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Tips for Treasures of Wildfire

Started by Pawain · 2021-06-23 · 95 posts · General Discussions
#0
https://www.uoguide.com/Fire_Dungeon
https://www.uoguide.com/Fire_Dungeon

The normal Mobs are there, but I did not see any Fire Steeds. Things are in their normal places.

They added Balrons and Succubus. They are Demons. Those are scattered around.

Most mobs fit in the flame or mage category.

Balrons and Succubus:

Both are Demons
Both have low energy and low cold
A cold or energy Demon slayer weapon is best.
Cu does Energy and cold damage. Best pet fit for those.

Other "tough" things:

Para Lich Lord
Fire Undead slayer

Para Efreet
Cold Elemental slayer

Para Daemon
Lowest in poison  But also low in Energy and cold
Demon slayer

So mark runes before the event comes to your shard.

Find your flame and mage slayer talismans and books.

Make Cold weapons,  Demon slayer and Elemental if the Efreet is a pain.
(your energy demon slayers will work.)

Have your Elemental, Undead and Demon Cameos ready.

I am going to carry a cold weapon and a few talis.

I'll change to energy demon slayer as needed

I'll change to the undead fire weapon if I go for lichs.

So Energy spells for mages in general. Fire for the Lichs
Tamers take a pet that does Energy or cold damage or Both like a Cu Sidhe does.

Have fun!
Waves to @Cinderella


@Kyronix ;  The spawn rate is way too low.  3 good players can keep a floor clear.
Para Balrons are stuck on the roof due South of entry.
NPC prices are too high
#1
Depending on how busy your shard is:

You can find corners that have single type Mobs and you could just sit there and kill those if they respawn fast enough.
Remember you get diminishing returns for rewards if you kill the same mob over and over.
So mix a new type in.

There are places for all level players and any template that can kill will be able to kill stuff.

On LS feel free to take the paragons to the front entry.  One of my tamers will kill them.
(holler in chat so I know)
#2
“Did they enable any PvP by making artifacts cursed?
Or it’s strictly PvM only and they are insurable?”
#3
I was wondering who I was talking too.
lol

when I first got there, people said they were getting drops already.
but none of them were showing the Treasures of tag yet.
there was a fire steed in there, but I'm guessing as soon as it died,
everything started getting the "Treasure" tag

I did manage to get to the next level, but got turned around lol
#4
@Kyronix

Some feedback.  The Balrons and Succubus adding was good.  They are tough for 1 on 1 in paragon form for melee toons.  I have never attempted one with my archer.  They are fine for tamers.

I actually send returning melee toons to Chaos Balrons and tell them to call me when paragons appear.  When they are good enough to kill the Para Balrons they can move to anything the game has.

The only negative feedback I have is the prices are too high and there is not fast enough re spawn or not enough mobs in general.

Also all shards want Fel activated. Either that or none get it and fix the tram spawn.  We all know the lack of spawn is why Fel has been active on Atlantic.
#5
Pawain said:
@ Kyronix

Either that or none get it and fix the tram spawn.  We all know the lack of spawn is why Fel has been active on Atlantic.
Nah, lack of players is why other Shards don't get it.  Damn easy to take over a fel spawn on the other Shards, so they're getting ahead of the dead server free farm fest.  Atlantic is going to be a blood bath.
#6
Pawain said:
@ Kyronix

Some feedback.  The Balrons and Succubus adding was good.  They are tough for 1 on 1 in paragon form for melee toons.  I have never attempted one with my archer.  They are fine for tamers.

I actually send returning melee toons to Chaos Balrons and tell them to call me when paragons appear.  When they are good enough to kill the Para Balrons they can move to anything the game has.

The only negative feedback I have is the prices are too high and there is not fast enough re spawn or not enough mobs in general.

Also all shards want Fel activated. Either that or none get it and fix the tram spawn.  We all know the lack of spawn is why Fel has been active on Atlantic.
We can adjust the mob density on the fly.  For Atlantic it's already been adjusted up pre-emptively.  Watching Origin, I haven't seen the spawn overrun or dominated yet. 
#7
Personally I dont see any need to activate the feluca side for dynamic event.
Only reason would be if tram is totally overcrowded, but on most shards it will probably be fine with one facet event.

Sure it would be a pvp reason, but there are other objectives in pvp than to hit an innocent pvm farmer. I think opening for felucca facet on all shards will also open for other negative consequences. The GMs must act actively and observant, even at odd times such as night, morning etc. The event items are always wanted as they are limited by time.
#8
Kyronix said:
Pawain said:
@ Kyronix

Some feedback.  The Balrons and Succubus adding was good.  They are tough for 1 on 1 in paragon form for melee toons.  I have never attempted one with my archer.  They are fine for tamers.

I actually send returning melee toons to Chaos Balrons and tell them to call me when paragons appear.  When they are good enough to kill the Para Balrons they can move to anything the game has.

The only negative feedback I have is the prices are too high and there is not fast enough re spawn or not enough mobs in general.

Also all shards want Fel activated. Either that or none get it and fix the tram spawn.  We all know the lack of spawn is why Fel has been active on Atlantic.
We can adjust the mob density on the fly.  For Atlantic it's already been adjusted up pre-emptively.  Watching Origin, I haven't seen the spawn overrun or dominated yet. 
Thanks.  Ill let you know how it goes on LS.  We have a lot of tamers on LS and have been looking forward to this.  It will be busy there. Origin is not a very crowded place and a lot of those players are not finished templates because like me, they came from other shards with what they had there.

Ill post in the bugs forum if we run out of Spawn.  Thanks for looking in on us.  Yall made a lot of nice rewards for this. We will be having lots of fun.

Would be nice to get the potion in the store.  Or have a weekend or two where we all get drops equal to having the potion.
#9
They added Firesteeds:

Flame Slayer
Lowest in cold resist
But they are only high in Fire resist.

Their Dragon breath may cause some deaths.
They are the only equine without Natural Magery.  So if they are at a distance you are daring them to use the Dragon Breath.
If they are being a problem, let them use their mana and go in for the kill.

If they are tamable they keep that special name tag.
#10
more importantly why cant i ride my frost mite?
#11
Kyronix said:
We can adjust the mob density on the fly.  For Atlantic it's already been adjusted up pre-emptively.  Watching Origin, I haven't seen the spawn overrun or dominated yet. 

I think we need to define our terms here. What is your definition of "dominated".

Yesterday with the spawn how it was, a single target pet was averaging 4-5 drops an hour in the trammel spawn. Taking in the cost of the items currently, it would take 40-50 hours for that character/player to get a ostard, not to mention anything else they might want. Much of the time is spent running between a couple of mobs.  A couple of characters can keep the spawn cleared on the trammel side.

The Trammel spawn rate, even for Origin needs to be increased.  Players need to feel like the time they invest is meaningful.

Using a single underplayed server where many people are using undergeared/spec'd characters to gather data for the rest of the shards is flawed. If Felucca is going to be active on ANY shard, Trammel should have increased spawn to compensate.  
#12
@Violet - just to be clear we can't increase the spawn rate.  The spawner works by working as fast as it can to keep up with a set maximum number of mobs in the spawn region.  All dynamic Treasures events already have that cap raised, and we can adjust it accordingly based on what's happening on each shard.  After watching yesterday I didn't see a point where any single player was looking for additional mobs, they had a constant stream of stuff to kill.  Granted I wasn't watching 24/7 but spent a fair amount of time observing. 

Also not sure where you got the idea that we are using Origin as a barometer for the other shards, but we can tweak them individually.  What we're not going to do is just arbitrarily crank up everything to 11 just because.  We will observe, digest feedback, and adjust spawn caps accordingly based on performance and engagement.

Right now we are looking at too scenarios - one where we have Felucca open on every shard, and another where we put it on select shards.  The downside to putting Felucca on every shard is almost immediately concerns of farming are raised.  This is somewhat stifled by Shard Bounding rewards and other mechanics we have in place, but it's still the biggest concern raised during these events with regard to Felucca.  We look forward to further feedback.

#13
“When you opened the spawn in fel for deceit on Atlantic, all that happened was the champ was mined by about 20 sampires 24/7. 
Because the artis were not cursed.
People had no reason to pvp other than boredom, as there was no advantage in killing people since you couldn’t loot the auto insured artis 
, was more productive to kill the spawn over other players.
and now the same thing will happen as again the Artis are apparently not cursed or even Prized.

if Artis aren’t cursed, may as well just let people farm them on dead shards, no different to farming on live shards. No risk/reward system in place if there is no risk”
#14
@Yoshi - not opposed to them being cursed in Fel - however, that change would be part of a publish later in the season.
#15
Kyronix said:
@ Violet - just to be clear we can't increase the spawn rate.  The spawner works by working as fast as it can to keep up with a set maximum number of mobs in the spawn region.  All dynamic Treasures events already have that cap raised, and we can adjust it accordingly based on what's happening on each shard.  After watching yesterday I didn't see a point where any single player was looking for additional mobs, they had a constant stream of stuff to kill.  Granted I wasn't watching 24/7 but spent a fair amount of time observing. 

Also not sure where you got the idea that we are using Origin as a barometer for the other shards, but we can tweak them individually.  What we're not going to do is just arbitrarily crank up everything to 11 just because.  We will observe, digest feedback, and adjust spawn caps accordingly based on performance and engagement.

