eqbards@onelist.com'
Subject: RE: [eqbards] Worldly Issues & "Play Nice"


From: <kim@...>

On Fri, 17 Mar 2000, Kimes, Dean W. wrote:
>
> Usually if we get xp for the normal mobs, we can't take the named. This
was

That's generally true outdoors where the named mobs show up in
place of a random placeholder. Oncylus Ogrefiend for example,
the named cyclops, is like level 42 while normal cyclopses are
in the high 20s. And you have the minotaur hero who shows up
in place of the L7ish mino slavers. Because of the random
location of the outdoor mobs, I don't think they're designed
to be killed by people who are hunting the normal mobs there.
Rather, they're designed to keep the people hunting the normal
mobs from getting too complacent.

Indoors where the named mobs show up in set spots, they are
tougher, but definitely killable by a group able to hold the
room.

--
John H. Kim
kim@...


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