hoax managed to sit at the top for years showing once in a few months.patiently waiting for reinhardt's internet to get knocked out by rooskies so I can steal the guild
he does that to every codex guild in every mmohoax managed to sit at the top for years showing once in a few months.patiently waiting for reinhardt's internet to get knocked out by rooskies so I can steal the guild
too many buttons in monkeh
They're some of the most amusing quests in the game though so they're worth doing even if on an easy difficulty.So in our second life me and my friend decided to tackle the Harbinger of Madness quest chain at level. Out of all the quests we have done I honestly think these were the hardest ones. The plane of Xoriat is pretty much the plane of toughest enemies in the Eberron setting. Beholders are especially bad for spellcasters since they cast an antimagic cone that prevents spellcasting. Only defence against it seems to be spell absorbtion items. Mind flayers are especially deadly for my tank since their mind blasts can drain your charisma and once it reaches zero you are helpless. It pretty much bypasses traditional defences like PRR, MRR, and AC, so need a healer hireling removing stat drain effects.
We managed to do the first three quests on R1 together, but the final quest in the chain "In the Flesh" was just insane. The final fight involves continuously respawning mind flayers and beholders. And the boss mindflayer has an attack that can wipe the party if you don't prevent it in time later on. Even dropping the difficulty down to elite wasn't enough, since the things that make beholders and mind flayers frustrating isn't affected by increases and decreases in monster hp and damage.
So we will definitely only be able to do that one on Elite when we are overlevel. But I imagine when that pack came out it was the toughest content in the game. Heck it still is to be honest.
Their boss and Harry are my favorite villains in DDO.
beholders got weak fort saves, actually its usually casters taking care of them by spamming disintegration ray from distance(that spell casting range is greater than antimagic field zone). For rest you cast disco ballSo in our second life me and my friend decided to tackle the Harbinger of Madness quest chain at level. Out of all the quests we have done I honestly think these were the hardest ones. The plane of Xoriat is pretty much the plane of toughest enemies in the Eberron setting. Beholders are especially bad for spellcasters since they cast an antimagic cone that prevents spellcasting. Only defence against it seems to be spell absorbtion items. Mind flayers are especially deadly for my tank since their mind blasts can drain your charisma and once it reaches zero you are helpless. It pretty much bypasses traditional defences like PRR, MRR, and AC, so need a healer hireling removing stat drain effects.
We managed to do the first three quests on R1 together, but the final quest in the chain "In the Flesh" was just insane. The final fight involves continuously respawning mind flayers and beholders. And the boss mindflayer has an attack that can wipe the party if you don't prevent it in time later on. Even dropping the difficulty down to elite wasn't enough, since the things that make beholders and mind flayers frustrating isn't affected by increases and decreases in monster hp and damage.
So we will definitely only be able to do that one on Elite when we are overlevel. But I imagine when that pack came out it was the toughest content in the game. Heck it still is to be honest.
But fingering is more satisfying than disintegrating!
Is there someone still playing this? i have just started and have no idea how to build my paladin. never played D&D 3.5 . also i wanna play in group, since i'm aiming to make a tank paladin
Is there someone still playing this? i have just started and have no idea how to build my paladin. never played D&D 3.5 . also i wanna play in group, since i'm aiming to make a tank paladin
Players seem to only care about quests and not wilderness areas. Even though wilderness areas take a ton of work and almost as many resources as the quests. Wondering if they should just skip wilderness areas? In my humble opinion they need to make it so you can select difficulty with Wilderness Areas so you can potentially earn Reaper XP and mysterious remnants. Would make them a million times more attractive to players.
It would be a shame to lose wilderness areas since that gives you some feeling that you're in a world and not a set of "levels". Lack of other difficulties is a problem, for sure. Perhaps they need to experiment with setting quests in wilderness areas? So far the main problem is that they lack variety - on entering a new area, you know that you can a) hunt for rares b) hunt for explorer objectives and if you have a slayer pot up, c) grind mindlessly. In case of Ravenloft, they have these insignias or w/e they're called but hunting for them is a PITA and you usually look at the map. Once you've done a single wilderness area, there's no point to doing the others, unless its the Borderlands for the horse or something like that.
I agree that losing Wilderness Areas would be a bad idea. It really helps with immersion and gives the feeling that you are in an actual world instead of a modular set of levels. Though I could see the problem with implementing higher difficulties in Wilderness areas. Reaper mode especially on higher skulls would probably lead to an insane number of reapers spawning. Maybe they could have the difficulty without the reapers to avoid massive spawning of them?
But they do need to come up with something to encourage players to go through them.