Right now we are looking at too scenarios - one where we have Felucca open on every shard, and another where we put it on select shards.  The downside to putting Felucca on every shard is almost immediately concerns of farming are raised.  This is somewhat stifled by Shard Bounding rewards and other mechanics we have in place, but it's still the biggest concern raised during these events with regard to Felucca.  We look forward to further feedback.

The concern stems primarily from experience with previous Treasures events (mainly Deceit). 

When there are highly desirable items available and the potential to make money from them, it tends to bring out the worst in people.

Botting, scripting, mob trains, griefing, etc. 

Maybe it's the nature of Fire Dungeon and how big it is on the first floor that makes the density seem particularly sparse.

I was on Origin this morning for about an hour on the second floor, pretty much by myself. There were some areas where the spawn had a tendency to cluster, but it was still fairly spread out for the most part.

At one point another sampire came down to level 2 and it was immediately noticeable as I had to run around much more to find mobs.

Add several more people to the floor and you will have severe issues with spawn rate. Granted I don't know what rate Origin was set to this morning, maybe it was pretty low still.

But that leads to the issue of participation fluctuating throughout the day. If the values have to be tweaked manually, it seems very taxing on you to have to constantly monitor that, or wait for complaints on the forums.

What may be an OK density at one point in the day, could very well be dogs fighting for scraps at another point. We saw it with Deceit. But at least with Deceit it had many levels for the spawn to occupy.

Given my experience on Origin, getting about 6 drops in an hour with a floor to myself is very demoralizing when you figure you need to spend 6 hours per day for the entirety of the event to get all the items and set pieces you want.

The potion helps, assuming it will be back in the store, and I the cost reduction of items is much appreciated.

I know you don't want people to spend an hour at the event and walk out with 100 items each, but at the same time not everyone will have the time to acquire what they want from the event.

You will always have the "go hard or go home" crowd that farm the ever loving crap out of content. I feel there can be a balance between that crowd and the casual players that don't have the time to get 2000 drops.

The fel or no fel decision I get. Without fel, trammel is guaranteed to be over crowded on most shards. With fel active, it will lighten the load on trammel, but will increase the amount of drops gained on each server. Is that really a bad thing though? The rewards should be accessible and not needlessly grindy.

#16
Violet said:
Kyronix said:
We can adjust the mob density on the fly.  For Atlantic it's already been adjusted up pre-emptively.  Watching Origin, I haven't seen the spawn overrun or dominated yet. 

I think we need to define our terms here. What is your definition of "dominated".

Yesterday with the spawn how it was, a single target pet was averaging 4-5 drops an hour in the trammel spawn. Taking in the cost of the items currently, it would take 40-50 hours for that character/player to get a ostard, not to mention anything else they might want. Much of the time is spent running between a couple of mobs.  A couple of characters can keep the spawn cleared on the trammel side.

The Trammel spawn rate, even for Origin needs to be increased.  Players need to feel like the time they invest is meaningful.

Using a single underplayed server where many people are using undergeared/spec'd characters to gather data for the rest of the shards is flawed. If Felucca is going to be active on ANY shard, Trammel should have increased spawn to compensate.  
I do not think that the Developers need to adjust the Spawn to the higher end players.

On the contrary, the Spawn needs to be adjusted to AVERAGE players.

If they fine tuned the spawn to the best geared players or top pets, then the other players with lesser gear or lesser pets would be in serious trouble......

Game Design as to always be fined tune to the average player, not the best ones, me thinks.
#17
Yoshi said:
“When you opened the spawn in fel for deceit on Atlantic, all that happened was the champ was mined by about 20 sampires 24/7. 
Because the artis were not cursed.
People had no reason to pvp other than boredom, as there was no advantage in killing people since you couldn’t loot the auto insured artis 
, was more productive to kill the spawn over other players.
and now the same thing will happen as again the Artis are apparently not cursed or even Prized.

if Artis aren’t cursed, may as well just let people farm them on dead shards, no different to farming on live shards. No risk/reward system in place if there is no risk”
Because the artis were not cursed.

What are these Artifacts being mentioned here ?

And do they drop in one's own backpack or on the corpse of some Monster as loot (which one ?).

Do they spawn(drop only in Felucca, or also in Trammel ?

Thanks for the info.
#18
Kyronix said:
@ Yoshi - not opposed to them being cursed in Fel - however, that change would be part of a publish later in the season.
They Screw the other shards by not having it on Fel then they open it to 3 shards, items only sell on Atl, the Tram side is going to be full of blues like ice was, that 5 person scripter team will have the best spots to them self's,

Fel ice event was dead most times reason was no one was going there but a few of us where. Reds could not get the items off us so they stayed away. Now if there cursed reds will be out there in droves witch will bring everyone back to Tram. Tram side will get to busy like ice did so no one but the scripters running 5 accounts blue and 5 accounts auto kill archer bots will get the drops.

@Yoshi you only want them cursed so you can come in after a blue farmed them for hours and kill him or steal them off him because you don't want to do the work your self.
#19
Yoshi said:
“When you opened the spawn in fel for deceit on Atlantic, all that happened was the champ was mined by about 20 sampires 24/7. 
Because the artis were not cursed.
People had no reason to pvp other than boredom, as there was no advantage in killing people since you couldn’t loot the auto insured artis 
, was more productive to kill the spawn over other players.
and now the same thing will happen as again the Artis are apparently not cursed or even Prized.

if Artis aren’t cursed, may as well just let people farm them on dead shards, no different to farming on live shards. No risk/reward system in place if there is no risk”
  The whole "Dead Shard" comment, really only works for items that can be transferred.
Those items become a part of the game-wide market, as opposed to a single shard's market where the items are only usable on the shard it was created on.

"Shard-bound" is enough to eliminate the reason for people to farm rewards on 'dead shards'. -beyond which rewards they might want for their own chars, anyway.  

Leaving only things that can be Transferred, which would only be the Ostard, that's if patch notes are accurate when they say "All rewards are shard-bound".    I'm sure 'shard-bound' doesn't include the ostard statue, even more sure it's not shard-bound once it's been claimed from the statue.

If it's the Power-scrolls you're worried about, change the champ spawn boss affected by the event to drop up to turn-in items (1 for each player with looting rights) instead of power-scrolls for the duration of the event.     -if you want powerscrolls do spawns else where in fel.

 I kinda like the idea of the turn-in items being "cursed", but i guess you won't get any useful ones if they're all cursed, specifically for pvp reasons. (wouldn't matter in tram)

-a guildy of mine got a pretty decent bokuto from the "of Deceit" (shard-bound) event. if it were cursed... well it would just have been another turn-in point.
#20
Danpal said:
Kyronix said:
@ Yoshi - not opposed to them being cursed in Fel - however, that change would be part of a publish later in the season.
They Screw the other shards by not having it on Fel then they open it to 3 shards, items only sell on Atl, the Tram side is going to be full of blues like ice was, that 5 person scripter team will have the best spots to them self's,

Fel ice event was dead most times reason was no one was going there but a few of us where. Reds could not get the items off us so they stayed away. Now if there cursed reds will be out there in droves witch will bring everyone back to Tram. Tram side will get to busy like ice did so no one but the scripters running 5 accounts blue and 5 accounts auto kill archer bots will get the drops.

@ Yoshi you only want them cursed so you can come in after a blue farmed them for hours and kill him or steal them off him because you don't want to do the work your self.

Dan, there's no such thing as a 5-man auto kill archer scripter. The second more than 1 person invades the area that would be worthless. 

Also, the ENTIRE point of having cursed artifacts in fel is to provide a place for meaningful pvp. Where pvp guilds can takeover the dungeon or parts of and farm it or random reds can go and kill  the people farming to take the artifacts. You are blaming yoshi for the exact point of it. Its not to give non-pvper's and bard templates another place to farm. Its to give pvp guilds and murderers a place to farm and kill each other. If the artifacts aren't cursed the whole thing becomes pointless.


#21
Kyronix said:




Right now we are looking at too scenarios - one where we have Felucca open on every shard, and another where we put it on select shards.  The downside to putting Felucca on every shard is almost immediately concerns of farming are raised.  This is somewhat stifled by Shard Bounding rewards and other mechanics we have in place, but it's still the biggest concern raised during these events with regard to Felucca.  We look forward to further feedback.


Hi @Kyronix, I'm going to put a different point of view again, just to ask.

What is wrong with farming (in a limited time event - that is exactly what we are all trying to do anyway) - it shows enthusiasm for the publish, they can put in the work others cannot, and it makes the game active.

If you put it in Felucca, it is Trammel that gets farmed anyway? Since players cannot touch the players in Trammel, that is where it is safe to farm. If you have activity in Felucca, it can lead to all sorts of things, basically people playing the game, and having fun, which is the entire point.

#22
I think without too much discussion about the spawnrate we have to remember what made the ToT (Tokuno) successfull in the first place. The chance to get a luck mempo or other usefull item on the spot anywhere, anytime. Now with the new dynamic event this has been reduced to "collect x amount of artis so I can trade with the other item I really want"  and its all about how many miniartis can I pull pr hour.

