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#11
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1. Double invis 2. Monks, necros, shadowknights 3. Dying above tunnels 4. Rogues 5. Tricks (stalking probes, corpsed keys) 6. Friends; alts in convenient locations 7. Fighting back in But enough about CRs. CRs are supposed to be a small part of what a remotely-competent group does. Even if I conceded, arguendo, that CRs in HS are harder... what of the majority of the time when you aren't CRing, but actually fighting? At 60 in HS you're doing south or east. Fighting level 49-55 mobs that hit for 136-160. There's a necro here or there casting spells. Maybe half the mobs you pull can harmtouch for around 500. Resists are normal. Pulls are regularly 2-3 mobs at a time, biggest maybe 5-6 without legit training yourself. Pathing isn't bad. At 60 in SG, you get to exploit water clearing aggro (if fighting mobs from the water, anyway), though it isn't always a get-out-of-jail-free card. The typical mobs you're fighting do stuff like: buff themselves with cleric HP buffs, cast 70% haste on all mobs within range, double backstab for 800, hit for 230-280ish, resist slow after tash 3-4 times in a row (or more)... even if they are the same level as stuff in HS. The tougher mobs are like killing a higher-level vox/nagafen. Pathing sucks. Swimming can be a pain. Pulls might be single regularly, but they can be 3+ too (have fun keeping stuff rooted or even sticking mezzes). Quote:
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Last edited by Tecmos Deception; 07-03-2017 at 04:26 PM..
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