View Full Version : invulnerability
morgaine
November 4th, 2006, 10:42 PM
Is this what it is called? When I hit a spell mob he gets hp back instead of taking dmg? I suggest getting rid of this. It is discouraging, and nothing more. I'm trying to exp and i decide to attack a large shaman mob... good for me right? But she cast's invulnerability, my steadfastness suddenly isnt enough... If I had 20 cold ones.... they arn't enough ...am I ill prepared?, Everytime i hit her, she gets hp instead of dmg and I have to wait in safe until her spell drops instead of enjoying myself and the game. Seriously, the last 3 times I have attacked the acient centaur, and this time now on the nanny, it has held up my enjoyment... just a suggestion...remove the spell...
-Morgaine
Anonymous Mammal
November 4th, 2006, 11:39 PM
I don't think it necessarily needs to be removed, but perhaps a way to counter it.
Anonymous Mammal
November 5th, 2006, 03:52 AM
Yes, arch mobs are neat and very powerful. They were an interesting, if not good, idea at the time, however I think a bad decision was made sometime after their creation and more mobs were made into arch mobs than should have been.
there are not enough people to support the idea of incredible mobs... / ...and crit code discourage the remaining players from exploring and enjoying tfc.
Not enough people?
Code discouraging players?
I'm shocked! What ever do you mean?
Belsambar
November 5th, 2006, 04:26 AM
At this point, I'm speaking out.
1: There's always whiners who are scared of places. Some of them just don't know what they can do. Some just really, don't care and are taking the easy excuse out. Oh well.
2: It's actually inversion. Fairly simple way past it, you stop swinging on it, chill in a safe room for a min after she's full hp, and let a couple ticks pass. It fades off after they reach full hp for a bit I've noticed. Yeah, you have to sit in safe for a couple mins. It happens.
I don't want them removed. I think they do what they're there for fine. There's only a select few that are obscenely huge and/or arch, either way. Invulnerability is far less taxing on resources in my opinion to deal with, than, say, the fact that if you do fight a large arch mob, it's the critical code that causes the problems with being able to actually fight the mob.....since they are level...well...something much bigger than any player...and thus, have a naturally higher hit/crit rate....
...but I wouldn't say remove crit code either.
Just some things I needed to say :)
Hiro
November 5th, 2006, 05:39 AM
Personally, I have to side with Belsambar on this one. Inversion and reflection and the like are part of the deal - if you want to go after archmobs thats the price you pay.
Its not like you have to fight arch mobs to exp - its a huge mud, and there are large numbers of non-arch mobs to kill.
Hiro
morgaine
November 5th, 2006, 06:34 AM
alright i guess im just in a bad mood and being irrational, I had a bad evening (not to arch mobs) But I still don't like inverision... Why should I have to stop swinging and chill in safe... Why should I have to have someone else to kill a mob thats smaller than me because it decides to cast inversion? .... I still don't agree with this spell, It is my biggest issue with the arch mobs, along with crit code and getting hit for massacres through sanct... I don't like this as well... Points taken nontheless. And by the way, I appreciate all the work the coders do to make this place enjoyable, like I said I am slightly irrational right now because of things I'm just not going to talk about, not because of here.
"There's always whiners who are scared of places. Some of them just don't know what they can do. Some just really, don't care and are taking the easy excuse out. Oh well."
I appreciate everyone who has gotten burnt and etched up with me lately. You are not these people.....
Pol
November 5th, 2006, 08:35 AM
The flip side to this....spell crystals. :)
Pol O'Song
Avarice
November 5th, 2006, 01:28 PM
Not that i want to really help any of you, but there are ways around waiting out inversion. The spell is actually cast on you.....think this through and you'll figure out how to avoid waiting in safe until the spell drops. Like most magemob spells, inversion is easy to counter. Also, by killing magemobs you can get spell crystals with inversion on them....tactically speaking this can be extremely effective if used in the right situation. Thats the beauty of tfc, its very situational. Think. Strategize. Use what you know.
Tynian
November 7th, 2006, 07:23 AM
My position on amending archmob abilities has not changed since the last time archmob changes were proposed.
You are not required to fight archmobs. Whether you choose to or not is up to you. The entire idea behind archmobs is that they are a cut above (or two or 3 cuts) your average mob. They are supposed to be tough. And yes, sometimes you need to approach them differently than you would other mobs.
I sometimes hear complaints that TFC is too easy, yet I also get requests to nerf things that are actually there to provide a greater challenge to those that want it. I don't see the advantage for doing so.
Pol
November 8th, 2006, 01:59 PM
Archmobs are one of the coolest things on TFC, IMHO, and I wouldn't suggest nerfing them at all. Given the rewards (cash, xp bonuses, spheres and crystals), making them weaker would mean taking some of those awards away which would suck.
To follow up on Avarice's post, yes, there are ways to avoid some of the sneaky archmob tricks (think "Things that keep spells from affecting me"). Also, there are different types of archmob, so pick ones that suit your class the best (Shaman archmobs for Clerics, Mage archmobs for Shaman, etc.).
My only critique would be...give us more Cleric archmobs for us Mages to beat on. :)
Pol O'Song
Tynian
November 8th, 2006, 02:22 PM
The shaman and cleric archmobs just don't seem to do as well as the "classic" mages. Perhaps your experience has been different.
Anyone find cleric or shaman archmobs more difficult than mages?
Pol
November 9th, 2006, 07:17 AM
Do as well in terms of being targets or in terms of squishing pc's? ;)
I do find Shaman mobs harder than Mage mobs. Whether that's because I'm a mage, I'm a light-weight mage (no warrior class), or because they're way over my level compared to the mage archmobs I tackle, I can't say with certainty.
I can say that mage archmobs are tactically easier for a mage to deal with, as well as more accessible. I don't know if this applies to shaman and clerics, so perhaps some of them can chime in.
The only cleric archmobs I've found are either too small to give much, if any, bonus, or too large and nigh impossible for me to kill. I'd like to see more (read: varied in level) cleric and shaman archmobs about the realm. Perhaps even some wandering ones.
One other thought on Archmobs...some new goodies would be cool! Like, maybe a Platinum Potion that has unique or unusual spells on it (either arch-spells like hushed cast or echo or other regular spells that don't pop on random potions like improved invis, exclude, absorb, cloak, etc. or even an occasional cold one). Like all things archmob, the frequency of these items popping would be random and dependant on relative level, and, of course, have a (very?) limited shelf life.
Anyway, keep up the good stuff! Archmobbing is one of my favorite things to do these days, and I think they pose just the right amount of challenge for the rewards.
Pol O'Song.
Hiro
November 9th, 2006, 11:35 AM
It has been my experience that cleric and shaman archmobs tend to beat up on me more than magely types. Your mileage, however, may vary.
Hiro
Belsambar
November 24th, 2006, 03:15 AM
It has been my experience that I, personally, have an easier time killing cleric/shaman types, for whatever reasons. I don't know why, I just know I could kill Vedis solo 5 levels ago (and still can) vs Shadres, similar size, who beats me up 2 out of every 5 times (Vedis is more like 1 out of every 5)
orpik
December 9th, 2006, 08:25 PM
I find mages are the toughest but mostly because i think most of the large mobs I fight are mages. I'm not sure i ever fight comparably sized shaman and cleric mobs. I wouldnt mind seeing cleric mobs do a little more confusing and muting etc. However, i think steadfastness amulets should work against the fear of these mobs as said amulets arent much use in the game and this would actually make them worth something. Just a thought.
I really enjoy arch mobs however
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