One of the things that really got me demoralized from the deceit event was getting 4-5 artis an hour.  Then I ate a potion from UOstore and got 15-20pr hour.  When an arty cost around 100mini artis it just took forever  (you cant keep buying potions all the time right, its just too expensive)

I think for the next dynamic-event, a boost to morale would be the chance of getting a major artifact anywhere, anytime withouth the need for exchange x miniartis at NPC.  Even if the percentage is very very small, it is encouraging to hunt as you never know when one will drop.

The spawnrate is hard to adjust, a sampire will do like a champ spawn and want 100s of mobs, while a tamer with a pet can only do 1 at the time. Spawnrate also depends on time of day and amount of players. This is why the Tokuno event was best because the respawn was natural and already tweaked from years back.  (although I do understand the problems it created, and the new dynamic event solves however also creates the negative sideeffect such as the never ending adjustment of spawnrate on each indicidual shard)

A sideeffect on spawnrate is also the fact that people play several shards. Once they done getting the artis they want on one shard they jump over to another to get one there too. And another side effect is the players who dont even play the shard they just jump there to farm items so they can sell it for gold, because its easier to farm on a shard with less players, which creates an unatural shard population. (Yes I see the pop up at every dynamic event, just like the EM events) The items cant be transfered, but the gold can.

I think most of these problems is created because the event is limited by time. The less time the more money to be made.
If just everyone knew the event would last forever theres no rush to get the items and it would also compete versust long term content like roof, doom, pirates, champ spawns, peerless bosses etc. People would then decide for themselves how much time to put in and when, so it doesnt become a marathon sprint everytime theres a dynamic event.


#23

Morning Psycho 🙂

I'm one of these 4-5 drops per hour players, you know I am. I did not mind so much - I still got 800 drops, my boys helped me, we were able to set a target and go for it, I enjoyed it, if you want something you go for it. In Ice - I was not so bothered.

I know people who bought potions got more, but I did not mind that, that was their choice, I never did. I never like seeing Sampires destroying entire dungeons, when I'm on a mage, or thrower - that did wind me up.

Nice idea about getting the main drop as a rare random drop.

The only reason I play 2 shards maybe, is because they are shard bound, so If a character wants something, I have to go to 2 shards. Also yes, IF I ever got to a situation where I could farm extra, I would do it on Atlantic, never got to that situation.

I personally like the limited by time aspect, it makes it more of a rush, I like that aspect of it. It makes you have to play if you want something. You have to take part.


#24
psycho said:
I think without too much discussion about the spawnrate we have to remember what made the ToT (Tokuno) successfull in the first place. The chance to get a luck mempo or other usefull item on the spot anywhere, anytime. Now with the new dynamic event this has been reduced to "collect x amount of artis so I can trade with the other item I really want"  and its all about how many miniartis can I pull pr hour.

One of the things that really got me demoralized from the deceit event was getting 4-5 artis an hour.  Then I ate a potion from UOstore and got 15-20pr hour.  When an arty cost around 100mini artis it just took forever  (you cant keep buying potions all the time right, its just too expensive)

I think for the next dynamic-event, a boost to morale would be the chance of getting a major artifact anywhere, anytime withouth the need for exchange x miniartis at NPC.  Even if the percentage is very very small, it is encouraging to hunt as you never know when one will drop.

The spawnrate is hard to adjust, a sampire will do like a champ spawn and want 100s of mobs, while a tamer with a pet can only do 1 at the time. Spawnrate also depends on time of day and amount of players. This is why the Tokuno event was best because the respawn was natural and already tweaked from years back.  (although I do understand the problems it created, and the new dynamic event solves however also creates the negative sideeffect such as the never ending adjustment of spawnrate on each indicidual shard)

A sideeffect on spawnrate is also the fact that people play several shards. Once they done getting the artis they want on one shard they jump over to another to get one there too. And another side effect is the players who dont even play the shard they just jump there to farm items so they can sell it for gold, because its easier to farm on a shard with less players, which creates an unatural shard population. (Yes I see the pop up at every dynamic event, just like the EM events) The items cant be transfered, but the gold can.

I think most of these problems is created because the event is limited by time. The less time the more money to be made.
If just everyone knew the event would last forever theres no rush to get the items and it would also compete versust long term content like roof, doom, pirates, champ spawns, peerless bosses etc. People would then decide for themselves how much time to put in and when, so it doesnt become a marathon sprint everytime theres a dynamic event.


If just everyone knew the event would last forever theres no rush to get the items and it would also compete versust long term content like roof, doom, pirates, champ spawns, peerless bosses etc. People would then decide for themselves how much time to put in and when, so it doesnt become a marathon sprint everytime theres a dynamic event.

THIS , very much this.

Personally, I really HATE these time limited Events where one does not enjoy the play, because everything has to be done in a rush, trying to maximize the drops as much as possible in whatever limited one may have to log in....

I do not know others but, personally, I play to have fun and to stress OUT from real life and not have "also" a game that was to stress me on top of how much stress I may already be getting from real life...

I think that here the entire point of "what" a game is supposed to bring to a player may have been missed...

Games, I think, are played to "evade" from real life, to stress OUT from real life, not to add additional stress "on top" of whatever one may get from their real life...

I really HATE these "time limited" Events where one cannot enjoy the gameplay, because everything has to be done in a rush.....


#26
Yoshi said:
"Just a reminder that you can get 65 arties per hour in fel:
Speedrun Deceit arts with fortune potion - YouTube "

This is exactly one of the problems with this dynamic event style.
Everyonesplays sampire to get the most artis, and how many people did that guy resurect, heal or help during that one hour?  Theres no teamplay everyones just runs around trying to get as many mini artis as they can, they dont even want the mini arti itself they just want to trade it for a usefull major arti. Ontop of this what you see is sampires running around not even killing stuff just hitting stuff where other people are and they are the ones who have to finish the mob.

This because of the only thing that matters is how many mini artis can you pull an hour.

It is the most selfish class of all playstyles, running around as hyperactive rabbits stealing other peoples spawn, and why do they deserve more mini-artis than other classes? They dont and its a dynamic event-weakness.

just for the record, I do have a sampire, but that doesnt mean I like the playstyle or effectivenes.
I think mobs should cast purge more often, that would level things out abit.

#27
psycho said:
*snip*

I think most of these problems is created because the event is limited by time. The less time the more money to be made.
If just everyone knew the event would last forever theres no rush to get the items and it would also compete versust long term content like roof, doom, pirates, champ spawns, peerless bosses etc. People would then decide for themselves how much time to put in and when, so it doesnt become a marathon sprint everytime theres a dynamic event.


There is someone really likeable to me 🙂
 My speech ;)


#28
Yoshi said:
"Just a reminder that you can get 65 arties per hour in fel:
Speedrun Deceit arts with fortune potion - YouTube "


That is pretty amazing.

What I don't mind about that though, is he did it in Felucca, he has maximised his chances. He has also taken Risk.

He can still be killed btw, you may not be able to steal his drops, but you can put a massive dent in his farming ability. Ressing takes a lot of time.

The issue on Atlantic, looks like a lack of decent pvpers, to raid the dungeon. But if the pvmers, have got it to that position on their server - power to them - they are in a winning phase of Feluccan superiority, and should get to enjoy the fruits of their domination. That is what it means to win in Felucca.

Felucca is all about the story, the circle, the up's and down's, the battle between good and bad. reds blues and oranges. They are just in a winning cycle, it will continue, until someone wants to do something about it, this is a sandbox game.

To do a spawn, and farm at the same time, would be amazing, I see no issues with it. It just livens the game up, you can take it to the max in terms of gaming, fun, excitement, what you get out of it.

#30
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
#31
Pawain said:
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
Which areas do you recommend we mark runes for?
#32
There are some  points that have a clear area near.  Or have a specific spawn.


Yellow X top left  Entry  mark inside and out
1 rope bridge Fire eles efreet
2 cross bridge  hounds and cats Possible Firesteed
3 lizards snakes Entry to house of Lichs
4. exit of lichs lizards snakes
5. empty Efreet NW
6. Enter level 2 cats minor stuff
7. Efreet fire eles toward 8
8. Empty
9. Begin level 2
10. Daemons SE house Efreet N House
11. Pretty empty normally

Other yellow X is entry/exit lost lands.

It has begun.

Good Luck.

#33
They added Fire Ants.
No slayer 
Mean suckers
High fire resist
Cold weapon works.

#34
Pawain said:
There are some  points that have a clear area near.  Or have a specific spawn.


Yellow X top left  Entry  mark inside and out
1 rope bridge Fire eles efreet
2 cross bridge  hounds and cats Possible Firesteed
3 lizards snakes Entry to house of Lichs
4. exit of lichs lizards snakes
5. empty Efreet NW
6. Enter level 2 cats minor stuff
7. Efreet fire eles toward 8
8. Empty
9. Begin level 2
10. Daemons SE house Efreet N House
11. Pretty empty normally

Other yellow X is entry/exit lost lands.

It has begun.

Good Luck.

Thanks for this.
#35
I use those spot as entry/exit points.  I have a tamer sitting at the outside entry and gate my melee toons in or their ghosts out.
#36
"it's been a while since i've been, but... you can recall inside/out of dungeons in trammel?"
#37
Yoshi said:
"it's been a while since i've been, but... you can recall inside/out of dungeons in trammel?"
Yes

#38
Pawain said:
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
I worked the spawn about 1 and a half hour and got 4 drops...

