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#6301
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But LDoN is basically 5 themes of dungeons: Butcherblock - Mistmoore themed with vampires Everfrost - Permafrost themed with golems, ice goblins, dervish and holgresh South Ro - LGuk themed with ghost frogloks North Ro - Sand Elves and shit Commonlands - Commonland Orc Dungeon themes with Rujarkian Orcs Each adventure has four types. Slaughter (kill X mobs in 90min), Collect (loot X trash quest items in 90min), Assassinate (spawn a boss by killing X% of the zone then kill said boss in 90min), and Escort (Locate friendly NPC and then escort him to safety in 90 min). Almost everyone does Slaughter or Collect. Each "theme" has 5 different dungeons, basically similar looks but different geographic layouts. There's also a few raids but almost no one did them in era. I've only done a small handful myself for the Specialization Mod Augments and the Pet proc Augment.
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#6302
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#6303
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ahh gotcha, what the hell are sand elves lol
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Eratani / Cleratani / Eratou / Stabatani / Flopatani / Eratii
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#6304
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http://zam.zamimg.com/images/i/d/id15284.png
That. So LDoN raids have some good augments. The group ones are really weak though.
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#6305
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#6306
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http://everquest.allakhazam.com/db/item.html?item=25400 http://everquest.allakhazam.com/db/item.html?item=23782 The EF one was for scrubs cause Type 4. South Ro was for the ballers rocking PoTime weaponry cause Type 8. There also was a Pet Focus Augment from one of the camps I think Commonlands or North Ro? http://everquest.allakhazam.com/db/item.html?item=23480 Yea North Ro. Plus there were 30/35 AC Augments from raids. 15% Specialization Mod Augments (end up being around 2.5% mana preservation on your main Specialization due to the Augment). The Pet Proc Augment. Plus some Augments with Mod2s like Strikerthrough, Shielding, Spell Shielding, Stun Reists etc. Which are now very powerful due to the Heroic Stat revamp, even more so than they used to be. Plus there's 1 class specific item per class from the raids. Druids get FoE Clicky boots. Bards get a HoS clicky bracer. I forget most of the other class items though.
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#6307
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It is basically 6 months of PoP, as really LDoN is just about marginal upgrades through augments for your PoP gear. | |||
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#6308
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Nerdy side note: All lore after Velious sucked though.
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#6309
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is Ella on Phinny?
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Eratani / Cleratani / Eratou / Stabatani / Flopatani / Eratii
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#6310
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Ikkinz, Uqua, Inktuta, Txevu and Tacvi... I can't really think of a single event among them that I didn't like. The Yxtta puzzle to open Primal area was neat but the time delay in solving it made the whole raid sit around for half an hour, a la PoSky Island 4. But the raid mechanics after they were rebalanced are mostly pretty awesome. I loved the Ikkinz killshot events requiring specific classes or archetypes get killshots on the mobs. Nothing like getting that Berserker killshot message and not even having a level 65 Berserker on the server yet. Anguish... I liked some aspects. The mini Aug droppers were a great touch. Give a purpose to doing the zone with just 1-2 groups. But Anguish was way too easy even when current content outside of Jelvan and OMM. Keldovan was and always has been broken. You aren't required to fight in all 4 pits, you just have to kill one pit 5 times. That was poor design. Basically a movable XtC with adds that decrease his resistance. Ture was just a big AFK check. Can you back away during AE Ramp emote and can you cure mana drain? I could've sworn Wantons was blockable by standing in one of the Gelidran/Pyrilen prison cubbies but last time I did it on Quarm the AE went through walls. Warden Hanvar was just an /AFK fight. Stupid HP locks waiting on adds to respawn. Arch Magus was interesting with the DT DoT, I think that was the first time they ever implemented it? But if you had some people with Pure Blood or Blood of Nadox on your raid, it was a non-issue. ------ Jelvan was an incredible encounter. I love when you're forced to split your raid up and communicate between them. It's a real test as everyone's contribution matters in those smaller groups. Plus due to the AEs present you actually had to think logically about which classes are best suited at each mob. IE don't place pure casters at the mana drain one. IE place beastlords there to counteract with Paragon OMM was mostly about figuring out the mask mechanic. Once that was down you really only needed 2 competent enchanters, a few well geared tanks and some clerics/Druids to keep them up. Was always a very close Heal fight cause he absolutely plowed, especially if you screwed up one emote and didn't have a ranger or monk to beneficial dispel his god Buff he self cast after a failed emote.
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