HTs hurt. But HS rooms are like 5-6 mobs at the most, and they aren't always HTers. Double invis means free movement in much of the dungeon. Trash mob levels top out at 54 in east, 52 in south, 50 in west, like 46 in north, with no special bonuses to magic resist and max hits in the 140-160 range. Pathing is pretty consistent. CRs are possible without going into wings, though keying can be an issue without rogue or tricks.
Compared to SG... stuff sees invis, trash can be level 55+ while hitting for 300, being extra resisty, bugging pathing on z-axis, having tigher clusters of mobs. Chanter and cleric mobs cast symbols and wondrous rapidity. There are innate double backstabbers who can hit for over 800x2 while quadding for almost 300! And then there's icy servants.
I can prance around in HS south solo with hardly a care, in east or seb without much trouble at all. The only way I can solo (that I've found so far) in SG is by exploiting the stupid water-only mobs aggro mechanics and still having a cleric around to res me from pathing deaths, random times when being out of water didn't protect me from getting summoned, or just plain old deaths cause of shit being so much tougher.
I'd say hole is generally harder than HS or seb, DN is harder still, and SG takes the cake. Though maybe my familiarity with seb and hs makes me underestimate them compared to dungeons I don't know so well.
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