I think that @Kyronix may have reduced the drop rate for this Event because I was having a higher drop rate in the previous dungeons...
#39
popps said:
Pawain said:
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
I worked the spawn about 1 and a half hour and got 4 drops...

I think that @ Kyronix may have reduced the drop rate for this Event because I was having a higher drop rate in the previous dungeons...
Add more luck.  Drop rate is using same calcs as before.
#40
Kyronix said:
popps said:
Pawain said:
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
I worked the spawn about 1 and a half hour and got 4 drops...

I think that @ Kyronix may have reduced the drop rate for this Event because I was having a higher drop rate in the previous dungeons...
Add more luck.  Drop rate is using same calcs as before.
I played off and on all day multiple characters across multiple accounts (Origin, Pac,Cats)i got 5 or 6 on each drop rate seems same as past 
#41
got ~15/H in fel with samp when not running into para balrons. Lots of deaths though.
#42

Honestly – those shitty Paragons – and explicitly Balron and Lich Lords Paragons have already failed me to enjoy this event again, even though it has only just begun world wide. So on Drachenfels too. I was just surrounded by two Paragon Balis, 2 LL-Paragons and the normal spawn type.

What’s more, the turn-in drop is pretty miserable under these conditions – with or without luck.
Previous result 'til now : 2 item drops, but 20 death robes

In the meantime, the crowd has probably understood that you should not run, but as mentioned above, because one takes the beasts right into the target. But please give us a chance to survive if we do the dirty job for those who just leave them and don’t fight. Psychically speaking, this endlessness quickly deaths brings me to the verge of a screaming and crying cramp, which is not good for my health at all, and I wonder who in God’s name can call this fun.



The Paragon Spawn is enormously high, at some point the dungeon is only “goldy” – from this beast and some bank compartment fills up again with my gold project on the bank – and there’s no platinum lying around. In addition, you really doubt your abilities as an experienced veteran after almost 21 years of gaming experience.
What good should one do on low player shards at a non-prime time, where even the few players that are logged in especially the para-balis don’t do well in the team. Many who come across have untrained chars and untrained pets.

 

I would like to know now, how much higher the hit points are in the Paragons compared to the normal Monter – twice – three times or maybe even ten times higher???
Honestly – I’ll let myself fall twice, maybe even three times. . . but if we actually have to fight ten times the usual at hitpoints the fun stops – Death robes are no fun - they are a game demoralizer, and whoever has thought up this, would like to compete against 4 Paragon Balrons and 2 Lichlords-Paras . . - it's not possible – not even in good will and in teamwork.
That one has probably made the work easy here and has resorted to existing programming, because it is the easiest way, I can understand, and I also understand that Paragons are supposed to prevent farming in one place too. Nonetheless- especially with the Balrons and Lichlords the hitpoints always seems exaggerated to me.


#43
Kyronix said:
popps said:
Pawain said:
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
I worked the spawn about 1 and a half hour and got 4 drops...

I think that @ Kyronix may have reduced the drop rate for this Event because I was having a higher drop rate in the previous dungeons...
Add more luck.  Drop rate is using same calcs as before.

I am completely done with this event. Please add the wildfire mount to UO store because I want it and I will pay for it. (rather pay you guys real money than some afker doing grinding with 5bots when america is sleeping)

To sumarize I ran around with 2095 luck, mage suit with 126sdi high end worth hundreds of millions and for one hour of this I get 6 mini artis. PLZ  I can calulate, I need 200 for the mount, I know how many hours this will take, im not gonna do it.  You can boost and tweak all you want and double from 6mini artis an hour upto 12an hour doesnt matter, Im not gonna do it.

By adding all sorts of mechanisms and dynamics to the events the fun part is taken out. I mean, I run in entrance kill stuff untill im at the deepest of dungeon having killed 20,30s,40s of mobs along the way and not a single mini arti.  lol?

a paragon fire ant spawns and my ebolt does 1/20hp in dmg lol?  flame slayer and 126sdi, am I supposed to spend 5minutes killing that one single mob?

its just too much work., I dont work for the game.
I guess the next step here will be someone telling me to log on my sampire and run around as a hyperactive rabbit.  I mean just NO.

I am done with the dynamic event.
#44
Kyronix said:
popps said:
Pawain said:
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
I worked the spawn about 1 and a half hour and got 4 drops...

I think that @ Kyronix may have reduced the drop rate for this Event because I was having a higher drop rate in the previous dungeons...
Add more luck.  Drop rate is using same calcs as before.
@Kyronix  I thought it has been documented, that luck has no effect on whether or not an item drops, but is only able have a chance at adding to the intensity of an item. Did that change?
#45
psycho said:
Kyronix said:
popps said:
Pawain said:
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
I worked the spawn about 1 and a half hour and got 4 drops...

I think that @ Kyronix may have reduced the drop rate for this Event because I was having a higher drop rate in the previous dungeons...
Add more luck.  Drop rate is using same calcs as before.

I am completely done with this event. Please add the wildfire mount to UO store because I want it and I will pay for it. (rather pay you guys real money than some afker doing grinding with 5bots when america is sleeping)

To sumarize I ran around with 2095 luck, mage suit with 126sdi high end worth hundreds of millions and for one hour of this I get 6 mini artis. PLZ  I can calulate, I need 200 for the mount, I know how many hours this will take, im not gonna do it.  You can boost and tweak all you want and double from 6mini artis an hour upto 12an hour doesnt matter, Im not gonna do it.

By adding all sorts of mechanisms and dynamics to the events the fun part is taken out. I mean, I run in entrance kill stuff untill im at the deepest of dungeon having killed 20,30s,40s of mobs along the way and not a single mini arti.  lol?

a paragon fire ant spawns and my ebolt does 1/20hp in dmg lol?  flame slayer and 126sdi, am I supposed to spend 5minutes killing that one single mob?

its just too much work., I dont work for the game.
I guess the next step here will be someone telling me to log on my sampire and run around as a hyperactive rabbit.  I mean just NO.

I am done with the dynamic event.
To sumarize I ran around with 2095 luck, mage suit with 126sdi high end worth hundreds of millions and for one hour of this I get 6 mini artis.

I suspect that LUCK is broken.

I am also wearing a suit at about 2,400 Luck and got only 4 drops in in hour...

@Kyronix , could you please kindly look at what the issue with worn Luck might be ?

Because it is not helping anywhere at all in getting more likely drops....

Thank you.
#46
psycho said:

I am done with the dynamic event.
It's been less than 24 hours and people already complaining about how hard it is and rage quitting... I think that's close to a new record; way to go Devs!  B)

I love the people who say "I know a sampire would be much more successful and trust me because I have one...but I refuse to use the most efficient character to get something I want. I quit." 
#47
Kyronix said:
popps said:
Pawain said:
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
I worked the spawn about 1 and a half hour and got 4 drops...

I think that @ Kyronix may have reduced the drop rate for this Event because I was having a higher drop rate in the previous dungeons...
Add more luck.  Drop rate is using same calcs as before.
@Kyronix , I am wearing about 2,400 Luck, actually, MORE luck as I did in the previous dungeons because I now have added the Yukio earrings, but I am getting LOWER drops as I used to get, both in Ice Dungeon and Deceit...

And not just less, but "significantly" less drops...

Maybe it was not intentional, perhaps it is a bug, but definitely the drop rate is now lower... and, yet, the cost of the items higher...

And it is summer and one does not have "that" much time to stay looged in... I mean, nice weather, one goes outside, does picnics, people do not spend hours in front of a screen when it is summer time....
#48
popps said:
Kyronix said:
popps said:
Pawain said:
I don't feel so bad now. Others are getting 4 to 5 drops per hour.
I worked the spawn about 1 and a half hour and got 4 drops...

I think that @ Kyronix may have reduced the drop rate for this Event because I was having a higher drop rate in the previous dungeons...
Add more luck.  Drop rate is using same calcs as before.
@ Kyronix , I am wearing about 2,400 Luck, actually, MORE luck as I did in the previous dungeons because I now have added the Yukio earrings, but I am getting LOWER drops as I used to get, both in Ice Dungeon and Deceit...

And not just less, but "significantly" less drops...

Maybe it was not intentional, perhaps it is a bug, but definitely the drop rate is now lower... and, yet, the cost of the items higher...

And it is summer and one does not have "that" much time to stay looged in... I mean, nice weather, one goes outside, does picnics, people do not spend hours in front of a screen when it is summer time....
I'm wearing 2615 luck and getting drops at same rate as last times 
#49
I only did 2 runs of 45 min each ... sampire with around 200 luck, 13 arties in 45 minutes, sw tamer with around 2500, 4 arties in 45 minutes ... 
#50
keven2002 said:
I love the people who say "I know a sampire would be much more successful and trust me because I have one...but I refuse to use the most efficient character to get something I want. I quit." 

If you take a look around in the dungeon all you see is sampires, its the only class that works.
Rest is just wasting time.

+theres alot of problematic things about this dynamic-event, im not gonna paste my list here and others have pointed out a few things in various threads.
#51
psycho said:
keven2002 said:
I love the people who say "I know a sampire would be much more successful and trust me because I have one...but I refuse to use the most efficient character to get something I want. I quit." 

If you take a look around in the dungeon all you see is sampires, its the only class that works.
Rest is just wasting time.

