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hate healer mobs!Follow

#1 Jan 08 2006 at 2:37 PM Rating: Decent
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I got that all access deal so I decided to finnally look at the first adventure pack since I never did it. Well anyways after spending about a hour clearing trash mobs I start working on the tombstones. First few was easy enough used my ward a couple of times, about half my power and the mobs go down.

Then I get ahold of the pure healers (ones casting smite). Not only do they hit just as hard as a figher mob, but they actually heal themselves faster then I can hit them. I just think its BS that a healer mob has so much power. I ended up having to quit and lost my entire progress that took me nearly 2 hours because I ran out of power, heals, lay of hands, etc due to a blasted healer mob. I swear they infinite heals just about and like I said hitting like a blasted fighter.

Anyways Im just ticked and wanted to scream. It is no wonder so few people use these adventure packs though. Every one of them has underconned mobs for there level. Splitpaw saga is prob even worse with your SOLO groups of 5 gnolls complete with a healer to heal, scouts to stun you constantly, and casters to nuke you to death.
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#2 Jan 08 2006 at 2:56 PM Rating: Good
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Indeed, and what many people ended up doing is letting the mob use up all it's power and then go in for the kill.

Hard part is surviving all those nukes.

SOE mades changes a while ago to ensure mobs are smarter when they fight. They will now conserve more power to use in the middle and end of fights. But that only makes sense to have a smart opponent.

They were made so smart, that they would target the healer of a player-group first. This of course prompted an outrage on the SOE boards from all Priests, "Why should I get targeted first? I didn't do anything!"

If I remember, SOE backed down and removed the target-healer-first rule.

Maybe the Gnolls should also complain..."The players are targeting the casters first! Why? It's just not fair!"

I forget how many times I died going through Splitpaw. It was also frustrating to finally make it to the lower tunnels, only to not have enough time to finish 3 quests to get that blasted terreporter shard. Do-overs in the Upper Tunnels was a common occurance. :(

But that entire adventure pack was fun, even though I didn't finish it all.
#3 Jan 08 2006 at 3:50 PM Rating: Good
I've only died one time in Splitpaw. Near the beginning of the solo Hargrave instance, (after you use the first board to cross the chasm and then light the first 2 torches), I entered the first cave, started a fight and then caught a wandering pair of adds, so I was trying to fend off four even-con gnolls, all at the same time. Needless to say, I gave it a heroic attempt but in the end, I folded up like an oragami swan!

I think the upper tunnels are cake! After you've been through it once or twice you know where all the mobs are and how to deal with them. A solo run through takes about an hour and is worth around 15% of a level. I use the upper tunnel run as an ATM since chests drop like rain and you can almost always get a half dozen adept ones and a half dozen advanced recipe books as drops in each trip.

I own the first adventure pack but I never got into it so I can't say how well, (or poorly), I would have done in there...
#4 Jan 09 2006 at 9:37 AM Rating: Decent
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To the OP:

I am assuming you play a Paladin. One word: interrupts. Get into a defensive stance before the fight. Save all power for the time being. Just hit auto attack and wait till the healer is about to cast a spell. If you interrupt him, he can't hurt you. Near the end of the fight, switch to an offensive stance and unleash hell being careful to keep at least one interrupt at the ready. If you have timed all of your interrupts correctly the healer should go down, but you will be quite taxed.

Next up is dealing with two healers at once as a solo fighter class. My suggestions: get the **** out!!! Don't even attempt this if they have any up arrows, no matter what level. You only stand a chance if they have down arrows.
#5 Jan 09 2006 at 1:29 PM Rating: Decent
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I usually do try and stun them when they cast, however these mobs was 4 levels higher then me and had no down arrow (so basically a tough solo mob to start with). I had killed about 7 of them, but they was all warriors, mages, scouts. I had little problem on them other then the annoying stuns from the scout. I hate to drop my defensive stance cause I got the master 1 version of it and I get 14.4 defense for the 6 melee I lose plus a huge bonus to magic and divine resists as well as physical resists.

Something I found out which really relieves me is the instanced zone was not based on my level (I thought it was). So I am sure if I went back in there say in 3 levels Id probably be just fine. Still annoying though to spend so much time in there and then have to run and zone because of a overpowered healer mob. I guess I do have the exp and minor loot to show for it (never did get any of the named to drop loot though).
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#6 Jan 11 2006 at 6:44 PM Rating: Good
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That change surprised me too. It made fights with a healer mob involved take 3 times longer than without. If healer mob vs. player matchup was reversed with the same ratios of healing and nuke power, I'd be taking on yellow ^^^ heroics and lasting for more than one or two hits.
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