Doomfire, The Burning Lands

Problem with pathing,spawns etc - post here
Ydiss
Posts: 1193

Re: Doomfire, The Burning Lands

Post#11 » Tue Feb 23, 2010 12:03 pm

Rerfu wrote:Ornate, yeah that's always been the cruel joke of armor on the server.

Not worth the 5100p or the materials to craft them.

I'm of course bias toward the raiding route

The latter point is true; I think you've overlooked the route that smaller groups must take who cannot yet raid, are not willing to join a raiding guild and do not have the will or resource to box several groups; even given the fact that raiding is likely to be essential at a certain point on the server, the ability to prepare yourself both in equipment and mentally for that is essential for those of us who do not fit in the above categories.

Ornate is a nice upgrade for us and it's well within our difficulty range. Stepping up to TOV right now is possible for us but ornate will help us a lot more; plus there's no way we're doing the Emp without a raid force so getting as prepared for that as possible is important to us, perhaps not as important to those who are able to raid more readily than us.

Of course, if I were to level up another group of toons once I'd already gone past TOV (or if I had an advanced raiding guild to help me) then I'd skip the ornate route entirely. As it is, I'm skipping Kael armour entirely with two new characters to suit them up in Ornate. Why bother with the painful Kael quest when I can just get them straight into Ornate with no further crafting grinding required?

It's a good route for people who are not willing to join a serious raid guild and wish to get as prepared as possible for the Emp run (we intend to try this with some friends we've made on the server soon) and then TOV named.

It could use tweaking, though. I agree with this sentiment.

As for the items not being worth 5k, I don't agree; 5k = 30 minutes in Velketor (which also nets great exp at the same time). I think the 5k is by far the smallest bottle neck of the quest.

It's also a good ramp up for the learning curve as well; something I don't think has been considered here. Before joining THV I hadn't played the game for years so a lot of things are quite new to me. What might seem second nature to some, such as entering the likes of TOV to start raiding from Kael armour off the bat, would be quite a significant jump up in terms of knowledge for others.

Going from Seb/SolB to Icewell and then to Chardok provided a nice curve upwards. To then go straight to TOV would have been a significant jump in terms of boss mobs but PoFire has provided a smoother curve for us to familiarise ourselves with the requirements of handling tougher, unslowable boss mobs with higher hit points than previously encountered.

It's given us more confidence to handle bosses of 750-1m hitpoints, whereas before (from killing 300k bosses in Chardok) we were less confident.

As we've made our Ornate armour and improved our approach the General (550k hp) has become easier and easier to kill. He is a formality now. Looking at his stats when we'd just killed our first Queen, I saw it as a significant challenge for us. Compare that to the toughest boss we'd need to kill in TOV to get our armour (somewhat over 800k hp and hitting harder) presented a lot more of a challenge and I wouldn't have been confident jumping up to that point.

I am now.

Whether we actually have to get the gear is irrelevant (we have a lot of it already) because we've enjoyed hunting and exploring in PoFire and we're making nice progress at the same time. I am sure others would see it as a trivial zone, with trivial armour, but that is ignoring the play styles of others.

Is it too much of a bottleneck? Perhaps but then it is doable by a group and provides a nice jump in hitpoints and stats above Kael. Obviously, if we wish to get to a certain stage on this server we'll eventually have to raid but why not get prepared for it as much as possible in your own time and on your own first? After all, we don't see the point in rushing up and intend to enjoy all the zones we can on our progression; as we go up through the ranks slowly we make friends who are like-minded and we perhaps form a small guild to start taking on the emp and onto TOV (grouping or raiding).

That's our play-style and how we like to do things; PoFire lets us do that. Others simply form up or join an existing raid guild and jump straight up to TOV and beyond. That's their play-style and I respect that.

I was thankful when I discovered PoFire; it offered exactly the right level of step-up for us and I've enjoyed it. I do feel the drop rates should be increased for tougher trash mobs. I don't think the actual patterns need to be changed however (except for my thread in the items section, which I won't go into here).

khaliss
Posts: 357

Re: Doomfire, The Burning Lands

Post#12 » Tue Feb 23, 2010 7:57 pm

Very interesting points... my first step then would be to farm Kael armor, then I'll try out LDoNs and PoFire just to get a feel for the xp and drop rates. I'd like to skip on tradeskills as much as possible, but I'll get smithing a try anyway since I've been leveling up in PoV for the past 3 nights and have accumulated water mats.