+theres alot of problematic things about this dynamic-event, im not gonna paste my list here and others have pointed out a few things in various threads.

Not really, there are as many tamers as sampires on my shards. Some even came with their Pvp characters. The paragons are anti-life leech, so sampires are having a hard time against Balron paragons... OOooOOooOo.

And unlike tamers, sampire's suit is so tight that the luck is very low. Its dependent on honor and luck statue, both of which have their limitations.

Stop bashing sampires, this class has been kicked out of events as all bosses are anti life leech or has howl or cacophony, etc. Its so expensive to make one and thanks to all some of you now its useful only against classic bosses.
#52
i dont have a sampire i have pally warriors a thrower an archer and a swords all can do about the same as sampire but i mainly play weird tamer builds pally/fisher/tamer ninja/stealth tamer etc all get good drop rates most wear suits with 2K+ luck some 0 luck maybe it is the way you are doing this are you trying to camp ? i suggest run around kill everything even if you get one or two hits in you get credit..
#53
McDougle said:
i dont have a sampire i have pally warriors a thrower an archer and a swords all can do about the same as sampire but i mainly play weird tamer builds pally/fisher/tamer ninja/stealth tamer etc all get good drop rates most wear suits with 2K+ luck some 0 luck maybe it is the way you are doing this are you trying to camp ? i suggest run around kill everything even if you get one or two hits in you get credit..

Right, you don't have a sampire, and its good that your pally/fisher/tamer ninja/stealth tamer can be as good as a sampire. I ran around all the time since Deceit obviously, and have not seen any camping sampires to date, but there are some tamers who parked their Cu Sidhe while their owners hide. lol


#54
if they are camping they must not understand about diminishing returns from killing same mob over and over..
#55
nvm
#56

I've spent the entire day in there, and last night.

I've had the good, the bad, the very bad, and the best.

PvM Mage, Felucca, really tough, had to bail, it was too hard. I got 1 drop, in the time my Sampire guildy got 8. I get say 5 drops an hour, looks like he can get 40. In the time I type a sentence, he has 2. I really think the Sampire dominance of this game is an issue.

Went to Trammel Fire. 10,000 Sampires, it was a joke, I could not stand being amongst so many unwashed.

I went back to Felucca. A guild was doing it there, brave guild, realising no-one else would be there, and they have the best pvper protection ingame to hand when they need it. So I hassled them, all day long. I died a trillion times, on my pvm mage, and on my pvp mage, but I slowed them down massively, they did well, they managed the champ spawn twice, in the entire day 🙂

Eventually, couple of guildies helped, and joined in the struggle, and they gave up, it was our turn!!

With 4 people, we managed to do the Felucca Champ spawn. Honestly, to make it properly easy and fast, and to defend easily, you could use a group of 10, and a female sampire or two.

But doing it in Felucca, doing the spawn at the same time, you don't notice the grind on the wildfire drops, and it is properly challenging. That was the most fun for me, I really enjoyed it. I think that was the best experience, the drops come fast, you get the chance of pvp, you get a good day, a bad day, you get the adventure, and you get the chance of scrolls etc.

By the end of all of that, I felt really at home in fire, in Felucca, on my mage, I'll happily do it there all round, to avoid the crowds in Trammel. Yes the paragons are seriously hard. I don't think there is too little spawn, at least not from my perspective.



#57
.

I would like to know now, how much higher the hit points are in the Paragons compared to the normal Monter – twice – three times or maybe even ten times higher???

   I believe it's supposed to be 5x the normal HP.

#58
Kyronix said:
Add more luck.  Drop rate is using same calcs as before.
I am playing with my sampire, like i did at ICE event. Drop rate is 5/6 per hour, 10/12 in Ice Event...same suit wiht no luck in it. I can assume Fire Dungeon is bigger but no that bigger so i am missing something. I tried with 2000 luck suit (mempho, minax sandals, talisman etc) no differences.

#59
Samael said:
I only did 2 runs of 45 min each ... sampire with around 200 luck, 13 arties in 45 minutes, sw tamer with around 2500, 4 arties in 45 minutes ... 
Yeah, I am in the section Spellweaving Tamer with 2,400 Luck and got 4 drops in about 1 hour so, in line with you...

The problem is that, for some reasons, Sampires get 3 times as many drops as Tamers, regardless if Tamers wear a lot of Luck....

@Kyronix , I always suspected that there could be some lines of codes which advantage melee characters, for example Sampires, and disadvantage Tamers when it comes to drops....

I suspect it might be something from way back, because, for some reason, perhaps some Developer in the back thought that Warriors, fighting toe to toe. deserved more drops as compared to Tamers who would use a pet and not fight themselves....

While this thinking "could" have made sense years and years ago, it no longer does, today, playing a Warrior, with all the high end items that there are, is actually safer as playing a Tamer...

Furthermore, Tamers are also disadvantaged by the code that reduces their chances at a drop if they hide... Warriors do not have this either...

Anyway, the bottom line is, that with pets' also doing half damage, Tamers are in a very bad shape as compared to warriors....

I can understand that looking at old lines of code might be a time consuming thing, yet, I do not see why Tamers should be left to languish like this, when actually, playing a Warrior is now safer, especially with Paragons retargeting all the time on the Tamer and forgetting about fighting the pet...

Oh well, it would be nice towards Tamers if you wanted to find these old lines of codes which disadvantage Tamers and get rid of them, at least Tamers and Warriors could then finally get drops at the same rate...

Thanks.
#60
psycho said:
keven2002 said:
I love the people who say "I know a sampire would be much more successful and trust me because I have one...but I refuse to use the most efficient character to get something I want. I quit." 

If you take a look around in the dungeon all you see is sampires, its the only class that works.
Rest is just wasting time.

+theres alot of problematic things about this dynamic-event, im not gonna paste my list here and others have pointed out a few things in various threads.
If you take a look around in the dungeon all you see is sampires, its the only class that works.
Rest is just wasting time.

To my opinion, when a specific Class of Character ALWAYS, consistently, ends up being "THE" best one to tackle spawns, and the others languish behind, then I think something seems not be working right with the Design of that spawn....

It should not be like that, at least not Event after Event after Event.

There is perhaps something not working right, if this happen, at least to my viewing, with the Design of these events.

At the very least, they could alternate 1 Event for 1 type of character and another for another type of character but here, Event after Event it is always Warriors or Sampires or however we want to call them, who end up on top and, not just a little on top, but A LOT more on top with a drop rate that it is triple if not quadruple that of Tamers, for example.... 

@Kyronix , perhaps, this might be worth thinking it over.... there is not only Warriors in Ultima Online...

#61
Seth said:
psycho said:
keven2002 said:
I love the people who say "I know a sampire would be much more successful and trust me because I have one...but I refuse to use the most efficient character to get something I want. I quit." 

If you take a look around in the dungeon all you see is sampires, its the only class that works.
Rest is just wasting time.

+theres alot of problematic things about this dynamic-event, im not gonna paste my list here and others have pointed out a few things in various threads.

Not really, there are as many tamers as sampires on my shards. Some even came with their Pvp characters. The paragons are anti-life leech, so sampires are having a hard time against Balron paragons... OOooOOooOo.

And unlike tamers, sampire's suit is so tight that the luck is very low. Its dependent on honor and luck statue, both of which have their limitations.

Stop bashing sampires, this class has been kicked out of events as all bosses are anti life leech or has howl or cacophony, etc. Its so expensive to make one and thanks to all some of you now its useful only against classic bosses.
People adjust, and play Dragoons, Paladins or others that use alternate ways for healing but can deal lots of damage....

The bottom line is, that Warriors still end up on top, and by a large margin, as compared to Tamers or Spellcasters or other templates....
#62
popps said:
The problem is that, for some reasons, Sampires get 3 times as many drops as Tamers, regardless if Tamers wear a lot of Luck....


False statement.   My melee toon is better than a Sampire because I have healing.  Sampires do no more damage than other melee toons.  I get 4 to 5 drops and hour and kill a lot of stuff when there is stuff to kill.

A tamer with a Cu was there same hours as me. from open till 2am.  He got the same amount of drops as I did.  He can kill the Para Balrons, not many Sampires can.

As usual you need to learn to play. Again I invite you to LS and see how to play a tamer. Or just stay on the forums to complain and not get drops.
#63
Since this was meant as a Tips thread but @popps likes to derail.

I found the best set up for an archer and melee is Flame tali with a cold Demon weapon. Energy Demon weapon works. Thats what I use on my macer with a War Hammer.  He just has WW so no special with 1 on 1.  My swordsman has to have DI on his tali so I went with a Cold weapon with lichs and HLA , and demon Cameo. I just had to 2 hit the flame spawn instead of one.  Swords is easier because the WW weapon has DS.

My Archer has a cold Demon Bow with a Flame Tali.

Best Pet is Cu.  The 3 tough things are low in cold and energy resist, the Cu heals and the owner runs protection and invises as needed.  Do not run, dont use auto run when next to paras.  You may have to invis twice but step 3 steps away and the Balron wont retarget until its near dead or it invises or someone runs by.  When someone runs by,  invis immediately.

I test pets on Balrons in Chaos, Paragons spawn there.  Any pet can kill one but the Cu is fastest if the owner just wants to stand and run consume.  I have killed hundreds of them, I will die sometimes but we want a little risk.  

