View Full Forums : GoD Thoughts: After Patch


Grendul3164
05-18-2004, 06:08 PM
After all the problems we have had with GoD to date, and all the bickering/complaining/whining/suggestions for fixes, I am curious as to how people feel towards this expansion after the newer patches. The toning down, better experience, etc. What are your thoughts?

I for one, and maybe only one, am loving this expansion now. The fights are hard - but doable, fresh in strategy and concept, and most of the one groupaple content is now doable without the "perfect group" (except that damn Trickster still!). The storyline seems to be pretty intriging, and although the trial zones are a bit mundane and similar (see: Ikk Raid zones) most of the larger zones are pretty new and fresh. Im loving the ruined temple concept tucked away into mist covered mountains (have you looked at the ground in KT?).

The gear dropping (more frequently now) is giving people a reason to farm more than Time again. The experience gives us a new zone besides the quickly becoming crowded Elemental zones, and the burst DPS mobs seem to have acquired keeps you on your toes each fight - making grinding at a camp much less sleepy (the fact its better experience then PoF helps too).

And the screenshots im seeing of Qvic only make me want to get there more....

-Grendul
Storm Warden of Zeb
Iratus Lepus

elty
05-18-2004, 10:43 PM
I still feel it sucks as every stupid mob just look like the same to each other. Mob level is increased make stun and lull useless, not cool.

But i'm glad that in general it get easier and worth the time to exp especially in Kod. However spell drop rate is still too low. If all item drops is class specific then 10000 people will come out and yell BAD ITEMIZATION (for example: ranger 1hs), however it seems fine that almost every spells are class specific and no drop as well? At the very least it should randomly droped by Kod trash mob and preferably also from Vxed/Tipt trash. However, I still prefer to get spell via hand in rather than having a rog to drag my corpse to the named corpse. Also for some reason spell is not 100% drop from Kod named.

Sewer trials are stupid and takes too long, perhaps shorten them by decreasing number of mobs in between? This will not decrease the difficulties a lot yet make them less boring. However it will be sucks to see Kod open to everyone. No Kod does not have to be BoT v2. If someone can't even handle Vxed I doubt that they can handle Kod. And no you don't have to be elemental/time geared to win tipt, thank you very much.

Grendul3164
05-19-2004, 12:07 PM
And no you don't have to be elemental/time geared to win tipt, thank you very much.

LOL who said you did? My comment regarding "other places to farm then Time" was for my guild personally - not to mention the vast majority of peole in KT and beyond are Elemental/Time guilded. But that doesn't mean you have to be.

/shrug

-Grendul
Storm Warden of Zeb
Iratus Lepus

elty
05-19-2004, 04:35 PM
LOL who said you did? My comment regarding "other places to farm then Time" was for my guild personally - not to mention the vast majority of peole in KT and beyond are Elemental/Time guilded. But that doesn't mean you have to be.

/shrug

-Grendul
Storm Warden of Zeb
Iratus Lepus

No I was not refering to you. I was refering to some people who claim they are so hard to complete so that Kod should be opened to them even tho the chance that they can survive there is about 0. I don't want to see Kod become BoT of GoD.

Grendul3164
05-19-2004, 05:46 PM
I got out of Earth at just the right time on my server and feel the same way. KT is my new home - id like to keep it that way. Still working on finding a favorite solo spot though....suggestions?

Noliniel
05-19-2004, 06:10 PM
Its ok, stil the same old old old mob models and designs. Make you want to scream not again everytime... Seriously SOE should die for making kod` taz progession quest totally useless.

Rolaque
05-20-2004, 01:59 PM
Its ok, stil the same old old old mob models and designs. Make you want to scream not again everytime... Seriously SOE should die for making kod` taz progession quest totally useless.
Uselss would mean having no value at all. However, you still have to progress through the zone. The encounters and raids you no longer need for flags are still valuable for learning tactics and getting new items.

Rolaque
Saryrn

Daggeniel
05-21-2004, 12:38 PM
Uqua is fun in a wierd kind of way. Its a bit sad to see how badly its been hit with the Fluffy stick as it is now way too easy. Cranking it back up one notch would be nice.

Qvic is interesting - same mobs but a decent looking zone with some interesting areas. Filling the entire zone with see invis mobs was a bit over the top though.

Inkut'ta is easily the best zone I have played in for a long time. It is tough, but even when you wipe you feeling that you are nearly there and almost had it... so gives you the drive to continue. The encounters are original (I've only seen the first three events though so don't know what happens on the fourth one) and loot decent with a short(ish) lockout. Only complaint is that the first named Kelekdrix was way too easy and even after a bit of tuning is still too simple. When 42 people (on a 54 person raid) can kill him flawlessly on their second ever run at him you know he needs a major boost. Hopefully he will be tuned to become more challenging.... should be pretty easy to do without making it impossible.

elty
05-21-2004, 08:30 PM
Uqua is fun in a wierd kind of way. Its a bit sad to see how badly its been hit with the Fluffy stick as it is now way too easy. Cranking it back up one notch would be nice.

Qvic is interesting - same mobs but a decent looking zone with some interesting areas. Filling the entire zone with see invis mobs was a bit over the top though.

