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#2
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#3
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#4
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#5
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Sometimes with a mess this gnarly the only sanitary thing to do is wipe it clean.
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#6
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#7
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#9
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I like the current plan that's in place for raiding. When TMO's suspension is over it's a foregone conclusion that they will have 50% of the raid mobs and FE/IB will have the other 50%. I would suggest just to modify the current rule set.
1) Reduce the wait time from the previous kill to 1 hour. 2) Add a second timer of 30 minutes if you've killed the mob the 2nd to last spawn. 3) Server wide message of respawns for epic related mobs only. If a guild wants to VP then they wouldn't be casual anymore. So then they could have a good ole fashion sock off. This way the lower tiered guilds can still get a shot at epic mobs without having to sock it. For example: VS spawns and TMO kills him within 5 minutes. The next spawn they have to wait an hour before engage. Spawn 2 FE/IB downs it within 5 minutes as well. Now TMO has to wait 30 minutes to engage and IB/FE has to wait 1 hour. Spawn 3 <casual guild name here> races to KC and engages within 20 minutes. Kills VS and casual's get their epic pieces. Basically the casual guild(s) will get 1 free attempt to down the mob. This would keep the excitement there and you would still have to earn the mob. The server wide message means no socking, and the 30 mins to engage means they still have to pay attention and get their stuff together for a good 1st (and only prolly) attempt. Ultimately this would give the top 2 guilds 66% of the epic mobs guaranteed with the remainder going to the rest of the guilds on the server. The top 2 should have more mobs because they're hardcore like that. More epics for everyone!
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#10
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1) What's the downside of saturating the server with Kunark raid loot? Velious beta is soon, and when velious is fully out this stuff becomes relatively unimportant.
2) reducing spawn times + a long term play nice policy = more fun for all, including those at the top. What if we allow raid targets to stay up for 1-2 hours after spawn (details to be determined). At this point, all guilds currently present in zone get a single shot at the target in reverse order of having previously killed said mob. /ran 100 if two guilds haven't killed it before. When your turn comes around, you've got 10 minutes to organize and engage. So you'd have to get there with a sufficient raid force (still requires a bit of tracking/batphoning, but not nearly as intense). Attempts would be fairly evenly split amongst the top guilds, but theoretically any guild could make an attempt. With increased spawn rates, everyone would benefit (well, TMO wouldn't give up as much as they stand to with other plans).
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Winga - 59 Barbarian Shaman <BDA>
Hairyporter - 29 Halfling Druid | ||
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