Thanks for the input guys.
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

thaylin
Posts: 27

Re: Doomfire, The Burning Lands

Post#13 » Sun Mar 21, 2010 11:49 am

Somewhere after 200 named mob kills I lost count, on the low side I would guess 350+ the high side 600ish.

I clear Jopal Seer, Fiery Spirit Equine Overlord, Obsidian War Spider, Obsidian Tree Spider Queen, General Druav Flamesinger, Sorcerer of Fire, Captain of Fire, Flame Overlord, Wild Fiery Spirit Steed, Doomfire Firecharmer, Doomfire Magus, Doomfire Reaver, Doomfire Vicar, Doomfire Warlord.

I have done this 4-8 times daily for the last 20 days or so. I would put my average at around 8 named killed per trip before I zone out and rebuff and start over, as I kill Flame Overlord, Wild Fiery Spirit Steed twice each trip.

After all these kills here is what I have seen for spell drops.
Chaotic Ascendance Beastlord spell x2
Howl of Chaos Ranger spell x4
Chaotic Wave Paladin spell x2
War March of Chaos Bard song x2
Chaotic Focus Shaman spell x3
Skin of Chaos Druid spell x1
Chaotic Darkness Necro spell x2
Storm of Chaos Wizard spell x1
Chaotic Veil of Fire Mage spell x4 (one mage came and looted 1 then said he could not scribe the spell)
Chaotic Thoughts Enchanter spell x2

Have never seen these spells.
Chaotic Roots Wizard/Mage/Necro/Enchanter
Chaotic Elixir Cleric/Shaman/Druid
Chaotic Devotion Cleric
Chaotic Poison Shadowknight

Why in the world would spells that are shared between multiple classes have the lowest drop rate or in my experience no drop rate at all? Chatoic Roots and Chatoic Elixir should have better drop rates due to 3 or 4 classes that can use them.

My next question is this intentional?
Lava Forged Face Guard http://www.thehiddenforest.org/item.php?id=8486
Burning Mask of Terror http://www.thehiddenforest.org/item.php?id=8487
from General Druav Flamesinger.
Are both of them meant to be melee?
Qalil 70 Enchanter 345 Smith 345 Tailor 345 Brewer 345 Baker 345 Jewel Crafting 345 Fletching
Thubok 70 Warrior
Talra 70 Cleric
Thaylin 70 Wizard
Nizaden 70 Mage
Daknor 70 Ranger
Nalit 70 Shaman

Jeido
Posts: 1265

Re: Doomfire, The Burning Lands

Post#14 » Sun Mar 21, 2010 5:52 pm


My next question is this intentional?
Lava Forged Face Guard http://www.thehiddenforest.org/item.php?id=8486
Burning Mask of Terror http://www.thehiddenforest.org/item.php?id=8487
from General Druav Flamesinger.
Are both of them meant to be melee?


I'm going to assume you're asking because of the improved healing V clicky on one of those masks. There is another one that's specifically for healers, but it's from a raid mob in that zone.

I thought the same thing as you at first, but then realized that a clicky like that is much more valuable for a healer than it is to rangers, pallys, etc, and it seemed legitimized to have it drop off of more difficult mobs.
Last edited by Jeido on Sun Mar 21, 2010 8:54 pm, edited 1 time in total.
Jeido, Founder of Evolution

thaylin
Posts: 27

Re: Doomfire, The Burning Lands

Post#15 » Sun Mar 21, 2010 6:23 pm

Actually was the ac that threw me off. 1 has 35 ac the other 60 ac. I thought the effects were reveresed because the 60 ac mask kinda screams melee I am gonna get hit, and the other mask says mana regen and I have no ac.