Inkut'ta is easily the best zone I have played in for a long time. It is tough, but even when you wipe you feeling that you are nearly there and almost had it... so gives you the drive to continue. The encounters are original (I've only seen the first three events though so don't know what happens on the fourth one) and loot decent with a short(ish) lockout. Only complaint is that the first named Kelekdrix was way too easy and even after a bit of tuning is still too simple. When 42 people (on a 54 person raid) can kill him flawlessly on their second ever run at him you know he needs a major boost. Hopefully he will be tuned to become more challenging.... should be pretty easy to do without making it impossible.

huumm, i guess it is fun for those who pass it. I just want to know how many war/wiz/clerics do you use? The top guild in my server has a raid force of 14 clerics and 10 wizard and they still manage to lose at like 40% or something. We have 7 cleric and 3 wizard for almost the whole thing.

Tilien Venator
05-22-2004, 11:44 AM
I would go calling it fluffy either. We've played in every version since 1.0 and are just now getting to Barxt. Guild above us on RN beat it once and has failed 2 times now trying to again.

Daggeniel
05-23-2004, 06:06 AM
Uqua - we tend to scrape every cleric we can get hold of - usually use 10-12 or so (mainly cos we kill Enraged and Fury at the same time so need 2 chains). Typically this is 5 or 6 real clerics and the same again 2boxed. Wizards we have 1-4 or so at a raid. Warriors we have 3-4 usually - we are almost lucky there as our main tank quit a few months back and none of the others really got geared up exclusively so we have 3 tanks all with almost amazing gear rather than one with amazing stuff. Helps a ton on the fights where you need to run 2 chains.

I didnt mean to imply that Uqua just rolls over and gives you loot... but last time we did it for backflags we had one wipe with camping etc due to a bad pull, but other than that we lost only 5 people from the start of the expedition to defeating Barxt (and 2 of these were intentional - real death splitting is great). This says to me it is too easy, hence my comment about going up one notch.

I'll grant you that we had a bit better gear the second time after a week of Qvic farming but not that significant a boost.

Arienne
05-23-2004, 09:10 AM
Uqua - we tend to scrape every cleric we can get hold of - usually use 10-12 or so (mainly cos we kill Enraged and Fury at the same time so need 2 chains)....

I didnt mean to imply that Uqua just rolls over and gives you loot... but last time we did it for backflags we had one wipe with camping etc ..... This says to me it is too easy, hence my comment about going up one notch.Kick out a few clerics for a more realistic number and see what you can do with that raid. Too easy? From what I have heard, the guilds who win this have loaded the raid with clerics. We typically have about half your cleric number and can't through. And not for lack of trying either.

There seems to still be a major healing imbalance in GoD... Anytime you need more than one cleric per group in a raid, it's imbalanced (to me) and that's 1/6 of the raid party.

Tilien Venator
05-23-2004, 12:29 PM
We've been trying to use 7 or 8. Can never get more then that on unless we are pharming Time. Bastards... Starting to REALLY hate the folks who never want to be around learning, but damn it they are not there bitching and moaning the day after you win...

Daggeniel
05-23-2004, 05:25 PM
We went through it again today backflagging. I'm sorry - but the only hard bit about it is the pulling. If your puller team can limit the mobs to 2-3 at a time then its very easy. 4+ mob pulls are rough. We had 4 bad pulls today - well either bad or the pullers were just testing us, though one was cleric healing a puller - of 4-6 mobs. Twice we lived and twice we had to camp clerics and wipe. The final encounter will likely wipe you badly once or twice while you learn how it works but then its fine.

You won't beat Uqua without 10 clerics worth of healing online - I can see 8 clerics and 4 druids working the same way as 10 clerics - as you will need 2 ch chains running at times. We used 5 on each chain and still had a few DI's firing (though having only 2 druids on limited spam heals).

When we started the raid we had 6 clerics on.... we logged in some more 2box clerics till we had enough during the raid. As real clerics logged in they swapped for the 2boxes so, in the end, we probably had 6 or 7 real clerics there out of 10. If we don't have the healing to do the expedition ... we will go do something else :)

Most of later GoD seems balanced for 1 cleric in each group. Inkut'ta pretty much requires 8 clerics at a minimum (with 9 groups). Its really no worse than the Plane of Time .. that needs 10+ clerics to do efficiently.... just you can't bring as many twink damage dealers.

elty
05-23-2004, 10:44 PM
ANyone remember the AE used in enraged and furious? I only remember afterthought of anger

Daggeniel
05-24-2004, 03:03 AM
Afterthoughts of Anger is definately one of them... um... Destructive Will? rings a bell

Kineada
05-24-2004, 03:25 PM
Eight clerics is plenty. You will need a good number of warriors to take care of the traps. These warriors NEED to be ON if you are going to win. You'll also need knights to tank any ghosts that can pop. One or two ghosts won't be a problem if your knights are quick with the aggro.

Finally, and I think most people know this but it doesn't hurt to say again, controlling aggro is the raid's job. Not the warrior's.

Kinyenya
05-26-2004, 07:34 AM
Well im not so sure the patch done much of anything on saryrn server. Done god trial one (again) no spell drops then my guild done Rondo Smith in Ferubi NOT ONE spell drop for any class and no weapons drop either all quest items dropped and that was it. U want to talk about some pissed peeps WOW>

Arienne
05-26-2004, 09:12 AM
I heard of a spell dropping the other day in /gu. It was a mage spell.