Post by jox on Jun 14, 2018 10:00:52 GMT -5
So my group started elemental planes to Quarm completion after the 6/3/2018 changes and here are some thoughts.
Our group was Warrior, Cleric, Shaman, Monk, Rogue, Mage/Chanter (sometimes, but rarely both due to play times). Everything was groupable so good job on that, we never felt like anything was undoable without our 7th. Pre-elementals everything was kind of a bit too easy, Rallos should have been more of a gatekeeper like live but it was just a tank and spank where the cleric stayed above 90% mana. The gatekeeper role transferred to Mith Marr, his tank damage is high but manageable for a full vt geared group but the problem was the zone is very unstable, if anyone died or we tried to log in a missing friend to hail after he died the zone would crash (this happened 3 times).
Moving on to elementals. Fennin is a complete pushover and is easier than all of the minis in Fire. After figuring out the script Coirnav felt good, we tried to do it with 4 the first time and couldn't manage it with just 1 dps. Did it with 6 and it was maybe a little too easy but overall a good spot. Xegony with the script changes is perhaps a bit easy. Our first kill was with the full 7 and it was a walk in the park, but we went back and also did it with 4 and you could really cheese her out with how little damage the add phases do. Simply making more of the white cons here unslowable instead of just the last 2? waves would make it more interesting. Finally, Rathe Council itself was very easy while the Avatar of Earth was very annoying with a permanent -95% threat debuff on the tank.
Moving on to time. Bosses felt good, only suggestiion here would be to make the lockout 2d 18h instead of 3d, so you aren't perpetually pushing back your start time.
Outside of boss tuning, raising crafting skills to make elemental armor was not fun. There are easy sources for silks to raise tailoring but trying to farm ores for smithing was 15-20 hours of work.
Our group was Warrior, Cleric, Shaman, Monk, Rogue, Mage/Chanter (sometimes, but rarely both due to play times). Everything was groupable so good job on that, we never felt like anything was undoable without our 7th. Pre-elementals everything was kind of a bit too easy, Rallos should have been more of a gatekeeper like live but it was just a tank and spank where the cleric stayed above 90% mana. The gatekeeper role transferred to Mith Marr, his tank damage is high but manageable for a full vt geared group but the problem was the zone is very unstable, if anyone died or we tried to log in a missing friend to hail after he died the zone would crash (this happened 3 times).
Moving on to elementals. Fennin is a complete pushover and is easier than all of the minis in Fire. After figuring out the script Coirnav felt good, we tried to do it with 4 the first time and couldn't manage it with just 1 dps. Did it with 6 and it was maybe a little too easy but overall a good spot. Xegony with the script changes is perhaps a bit easy. Our first kill was with the full 7 and it was a walk in the park, but we went back and also did it with 4 and you could really cheese her out with how little damage the add phases do. Simply making more of the white cons here unslowable instead of just the last 2? waves would make it more interesting. Finally, Rathe Council itself was very easy while the Avatar of Earth was very annoying with a permanent -95% threat debuff on the tank.
Moving on to time. Bosses felt good, only suggestiion here would be to make the lockout 2d 18h instead of 3d, so you aren't perpetually pushing back your start time.
Outside of boss tuning, raising crafting skills to make elemental armor was not fun. There are easy sources for silks to raise tailoring but trying to farm ores for smithing was 15-20 hours of work.