Mages are too easy to worry about flame slayer.  Lichs I switch to an Undead weapon  but I have just used consecrate and stayed on the cold non slayer weapon.
#64
This is a terrible thing for sampires they need monsters lots of them my ranged attack pallys and sdi tamer laugh as i watch them trying to get to the mobs before I kill them...
#65
popps said:
psycho said:
keven2002 said:
I love the people who say "I know a sampire would be much more successful and trust me because I have one...but I refuse to use the most efficient character to get something I want. I quit." 

If you take a look around in the dungeon all you see is sampires, its the only class that works.
Rest is just wasting time.

+theres alot of problematic things about this dynamic-event, im not gonna paste my list here and others have pointed out a few things in various threads.
If you take a look around in the dungeon all you see is sampires, its the only class that works.
Rest is just wasting time.

To my opinion, when a specific Class of Character ALWAYS, consistently, ends up being "THE" best one to tackle spawns, and the others languish behind, then I think something seems not be working right with the Design of that spawn....


   Mostly sampires, the reason for this is because the mobs (particularly Paragons) are difficult for a caster in wraith form due to their movement speed.

   So far, we've had similar events where Spellweavers (1) & Sampires (4-5?) as the two most efficient templates.

 Spellweavers were best during the ilshenar Scorc- dungeon event a few years ago (believe it was a Halloween event, but same style -minus the Anti-life leech paragons... but there were normal paragons), because the vast majority of the mobs in that dungeon had low HP, so spellweavers with high SDI & 4/6 casting could clear mass quantities of mobs mostly before a sampire could even get close enough to attack.  Eventually people were complaining about that as well.

#66
CovenantX said:
popps said:
psycho said:
keven2002 said:
I love the people who say "I know a sampire would be much more successful and trust me because I have one...but I refuse to use the most efficient character to get something I want. I quit." 

If you take a look around in the dungeon all you see is sampires, its the only class that works.
Rest is just wasting time.

+theres alot of problematic things about this dynamic-event, im not gonna paste my list here and others have pointed out a few things in various threads.
If you take a look around in the dungeon all you see is sampires, its the only class that works.
Rest is just wasting time.

To my opinion, when a specific Class of Character ALWAYS, consistently, ends up being "THE" best one to tackle spawns, and the others languish behind, then I think something seems not be working right with the Design of that spawn....


   Mostly sampires, the reason for this is because the mobs (particularly Paragons) are difficult for a caster in wraith form due to their movement speed.

   So far, we've had similar events where Spellweavers (1) & Sampires (4-5?) as the two most efficient templates.

 Spellweavers were best during the ilshenar Scorc- dungeon event a few years ago (believe it was a Halloween event, but same style -minus the Anti-life leech paragons... but there were normal paragons), because the vast majority of the mobs in that dungeon had low HP, so spellweavers with high SDI & 4/6 casting could clear mass quantities of mobs mostly before a sampire could even get close enough to attack.  Eventually people were complaining about that as well.

 Mostly sampires, the reason for this is because the mobs (particularly Paragons) are difficult for a caster in wraith form due to their movement speed.
I have 3 issues with the Paragons, and they mostly affect Tamers, not really Warrions...

1 - Paragons' speed.
Other Templates can get mounted, Tamers, unless they are Gargoyles (and they are a minority among Tamers who often like riding their pet), cannot mound a 5 slots per.
And Paragons, therefore, easily can catch Tamer on foot.

2- Paragon's revealing Range.
I seem to understand, that it is like 12 tiles. It is way too much. Warriors, wince they fight toe to toes, are not affected by this, Tamers, instead, are. They cannot stay close to their pet to heal and occasionally inviso to break aggro because the Paragon reveals right away and, thus, whatever other spawn was aggroing the Tamer, will still focus on the Tamer. I seem to understand that, in order to break aggro, the invisibility needs to hold for a short time, the insta revealing of Paragons, therefore, does not permit the aggro to break and be focused on the pet, instead.
As the Paragon re-reveals the Tamer, whatever spawn was aggroing the Tamer WILL re-aggro the Tamer so, this makes hiding to break aggro if within 12 tiles of a Paragon totally useless.

3 - Paragons' re-targeting the Tamer.
As I mentioned, a Tamer with a 5 slot pet is necessarily on foot thus making the Tamer totally defenseless towards the Paragon. The fact that the Paragon, rather then sticking on the pet that is fighting it, will re-target the Tamer, forces the Tamer to have to run away, on foot... with a fast Paragon pursuing... most times, this ends with a death robe.

One thing is challenging gameplay, another is mechanics which make it impossible for a Tamer to come up with a counter towards the "tools" that a Paragon has.

A Tamer cannot outspeed a Paragon.
A Tamer cannot avoid being revealed by a Paragon.
A Tamer cannot avoid the Paragon re-targeting on the Tamer.

This 3 things, impossible to be countered in any way, and combined with one another, make the gameplay ridicolusly impossible for a Tamer.

I happen to think that, Tamers should be given some ability to "counter" in some way these 3 points that Paragons have.
#67
Here a question concerning the drops for the Fire Dungeon event.  Are the drops base on the number you kill, or the fame of the monsters dropped??
#68
The number that you damage. I got more drops from giant rats than the liches and demons last night.

#69
Marge said:
The number that you damage. I got more drops from giant rats than the liches and demons last night.

thank you
#70
Drakelord said:
Here a question concerning the drops for the Fire Dungeon event.  Are the drops base on the number you kill, or the fame of the monsters dropped??
    These sort of events are supposedly based on a 'point system' where each mob you kill provides X amount of points, and you need to reach Y amount of points in order to receive a drop.    the points don't seem to scale great with the higher end-more-difficult mobs though. 

It's also not helpful since us players are unable to "see" the points we accumulate and because of that, we can't see how much luck affects those points awarded.   -This is a complaint about the Doom system brought up years ago on Stratics.

the one thing that's clear, is (so far) it's been quantity over quality is more rewarding.    This would be why sampires or spellweavers would pull in more drops than any other template.    (all about the looting rights on more targets)


Luck does make a noticeable difference,   but luck isn't worth it once it starts reducing your your DPS & survivability.

#71
popps said:


A Tamer cannot outspeed a Paragon.
A Tamer cannot avoid being revealed by a Paragon.
A Tamer cannot avoid the Paragon re-targeting on the Tamer.

This 3 things, impossible to be countered in any way, and combined with one another, make the gameplay ridicolusly impossible for a Tamer.

I happen to think that, Tamers should be given some ability to "counter" in some way these 3 points that Paragons have.

Popps, check prior responses to your threads on past variations this topic from me, as to how to kill paragons as a tamer.  If you're only faced with a single paragon, running is the last thing you want to do.

Having said that, if people can't handle paragons, simply recall or sacred journey away.  Have a good set of runes and macros set to recall properly.  That's better than dragging one paragon to other paragons, and it may well help with your net drop rate over time.

Tamers can own any paragon in the current system.
#72
CovenantX said:


It's also not helpful since us players are unable to "see" the points we accumulate and because of that, we can't see how much luck affects those points awarded.   -This is a complaint about the Doom system brought up years ago on Stratics.


Agreed.  The crystal ball of knowledge should be expanded to show these points, or another command phrase like "I must consider my sins" should be added, e.g. "What is my reward points  progress".

#73
They said the points are based on the mob difficulty. Kyronix told us paragons give more points.
#74
popps said:

1 - Paragons' speed.
Other Templates can get mounted, Tamers, unless they are Gargoyles (and they are a minority among Tamers who often like riding their pet), cannot mound a 5 slots per.
And Paragons, therefore, easily can catch Tamer on foot.

2- Paragon's revealing Range.
I seem to understand, that it is like 12 tiles. It is way too much. Warriors, wince they fight toe to toes, are not affected by this, Tamers, instead, are. They cannot stay close to their pet to heal and occasionally inviso to break aggro because the Paragon reveals right away and, thus, whatever other spawn was aggroing the Tamer, will still focus on the Tamer. I seem to understand that, in order to break aggro, the invisibility needs to hold for a short time, the insta revealing of Paragons, therefore, does not permit the aggro to break and be focused on the pet, instead.
As the Paragon re-reveals the Tamer, whatever spawn was aggroing the Tamer WILL re-aggro the Tamer so, this makes hiding to break aggro if within 12 tiles of a Paragon totally useless.

3 - Paragons' re-targeting the Tamer.
As I mentioned, a Tamer with a 5 slot pet is necessarily on foot thus making the Tamer totally defenseless towards the Paragon. The fact that the Paragon, rather then sticking on the pet that is fighting it, will re-target the Tamer, forces the Tamer to have to run away, on foot... with a fast Paragon pursuing... most times, this ends with a death robe.

One thing is challenging gameplay, another is mechanics which make it impossible for a Tamer to come up with a counter towards the "tools" that a Paragon has.

A Tamer cannot outspeed a Paragon.
A Tamer cannot avoid being revealed by a Paragon.
A Tamer cannot avoid the Paragon re-targeting on the Tamer.

This 3 things, impossible to be countered in any way, and combined with one another, make the gameplay ridicolusly impossible for a Tamer.

I happen to think that, Tamers should be given some ability to "counter" in some way these 3 points that Paragons have.
You just do not want to learn to play a tamer.  You can practice on Chaos Balrons if you want.  

