The Sleeper

Problem with pathing,spawns etc - post here
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Lillu
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Re: The Sleeper

Post#51 » Sat Oct 03, 2009 10:00 am

Ok, wyverns should focus more on players now rather than books.. :)I fixed all spawn there, checked #los too, lets see.

sarcon
Posts: 257

Re: The Sleeper

Post#52 » Sat Oct 03, 2009 10:18 pm

back on subject of the thread..... hes to easy... and im being serious. i personally havnt tanked him however i do know for a fact out of 2 kills he has yet to land a single AoE on me ( dispel or disease), where other people he lands everytime, so maybe adjust the two Aoes for a extra -10 resist check?
Sarcon -Evolution Officer-

Jeido
Posts: 1265

Re: The Sleeper

Post#53 » Sat Oct 03, 2009 10:30 pm

extra -50 or -100 imo..it shouldnt be resistable *at all*. he's supposed to be an all powerful dragon, half his power goes down when you can resist his AE's.
Jeido, Founder of Evolution

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Topsy
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Re: The Sleeper

Post#54 » Sat Oct 03, 2009 10:47 pm

so the overall consensus is that when progeny gets the same squad in there that killed vulak we'll be able to walk up to him and tank and spank him first try. that kinda easy?? Or is it the gear you have aquired by going to ST that makes him trivial to you. I know you vulak wasn't easy your first run. But jeido just soloed him with his army.

the irony is on page one of this post jeido says
Just want to say -- ouch!! hrm...well first attempt didn't go so well (only got him to 88%). He seems too tough for the loots he gives.

Jeido
Posts: 1265

Re: The Sleeper

Post#55 » Sat Oct 03, 2009 10:59 pm

Haha yes, I did say he was hard, but that was before we figured out how to easily get around his dispel AE. Fact is, once you figure that out it's good game. I'm not saying boost his damage, but his AE's do need adjusting imo. He has two, but for some reason only that one shows on alla clone.

Regarding Progeny going in with the same crew that had for vulak, the answer is no I do not believe that will be enough. Half of your dps on Vulak was the two enchanter pets, and since this guy AE dispels you will need to depend on other damage dealers. Who knows though, I don't know details on your guild dps' gear etc so it might be doable.

For the record, we did wipe to sleeper that one time. But since we've figured out the trick to the fight, we haven't wiped once. 2/3 of the times we've done him I didn't even have defensive...

Oh and about the loot, that was before I realized his drops had 2 type 8 slots :D
Jeido, Founder of Evolution

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Tyler
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Re: The Sleeper

Post#56 » Sun Oct 04, 2009 7:46 am

I think i upgraded the Sleeper abit - melee stats etc. But nothing significant (atk and acc iirc). I'll check into the Aes.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Shin Noir
Posts: 380

Re: The Sleeper

Post#57 » Sun Oct 04, 2009 3:05 pm

I was with Jeido for this sleeper kill, not sure sleeper needs a stat boost but his AE's don't seem to be working as intended.

My bard was beating on his back and never getting dispelled which.. http://thehiddenforest.dyndns.org/spell.php?id=4455 considering it's a -500 check should NOT be happening. I had a debuff dot on me too from him (jeido mentioned it), forget it's named, but it wasn't doing anything. So essentially it's a 5 mill HP 1k to 6k (isn't that a pretty wide range of dmg?) dragon, which is about what the warders are in stats, just maybe 1k more potential dmg, unless his attack speed is significantly more or something.

Not saying it needs to be boosted or Progency can't take it or anything, but I think it isn't working as intended as is.
ImageImage

Jeido
Posts: 1265

Re: The Sleeper

Post#58 » Sun Oct 04, 2009 3:10 pm

Oh btw, he's a 20 min respawn haha forgot to bring that up :p
Jeido, Founder of Evolution

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Tyler
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Re: The Sleeper

Post#59 » Mon Oct 05, 2009 7:37 am

Respawn fixed and i'll check his AE.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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TheBloodmoon
Posts: 391

Re: The Sleeper

Post#60 » Fri Oct 09, 2009 5:49 am

Well, this time I know for sure that the key droppers were all cleared, and not due to a bug.

All I have to say is, this hinders our progression, greatly. We've hit a roadblock, one with which we can't compete. This isn't a complaint, or whining, I'm just expressing the need to reconsider the respawn timers on ST key droppers. Fact of the matter is, as long as Evolution has alts being played, there will be members clearing the key mobs. The idea that they can even be boxed with ease by some makes this all the more of a roadblock for us. Don't get me wrong, they are fair game, and Evolution deserves the right at them as much as anyone else.

But the idea of waiting 2 months to even think about raiding a zone really sours me. Not to mention a new guild has been created, that I can only imagine is shooting for the same goals. In all fairness, Progeny deserves the chance to progress, and due to the fact that most of Progeny has very limited playtimes, we are stuck raiding during hours after which everyone else has had their share of the spawns. So, unfortunately for us, we're stuck waiting. Most of ToV loot is already going to rot status, and PoFire is a skip ahead in Tiers for our level of progression. We have little reason to continue being active, as it stands now for us.

It may be unfair to change the spawn times to some of the members of Evolution, because they had to wait. But, they also went uncontested and had the spawns on a timer. Progeny could very well have defeated those mobs, but we never pushed to do so, feeling it was more important to finish progressing in the tier we were currently tackling. Now, at this time, I wish we had...

With all this being said, I would be happy with the idea of increasing the difficulty of the key droppers, to something a little more intense, and lowering the respawn timers to 24 hours. In my mind, long respawn timers does not equal challenge. There's little strategy involved in waiting. If the mobs indeed required 2-3 groups to defeat, and had anti-solo-boxing safeguards (for example, Exiled in Ssra DT's the tank every 2 minutes making it VERY hard to defeat with just 1 group, even in ToV gear...also, spawning adds would make them challenging), then it would help prevent the easy clearing and perma-camping, as well as be a fair compromise to the respawn change.

I think there's no other way around this. A timesink like this creates a huge bottleneck, and always will be a bottleneck for future guilds and players if this continues the way it is now. I just wish this caught my attention before it became a problem for us.
Founder of <Progeny>
The Bloodmoon Clan

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