Drunder, Fortress of Zek

Tell your tales..
bishbash
Posts: 381

Drunder, Fortress of Zek

Post#1 » Tue Mar 19, 2013 10:35 am

I've been playing in this zone for the last few days, and I'd just like to say I think its rather fun. Well done GM's.

I'm trying to put off T8 until all my toons are keyed, but as that is like pulling teeth (How many times can I clear Fear before I get bored) I thought I would visit a few zones I never got around to playing in.

The respawn rate here is just crazy, I can't just go afk for 15 minutes without first finding somewhere safe. I ran in with 23 toons, and I struggle to keep a moderately small section cleared. Thats good :)

The aug drops are fairly nice, and even the quested/combined augs are worth the effort, even if it seems like you need 2000 kills to finish 1 aug. Thats good :)

The Bane weps make you spend some time killing trash before you even think of killing Bane-only mobs, that means you have to put the time/effort in and not just walk up and destroy. Thats good :)

I'm liking it apart from after 3 days of killing in there, I have 2 toons that have completed the Class spells. Oh the drop rate sucks, Can't you give me the good spells/drops on a plate, gift-wrapped, with a little note saying sorry for all the Death Touches? It would be so much easier if when I zoned in al the mobs died, and the spell just landed in my hands. But I guess thats good also, as it makes the reward worth it :)

I know its been open a while, but as I tend to not like 'open' zones as it reminds me of how much my toons suck, I thought I would venture in and give my review.

Overall i'll rate it a 9/10. Very well thought out so far, no death touches so far (I havent gone for Vallon/Tallon/Rallos yet) and it's kept me entertained with the sheer rate of kills you need to keep up.

soberteq
Posts: 47

Re: Drunder, Fortress of Zek

Post#2 » Tue Mar 19, 2013 10:51 am

I got my bane on all toons and completed spell quest on 3 of my 6 toons. The 3 others are missing random drops here and there. As you said, respawn and risk/reward is pretty good.

I cant say for Vallon/Tallon. I zoned into the instance thrice and it wasn't up. I was told it's T5 diffficulty but the trash in there is way harder then what you find in the rest of the zone.

Firenze
Posts: 886

Re: Drunder, Fortress of Zek

Post#3 » Tue Mar 19, 2013 11:05 am

I rushed tallon w/o ban weap and not knowing the strat and it was one of the most funboring fight I had :p
Firenze of VallonZek <Europea>

Gwynraven

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Tyler
Posts: 4365

Re: Drunder, Fortress of Zek

Post#4 » Tue Mar 19, 2013 11:25 am

Thanks for the feedback.

PoTactics was one of my favorite zones in Live and it was fun to create something new out of it while at the same time keep the old feeling. I try to do that with most zones, but it's not always easy ;)

You need to keep in mind that this is not a progression zone. You don't have to key up etc, you can just go in and start earning rewards, that's why the droprate is a little lower than usual and the mobs are a bit harder than you'd expect for that tier.

Anyways - i think we should start a GM event in the pit. Clear the pit in under 20 mins and you win!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Firenze
Posts: 886

Re: Drunder, Fortress of Zek

Post#5 » Tue Mar 19, 2013 11:39 am

Tyler wrote:
Anyways - i think we should start a GM event in the pit. Clear the pit in under 20 mins and you win!


Remove the 25 mobs restriction first and you can do it in under 2min ;p
Firenze of VallonZek <Europea>

Gwynraven

bishbash
Posts: 381

Re: Drunder, Fortress of Zek

Post#6 » Tue Mar 19, 2013 11:57 am

I hate open zones for the reason being they are never up when you want to try for them. I only hope they spawn more than once every 24 hours or I will never get to try them.

I like the fact that you have to spend some serious time in there to get the class spells. If you want the spells, put in the effort. I like that. The 55ac tradeskill augment just adds another reason to kill lots of stuff.

I would like to see a reward for killing an insane amount of mobs in there. On the blood raven quest I killed the 1000 mobs within the 1st day in there and still didnt have 1 class spell. Would be nice to see a 100,000 mob kill for some reward. Maybe a zek giant illusion :)

But still well done, I like the zone and I give it Farcical's Seal of Approval

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Beatboxin
Posts: 451

Re: Drunder, Fortress of Zek

Post#7 » Tue Mar 19, 2013 12:05 pm

Tactics is an open zone but the 3 names TZ/VZ/RZ are guild instnace ;)

Stickybuds
Posts: 883

Re: Drunder, Fortress of Zek

Post#8 » Tue Mar 19, 2013 12:11 pm

If your looking for even more of a challenge check out the Tallon and Vallon wings. The mobs in there have more hp/ac/atk plus clerics too! There is another aug you make from combining drops from those wings as well.

You don't need bane weapons to attack Vallon and Tallon, so don't be scared to give them a try. They are great fights.

Funny story about this zone, one night i got this idea that i would solo Tallon. Solo as in with just Mary, not my group of 5. I did pretty good but just not enough ac/hp pool to lifetap back up between his combat rounds. So after a few rezes i discovered he was not immune to slow. So im all excited now, i found his weakness and im gonna win! Well hes pretty damn resistant to my crappy bard slow so it didn't go well the 1st try. 2nd time i tried to deftdance and slow, but deftdance wore off before i could get a slow to land and then i created another corpse. But i was not going to give up so easy. My next plan was to debuff him some and then slow, but I was going to have to kite to give enough time for the debuffs and slow to land. So i have my new songs and new melody line up for this, got my selos going, my debuffs going, slow going. I'm kitting him and im for sure a win is coming soon and then....he snares me...

I let out a good LOL, congratulated Tyler on a job well done, and left for the night =)
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bishbash
Posts: 381

Re: Drunder, Fortress of Zek

Post#9 » Tue Mar 19, 2013 12:35 pm

Instanced Mobs, I like :) and I only feel slightly stupid for not realising.

I have 7 chars with the Bane nuke clicky, and both my melee toons now have bane weps so I feel more confident about going in and dying.

At some point I will have to try using melee with my 2 bards, I only use them to sing songs, probably why my DPS is lacking. On a plus note, I have 6 clerics so I have plenty of healing mana :)

I've only ever grouped with real-played bards a few times and every time they amaze me. I just run too many toons to actually make use of them. When I drop from 23 toons to 12 my DPS actually goes up, go figure :)

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Tyler
Posts: 4365

Re: Drunder, Fortress of Zek

Post#10 » Tue Mar 19, 2013 12:41 pm

Beatboxin wrote:Tactics is an open zone but the 3 names TZ/VZ/RZ are guild instnace ;)


That was another key element. I wanted it to be an open zone but without the drama over non instanced raid mobs. ;)

I'm a strong believer of the social aspect of the game and while i realize that THF and most other Emu servers have a strong "boxing" population, i try my best to at least give the possibilities to group up :)

Edit - the Boss fights themselves were done by the master himself. The great V!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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