Karnor Entrance

Problem with pathing,spawns etc - post here
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Lillu
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Re: Few thoughts on CRushbone

Post#1 » Mon Nov 09, 2009 10:16 am

Koeril wrote:... there are mobs hiding around the wall at the Karnor's entrance which everyone dies to on their first pull.

<evil laughter>

Koeril
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Re: Few thoughts on CRushbone

Post#2 » Mon Nov 09, 2009 11:39 am

I hear so many complaints on how Karnor's sucks and you can't do anything in there, but people never go in further forgetting they can invis/lull. Seriously, so many people are turned away because of that entrance, it may be worth changing slightly.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

catthib
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Re: Few thoughts on CRushbone

Post#3 » Mon Nov 09, 2009 1:38 pm

On the entrance to Karnor's: That first four-pull isn't all that nasty if you handle it with forethought and a bit of planning. A Cleric with the Pacify/Placate line of spells can single-pull that spot all day long. Don't know if Paladins have the same ability? I don't run one myself, my characters just have a lot of Pala-bots. I meant to test out Ranger/Druid Harmony line on these guys, I haven't yet but I will do so in a few minutes with Tamae.
In my opinion, and I stress it's my opinion, you shouldn't do anything to the mobs at the entrance of Karnor's, they're fine the way they are.

For CoMist: Yeah, the Mighty Golem can be a bugger if you aren't familiar with him, but I have never had him aggro on my mid-level characters(40s). The Captain of the Guard and that wandering big skellie, however....now they are serious pains, particularly if you are not expecting them.

My personal pet peeve, and it's the same one as I had on Live: Mobs that summon. I am known to say a whole lot of nasty, bad words whenever one of my characters get summoned, but I figured out the way to beat that if I am on my Cleric, Mierrie: I pull with one of the Mark spells. As it doesn't do any damage, it just makes the mob run right at her.

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Kymarrah/ Mierrie/ Cialla/ Dhaani/ Bellabee
and so very many more....

Koeril
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Re: Few thoughts on CRushbone

Post#4 » Mon Nov 09, 2009 1:47 pm

A great pulling tool here is from Targin in Solb ... it is an instant clickie 5 dmg nuke. No summons :)

I agree with you about the Karnor's entrance. It isn't hard, but on the flip side I also see a lot of people just give up on the zone without wanting to put that forethought into it.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

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Tyler
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Karnor Entrance

Post#5 » Mon Nov 09, 2009 2:01 pm

Cleared up the Karnor issue from the other newbie area thread. Continue here please.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

catthib
Posts: 201

Re: Karnor Entrance

Post#6 » Mon Nov 09, 2009 2:21 pm

Ok, just tested with Tamae: Harmony of Nature, level 29 Druid spell, works in this zone. Good on mobs up to level 65. Only a single-target spell, however, so getting the rest of the mobs into the casting-range can be a bit tricky, I highly recommend an item or aug that increases casting range, I try to have one on all of my characters. But if you only get two or three mobs with HoN, it makes that first pull a whole lot easier, even if that roaming Sentry decides to come join the party. Yes, Harmony of Nature also works on the skeleton and spectral mobs.
I need a scorecard to keep track of all of my alts!!
Kymarrah/ Mierrie/ Cialla/ Dhaani/ Bellabee
and so very many more....

ChaosSlayer
Posts: 1693

Re: Karnor Entrance

Post#7 » Wed Nov 11, 2009 5:50 am

I been to Karnor today. I never hunted here on LIVE, but the 2nd castle arc is simply HIDEOUS! There is no freaken way to get pass it without getting jumped by 6-8 mobs at once, unless you like 15 levels above those mobs.
On other hand the agro range in karnor is just scary - the mobs agroing at me from another end of very large hallway and call to assist a whole bunch of others who are like half a mile away. Makes almost impossible to explore tight corridors with doors and room, cause 1 step in corridor and all mobs in all rooms come running from behind the doors.
Sorry if this sounds like ranting, but moving around is a real nightmare unless you are in group with monk puller and chanter to mez.
My strong recommendation is to lower agro radius. If its 50, make it like 35. This will at least make mobs around the wall not to aggro
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Menobank
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Re: Karnor Entrance

Post#8 » Wed Nov 11, 2009 6:54 am

in the jail area above the warlord room the mobs agro and automaticly fall thru the floor and agro the warlord room just thought i'd mention that
Menobank 70 Monk Guild Leader <Primus Nocte>
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