Like someone above said DON'T RUN and I said that also above.  Use protection invis WALK 3 steps invis again until it stays on the pet.  A tamer just bragged today that he has not died today but has ressed many melee toons as they walk by him.

Also like they said you can recall out and start over on something easier for you until you learn how to play your tamer.

Still can come to LS and Ill show you.
#75
Ok i have studied the ancient languages and figured out what some people think is necessary a large whale like creature that moves faster than paragons rideable of course that opens its mouth and scoops up monsters and poops arties in return...
#76
CovenantX said:


It's also not helpful since us players are unable to "see" the points we accumulate and because of that, we can't see how much luck affects those points awarded.   -This is a complaint about the Doom system brought up years ago on Stratics.


Agreed.  The crystal ball of knowledge should be expanded to show these points, or another command phrase like "I must consider my sins" should be added, e.g. "What is my reward points  progress".

   ooh, that's a new one...  crystal ball of knowledge, would have a 'use' beyond once your skill training is complete.       i like it.

  either of those ideas would certainly be better than not knowing.

#77
@Kyronix ; We request more spawn on LS. Please
#78
popps said:


A Tamer cannot outspeed a Paragon.
A Tamer cannot avoid being revealed by a Paragon.
A Tamer cannot avoid the Paragon re-targeting on the Tamer.

This 3 things, impossible to be countered in any way, and combined with one another, make the gameplay ridicolusly impossible for a Tamer.

I happen to think that, Tamers should be given some ability to "counter" in some way these 3 points that Paragons have.

Popps, check prior responses to your threads on past variations this topic from me, as to how to kill paragons as a tamer.  If you're only faced with a single paragon, running is the last thing you want to do.

Having said that, if people can't handle paragons, simply recall or sacred journey away.  Have a good set of runes and macros set to recall properly.  That's better than dragging one paragon to other paragons, and it may well help with your net drop rate over time.

Tamers can own any paragon in the current system.
The problem that I am facing, is that, as a Tamer on foot, I cannot outrun a Paragon, I cannot break aggro from a Paragon by hiding because it auto-reveals me right away, and, due to the automatic re-targeting me, it also shifts targeting from my pet to me.

You say not run... problem is, that too often, while my pet is dealing with a Paragon and I am trying in some way not to become the attention of that Paragon, something else spawns near me while I need to constantly cast Heals on my pet not to let it die to the Paragon...

At that point, if I cast spells on what spawned near me, assuming that it is something killable by spells, without any longer being able to cast heals on my pet, I let it die, if I hide to break aggro from whatever spawned near me, the paragon auto-reveals right away and the new spawn returns on me (the hiding does not last enough for the new spawn to target the pet), if I run away, the paragon chases me, and I am stuck.... I do not have a way out from that scenario other then recalling, as you mentioned.

I think, that this is wrong.

A Design that does not leave to the Tamer player, SO OFTEN, no other option but having to call it a quit, which greatly increases the pauses in my gameplay and, thus, my drop rates, I do not think is a good one, especially when, for this event, the price of items has been set so high...

In 2 days of spending a good many hours at this spawn, all I got is 12 drops.....and I value my real life time certainly more then time spent at a keyboard to get a few pixels in a game...

I mean, my point is, that a game should be fun, not an alienating process to get some pixels that was to cost an inordinate amount of time.

When the time, because of the mechanics of a given game Design, forces the player to invest too much of their real life time to get some pixels and this spent time at a keyboard comes at the expense of their real life time, that is NOT WORTH IT, to my viewing.

I think I am really very close to calling it a quit with this Event as I care way more for my Real Life time, that for these pixels.... if I could get them with a RESONABLE, and I stress the word on "reasonable" expenditure of time, then sure, but if it should cost me an UNreasonable amount of hours... forget about it.... I prefer to take my real life, and go to hell with a computer game...

Gameplay working this way, to my viewing, alienates a player valueing their real time more then the time spent at a keyboard, and drives them away from the game, rather then keeping them hooked at playing the game.

Of course, this is the way that I think about it.
#79
@Kyronix   nothing to kill on LS.  Our tamers are hogging all the spawn.  

Every little house is camped on second floor cause there is nothing in the halls on first or second.

At least they get something every few minutes.
#80
@popps
 as a Tamer on foot, I cannot outrun a Paragon,
Go gargish or use 4 slot pet. 

without any longer being able to cast heals on my pet
Get pet with healing, use Gift of renewal or humility points you accumulated for this spawn. Or you did not ?  🙂     I choose to help my pet with a soul glaive. Have no vet on me. 


I think, that this is wrong.
Yes, YOU are doing it wrong. 

In 2 days of spending a good many hours at this spawn, all I got is 12 drops.....and I value my real life time certainly more then time spent at a keyboard to get a few pixels in a game...

No, you dont value it. Otherwise you will think about better build for this spawn. Instead of asking to do something that fits your underpowered character. Go kill rats, mages  and snakes. They give drops too. Dont go to areas where grown up people are killing paragons. 
#81
Tamers I see have pets powerful enough to solo most paragons so think that’s why they are on foot.  You can invis. In the dungeon as long as you are not being chased by a paragon, and in an emergency you can recall out. Players generally resurrect dead players so if you get killed you generally don’t have to go that far.  I am not a tamer but I still got killed several times but other players got me back on my feet.  For most players even the good ones they all seem to get killed a lot.  I look for opportunities to work with other players that are in the dungeon when I am.  You have to find what works for you.
#82
 😂   Since we have so little spawn I decided to take my Archer Tamer.  No way to hide.  Like I said, use a Cu for this event.  When the mob aggros on me I go out of war mode and hop on the pet and run!  I have died a few times.

Then I either go elsewhere or come back and peak around a corner, put the pet there and sick him on the paragon.  You can run consume around corners, A good AI/Chiv pet can kill a Para Balron, which is the toughest thing out there. Sometimes I can shoot also without causing aggro.  I got as many drops on him as I did the whole night on my Melee toon.
#83
Gwen said:
@ popps
 as a Tamer on foot, I cannot outrun a Paragon,
Go gargish or use 4 slot pet. 

without any longer being able to cast heals on my pet
Get pet with healing, use Gift of renewal or humility points you accumulated for this spawn. Or you did not ?  🙂     I choose to help my pet with a soul glaive. Have no vet on me. 


I think, that this is wrong.
Yes, YOU are doing it wrong. 

In 2 days of spending a good many hours at this spawn, all I got is 12 drops.....and I value my real life time certainly more then time spent at a keyboard to get a few pixels in a game...

No, you dont value it. Otherwise you will think about better build for this spawn. Instead of asking to do something that fits your underpowered character. Go kill rats, mages  and snakes. They give drops too. Dont go to areas where grown up people are killing paragons. 
Many tamers do not want to g Gargysh because they enjoy riding their pets.

And, using a 4 slot pets would be like for a Warrior using a Weapon with half the properties they can imbue on it, who would use one ?

Pets that can heal are not necessarily good for all spawns, yes, for this one a CU-Sidhe could be of some help but : # 1, not all players have all pets, developed and scrolled up... some may have their Stables overflowing with pets, all of a high intensity and all trained up and scrolled to 120, many other players don't.
Gift of Renewal, as any Spellweaver knows, has a pretty long downtimer so, it is only usefull for a veru short time, and not even, with Paragons which hit hard, I have to couple Gift of Renewal with Heals because on its own is not enough.
Humility points ? They are way fast to go away and way too much time consuming to get back.
I find Virtues to be a royal waste of time for the little that they give, with the exception of Sacrifice, if one remains within the 3 resses per week at Knight, Valor, which can be gotten back working the spawn. But all of the others which drain away points which then take for every to gain back ?
Forget about it.

When you help the pet attacking the Paragon, you increase enormousily the chance of the Paragon retargeting you, I found out. I do not think it a good idea to directly attack a Paragon to help a pet, the Paragon, does retarget more likely on the Tamer, and the mess starts anew..

No, I am not doing it wrong with the mechanics as Designed and what I have at hand (i.e., available pets and available powerscrolls to scroll them up).
It is the Design which, instead, wrongly "tailors" the Spawn mostly to high End players and I think this as a wrong Design because, obviously, it greatly penalized players with not advanced pets or Templates or both.

Furthermore, LUCK worn does not work. And as everyone knows, when trying to maximize Luck worn, one has to accept compromises in the goodness of the suit.
My Luck suit, for example, has low Resists, Physical is only in the 40s, also other resistances are below 70 and it is not easy to stay alive with a weak suit...

Yet, IF Luck worked, and actually provided a bonus to the drop rate (which it does NOT, currently), I would not complain.
The problem is, instead, that I get an underpar Luck suit with low resists, low LMC, little MR, and other revelant Properties below an acceptable value, and do NOT even get the bonus in the drop rate from my LUCK worn because, who knows for what bug, the code does not work and LUCK does nothing to help increase the drops rate.

At least, if the Developers had a look at the code and fixed LUCK and finally made it work to increase the drops' rate as it should.....

You mean that I should make a Warrior or perhaps a Sampire because the Developers decided to Design these Events only or mostly for Warriors ?

No thanks, I find this as deadly wrong.

I play a Tamer, enjoy playing a Tamer, and would like to see the Design of the game NOT penalize Tamers all the time and advantage other Templates all the time.