As an update 18 mobs later I can confirm Chaotic Elixir does drop as I got 1 copy, the next 6 yielded no spells (which is not surprising).
Qalil 70 Enchanter 345 Smith 345 Tailor 345 Brewer 345 Baker 345 Jewel Crafting 345 Fletching
Thubok 70 Warrior
Talra 70 Cleric
Thaylin 70 Wizard
Nizaden 70 Mage
Daknor 70 Ranger
Nalit 70 Shaman

ChaosSlayer
Posts: 1693

Re: Doomfire, The Burning Lands

Post#16 » Sun Mar 21, 2010 6:27 pm

well i wasn't around when this was designed but to me it seems that you choosing between:

-high ac with healing bonus (still very useful to palies)
or
-low ac with dps bonus

sort of trade off
Image

Pyronost
Posts: 326

Re: Doomfire, The Burning Lands

Post#17 » Sun Mar 21, 2010 9:08 pm

Nah, its just for those rogues/zerkers who get bandage happy :D
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brasileira
Posts: 15

Re: Doomfire, The Burning Lands

Post#18 » Sat Apr 03, 2010 8:04 pm

I still think that the strange fluid / strange material drops are too rare.

At least the strange fluid should be upped a bit, since we need at least a full group to go there, and all classes need strage fluids, and afaik is the rarest of the items.

Aruun
Posts: 576

Re: Doomfire, The Burning Lands

Post#19 » Sat Apr 03, 2010 8:36 pm

When I farm mats I usually clear the first fort and the second field repeatedly. If I run ahead of that spawn I start working through the second fort. My findings are Fuild most common i fact I rarely loot it now as I have too much. Silk second most common again mostly leave it to rot. Third would be chain, then leather, and finally metals.

Personally I think the drop rates are about right for the armor you get as a result. Remember Ornate is not generally what most people are farming mats for, it is Elemental and making the drop rates trivial would make the elemental gear too easy for the power of the armor.

I vote everything stays as it is currently.

Ydiss
Posts: 1193

Re: Doomfire, The Burning Lands

Post#20 » Mon Apr 05, 2010 12:09 pm

brasileira wrote:I still think that the strange fluid / strange material drops are too rare.

At least the strange fluid should be upped a bit, since we need at least a full group to go there, and all classes need strage fluids, and afaik is the rarest of the items.
Fluids are abundant. I was able to give about 20+ away to a friend without worry, once.

It's definitely the 4x mats that are the bottleneck and no one is interested in trading them. I did put forward a suggestion via PM to Lillu to help mitigate this, by upping the drop rate the deeper in the zone you go - the trouble is, this would involve a huge amount of DB work and I can understand that it's not a priority for Lillu and the devs.

I do still feel the quest is a good one but I do think it's too harsh, but mainly I think it has the potential to be a much more desirable and fun quest than it is currently, with work. I have a group of alts I'm preparing for regular play and the thought of embarking on another pofire quest run has me baulking, to say the least.

I might do it just to get the warrior his set but even then, the thought of getting all of those metals (what is it, 28 items in total for one set?) makes me shudder :) Granted, I'll also get some chain for my other characters at the same time but then that means I must also invest a significant length of time farming the patterns for them, which I am pretty sure I am not interested in doing when I could just let them loot trash drops in ToV (much faster drop rate all around).

I appreciate this quest is supposed to be time consuming because it is group, not raid, but I think the disparity, the reward for time invested and the randomness of it is very off-putting.

We managed fine with it in our first run and it was worth the time invested back then but now?

Well I don't know :)

Even reducing the need to x3 instead of x4 would be welcome and still a significant time investment requirement. 21 instead of 28 for a full set definitely seems a lot less daunting... particularly as I would still need to farm 35kpp :)

Edit: In terms of what Aruun said about Elemental over Ornate, where they share the lion's share of materials, I feel that's a flaw in quest design and should not be a reason to refuse balance for the Ornate quests. No disrespect intended here but two quests where one is intended for T6 raiding and the other for sub T1 grouping should never share such a large percentage of quest drops as these two quests do.

It just makes balance nigh on impossible as there's no way to balance one quest without adversely affecting the other. This is a prime example.

That said, tweaking the recipe requirement is an option (but, of course, we'd need to make new recipes for that to work).

This quest is a good one but I strongly feel it needs a virtual over-haul to make it the kind of quest people love to spend time doing. It could be very successful if some changes are made and I do not feel it is "100% fine as it is" as some are suggesting.

That's just not the case, in my opinion :) It's a decent quest, it's a challenging quest and it is a quest that can be done with the right approach. But it could be much better.

But Lillu already knows my thoughts on this and I'm satisfied that it will get looked into when they have time, which I know they just don't have right now.

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