DINODEEPS

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Tyler
Posts: 4365

Re: DINODEEPS

Post#11 » Tue Dec 22, 2009 10:34 pm

The Elite type mobs should spawn once you pull fennin to avoid any late comers to get there or so (thats the way
it was on live at least).
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Spell Change -> Reload AND new Spellfile needed

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Milein
Posts: 143

Re: DINODEEPS

Post#12 » Tue Dec 22, 2009 11:00 pm

Tyler wrote:The Elite type mobs should spawn once you pull fennin to avoid any late comers to get there or so (thats the way
it was on live at least).


Yeah they did. It stumped us on how to pull Fennin himself though lol but we figured it out, obviously :P
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<Danyelle BOTA Assistant Dev. World Design>

Desimus
Posts: 131

Re: DINODEEPS

Post#13 » Tue Dec 22, 2009 11:53 pm

I think mil misunderstood. Those poped while he was up. So we had to pacify them and pull between the two elites to get Fennin (perhaps im missing something myself but the way I understood your post, Tyler, was that they are supposed to spawn AFTER Fennin is pulled). If thats the case this did not happen. They poped with Fennin.
Nigrog Dinodeeps 70 Rogue
Lullaby Dinodeeps 70 Bard
Vanlailia Dinodeeps 70 Cleric

User avatar
Tyler
Posts: 4365

Re: DINODEEPS

Post#14 » Wed Dec 23, 2009 8:18 am

Well they should pop with Fennin. Not near fennin tho, just at the end of the bridge leading to his lair.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Harney
Posts: 333

Re: DINODEEPS

Post#15 » Wed Dec 23, 2009 1:51 pm

You might want to look at their spawn points then, it's a real bitch trying to pull him because he has 4 mobs that have a huge aggro range in his room, all quad 8k and destroy harney and cannot be killed. If the sole purpose is to block the latecomers, they are honestly pretty useless as ( I believe ) you could just coth past them? If you didn't intend for them to be an issue with pulling Fennin, could the adds in his room be removed?

Thanks,
Harney
Harney

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Tyler
Posts: 4365

Re: DINODEEPS

Post#16 » Wed Dec 23, 2009 1:54 pm

The spawns are the same as they were on live, i just guessed that this was the purpose.

About the spawnpoints, we can remove the ones directly next to Fennin or tweak them so they are killable.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Lillu
Posts: 11301
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Re: DINODEEPS

Post#17 » Wed Dec 23, 2009 2:08 pm

Well, theoretically they are killable :P

But we'll tune them so they are doable too.

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Tyler
Posts: 4365

Re: DINODEEPS

Post#18 » Wed Dec 23, 2009 2:38 pm

Tuned.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Milein
Posts: 143

Re: DINODEEPS

Post#19 » Wed Dec 23, 2009 3:36 pm

Oh i didn't know they were killable lol. Allaclone says they're immune to melee and that coupled with the 10k hits and flurry pretty much said "we're not gonna try killing you" :P
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<Danyelle BOTA Assistant Dev. World Design>

Desimus
Posts: 131

Re: DINODEEPS

Post#20 » Wed Dec 23, 2009 4:41 pm

Your correct mil in their previous state they were immune to melee and basically un-killable. Hopefully that is what was addressed by the "tuned" we will test it out later this evening!
Nigrog Dinodeeps 70 Rogue
Lullaby Dinodeeps 70 Bard
Vanlailia Dinodeeps 70 Cleric

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