Honestly, I have not a clue why the Developers hate Tamers so much. Yet, these Paragons' changes, pretty much affect Tamers only, not Warriors....

I mean, the auto-reveal, no matter what, does not affect Warriors but it does to Tamers.
The retargeting, is not important to Warriors who fight anyways toe to toe but it does affect Tamers who need to stay close to their pet to heal it.
Paragons' speed as not effect on Warriors who can be mounted, Tamers, instead, with a 5 slot pet, have to be on foot.

And while "some" Monsters have been given tainted life which can affect Sampires (only some, not all of the spawn), Dexers can adjust and put in Healing and other skills in place to get around that limitation.

Tamers, instead, to the nerfs affecting their Template do not have a way to compensate. A Tamer who wants to ride one's own pet and needs to use a 5 slot, cannot go Gargoyle and thus cannot outspeed a Paragon, A Tamer can do nothing to the Godly auto-revealing of Paragons which affects taming so much, they have no way to offset the re-targeting of Paragons.

So, it looks to me, most of the changes are directed against Tamers, rather then Warriors and I wonder why, when, as everyone can see, players are using MOSTLY Warriors ath these Events, not Tamers...

Yet, the developers hit Tamers with the nerf bat, and I do not understand why.

Possible changes that I would like to see to Paragons, is having their "auto-reveal" range be reduced from the current 12+ tiles to like 5 or 6 so that Tamers could still be within casting Range and, yet, be able to hide, if necessary, to break aggro from other spawn in the vicinity.

Another change that I would like to see, is to see a "downtimer" implemented to the Paragons' ability to reveal a character. If a character has already been revealed, the Paragon will NOT be able to reveal it again for, say, 5 minutes or so thus, making it possible for the revealed character to at least go back into hiding for a short time to re-organize.

As in regards to the "re-targeting" onto the tamer, this should not exist. The Paragon has a pet fighting it, and the fight with the pet should, therefore, be the Paragon's #1 Priority, not the Tamer.

This is PvM, not PvP where the PvPer kills the Tamer first, the pet after. This is PvM and the Paragon should be scripted to stick onto fighting the Pet, and not retarget to the Tamer.

And, of course, I would like to see worn LUCK to be actually be made meaningful and, the more Luck worn, the more meaningful it should be towards increasing the drops rate.

@Kyronix , please, really have a look at the worn LUCk code and see why it is not working. If one compromises the Resists and the Properties on one's own Suit, thus making fighting obviously more difficult with lower Resists and Lower properties in order to take advantage of higher worn LUCK, AT THE VERY LEAST they would want to see this sacrifice be compensated by a significantly higher drop rate because of the higher LUCK worn.

Well, as it was said, not just by me, but by various players, LUCK worn, even in the 2,000-2,500 range, does nothing to significantly increase the Artifacts' drop rate. At least, no visible advantage.

And this shouldn't be, worn LUCK should definitely increase the drop rate, especially, in the 2,000-2,500 range... therefore, if players are not seeing a sigificant increase in their drops' rate, the only one thing that I can possibly think about, is that the related Code might be broken somewhere.

Could you please, kindly, have a look at it and fix it ?

Thank you SO much.
#84
@popps ; if you will try samp there you will find that you cannot leech life from paragons. 
This event is yough. What do you want ? Equal opportunity event? There were 2 . With clickies . Even thou people were crying that free deco was stolen from them. 

Tamers are good. As I play a tamer there. You are not. Getting time-limited artifacts should cost some grey robes. And since you get fraction of a point for a grey robe, theoretically you can  make yourself  luck jewels set or even a vollem. 


Tamers, instead, to the nerfs affecting their Template do not have a way to compensate. A Tamer who wants to ride one's own pet and needs to use a 5 slot, cannot go Gargoyle and thus cannot outspeed a Paragon, A Tamer can do nothing to the Godly auto-revealing of Paragons which affects taming so much, they have no way to offset the re-targeting of Paragons.

You want to be able to ride your  pet to and out of the battle- so you walk on your feet. 
Paragons are revealing everybody. Tamers, ninjias, throwers, whatever. So dont rely on it like samps cannot rely on leech. 
Apart from taming skill (108 Lore and 110 taming) you have 502 skill points to allocate. And you are telling that dexxers can do this and you cannot? 
You just dont play other templates. And cannot understand that this event is made hard for everybody. Opposed group mobs, mobs with no slayer, paragons. This is what makes this events interesting. You just want to make it like some reward in the kindergarten , just for participation. 

When you help the pet attacking the Paragon, you increase enormousily the chance of the Paragon retargeting you, I found out. I do not think it a good idea to directly attack a Paragon to help a pet, the Paragon, does retarget more likely on the Tamer, and the mess starts anew..
I know. But i am playing. What can I loose? Insurance costs?  And I like to finally solo mob who killed me 20 times in a row. Try different tactics. It is interesting. 

You mean that I should make a Warrior or perhaps a Sampire because the Developers decided to Design these Events only or mostly for Warriors ?
This is event where you get score for kills. Warrior will kill mobs better than tailor- blacksmith. And you getting less drops then some others because you are not well-prepared for such events. You even cannot make a luck suit. You just grabbed all luck pieces you can obtain without thinking about resists. Without thinking about your mana-stamina. And after maxxing luck you telling your resists are low? What were your piorities? It is hard to get a drop being dead. 

Gift of Renewal, as any Spellweaver knows, has a pretty long downtimer so, it is only usefull for a veru short time, and not even, with Paragons which hit hard, I have to couple Gift of Renewal with Heals because on its own is not enough.
You also never had spellweaving as you never played a warrior? OK, understood.  YOu dont know how to get Humility either. And you call yourself a tamer? 
#85
Tips for an event always get derailed and ended up talking about sampires 😂

They didn't know Sampire is Samurai and Vampire.The Vampire part is basically the one Spell Vampiric Embrace from Necromancy which has 20% life drain.

When you cannot leech life as a Vampire, its no longer working as a Sampire. Mana and stamina leech is necessary for all warrior templates, and are not just for "Samurai Life Draining Vampire".

So all those warriors fighting the Paragons are not effectively working as a Sampire, but healing by other means. If they can still leech life from the Paragons, its a Bug.

Paragons for Events Do Not Allow Vampiric Embrace to Leech Life.
#86
That's why I prefer healing instead of necro. 

Maybe if someone would use their pet it would get skills. 110 scrolls with a 120 chiv scroll would cost you 8 drops. They sell for 3 to 4 million on LS.

I got drops with my Archer tamer and only needed the pet for paragons. Which I could have just avoided if I wanted. A lot of player are using archers on LS and we always have tamers. 

Last night I saw a guy on a giant beetle. Dressed in cloth. It kinda looked like he was just looting corpses.  Maybe selling the resources and getting the gold.
#87
If being a sampire had any pvp value it would have been nerfed back into the stone age like ninja to me it's an abomination make it so life leech needs SS to work in vampire form and all bushido spells should be heavily garlic based...
#88
Pawain said:

Last night I saw a guy on a giant beetle. Dressed in cloth. It kinda looked like he was just looting corpses.  Maybe selling the resources and getting the gold.

That is a smart, I have been checking the corpses as well and found some useful items. One of them was a 10 SSI and 25 DI ring but is prized. Maybe that is why I am slower in getting drops.
#89
Speaking on atlantic - the spawn rate and the drop rate is fine.   I spent the whole weekend in tram and fel and got the earrings.  It was hard work and very rewarding.  This is an event and there should be some merit to the grind.  Otherwise whats the point ?
#90
Seth said:
Tips for an event always get derailed and ended up talking about sampires 😂
I think it's because a certain someone posts the same novel-like posts every time there is a dynamic event; given this is the third iteration of "treasures of" it is a little sad. 

To keep things on topic - I find that when possible using a demon cameo (assuming you have one) paired with a demon 100% cold slayer is highly effective for a majority of the spawn. Just be sure to swap them out if you face a lava element paragon as they will tear you up since they are the anti slayer.
#91
keven2002 said:
I find that when possible using a demon cameo (assuming you have one) paired with a demon 100% cold slayer is highly effective for a majority of the spawn. Just be sure to swap them out if you face a lava element paragon as they will tear you up since they are the anti slayer.
Yup, mostly cold demon weapon helps alot. The tricky part is when there are paragon balron and lich lord appearing at the same time... then I panicked, should I use the cold or fire weapon first... 😂 Its a smart design.

#92
keven2002 said:

To keep things on topic - I find that when possible using a demon cameo (assuming you have one) paired with a demon 100% cold slayer is highly effective for a majority of the spawn. Just be sure to swap them out if you face a lava element paragon as they will tear you up since they are the anti slayer.
Are you using a Vamp embrace or Healing?
#93
I use Vamp Embrace paired with Life Leech on my axe. I also have confidence/close wounds. It's a bit overkill but I kind of lean towards survivability on my builds. If I do find myself on a paragon, I honor it and make sure my DPS is maxed (double slayer or EOO etc) and try to make short work of it. I try to supplement heals with dragging the paragon near some other non-paragon spawn to build back my HP (whirlwind). 

Exception is paragon Balron... I need help on those because I can't heal through the 55hp (ish) melee hits on top of casting they throw at me.
#94
I just eat a petal and kill lava eles with my cold demon slayer weapon.  Have not noticed extra damage.  The constant poison is annoying.
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