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Post by kingofaquilonia on Aug 6, 2015 14:57:53 GMT -5
Let's talk about this dungeon.... I believe something needs to change just in general for the dungeons on this server. It all breaks down to form a line so that we can toss multiple incendiary grenades... the one or two tanks chug red potions one after the other and we flail at them while the fire burns them. Something is wrong with the way dungeons have to be done when the tank has to drink somewhere between 50 and 120 red potions to make it through a dungeon run. I don't have any ideas right now for what to change to make this not the case... but something needs to happen
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Post by judicator on Aug 6, 2015 14:59:38 GMT -5
What kind of tank are we talking? I haven't seen true sword-and-board tanks have to guzzle potions to that degree.
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Post by modular on Aug 6, 2015 14:59:46 GMT -5
For cultists - less fire weapons. Fire isn't resistable except in a small percentage - and when it's constantly hit, stacked, and refreshing, it doesn't hold up. Having one, maybe two, is interesting. It makes a threat. Having them all have it, makes it require potion tanking every encounter. That's no fun.
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Post by kingofaquilonia on Aug 6, 2015 15:25:15 GMT -5
Bruce has the highest DR on the server and heavy armor skill ...and block I'm fairly sure and he had to drink 98 red potions our last cultist run and he still went down in a few fights
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Post by judicator on Aug 6, 2015 15:29:54 GMT -5
Yeesh.
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Post by Fuzz on Aug 6, 2015 15:44:15 GMT -5
Just to clarify, you guys are using insulating mods, right? Because even a handful on your gear will make a huge difference.
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Post by nippon on Aug 6, 2015 16:06:14 GMT -5
Yes I use fireproofing pads on my plate. Bruce has a very high block skill (38) and the best gear available. All my skills are oriented towards tanking. But it was an eight person party with some of the highest level players around. Even so, I found myself having to chug potions as fast as I could toggle them and I'd still get romped now and then. I feel like my dr hardly absorbs the attacks I don't block. Granted it shouldn't be easy, but going through 100 potions in a single run hurts.
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Post by Kitsunenotsume on Aug 6, 2015 16:13:49 GMT -5
Just to clarify, you guys are using insulating mods, right? Because even a handful on your gear will make a huge difference. Also, as far as I can tell, fireproofing can only be applied to torso armor, which while a 20% reduction, is only a 20% reduction. [edit]If you are implying that it should be possible to add to more armor pieces then it would be more beneficial, but currently it isn't as such.
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Post by kingofaquilonia on Aug 6, 2015 16:14:34 GMT -5
The fireproofing hardly does a thing to be honest. I think that mod needs a bit of a buff.
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Post by nippon on Aug 6, 2015 16:56:22 GMT -5
Honestly it wasn't that bad. Made two grand and a lot of people threw charity potions at me. It's not always that difficult and we chose to take the most challenging route for the dungeon. The only thing that makes the dungeon redonkadonk is the stacking fire damage.
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Post by Kitsunenotsume on Aug 6, 2015 17:01:58 GMT -5
Looking over the description of Fire-proofing, it says 20% less damage from direct attacks. Given thought, being on fire isn't a direct attack, though being hit is.
So, I guess the question for the effectiveness of fire-proofing in cultists is: does fire-proofing grant reduction against the on-going effects of being on fire, or only the initial fire attacks?
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Post by kingofaquilonia on Aug 6, 2015 17:19:29 GMT -5
My problem with the whole thing is that drinking that many potions is kinda silly , especially from an IC perspective.
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Post by Psionic-Entity on Aug 6, 2015 18:15:12 GMT -5
Looking over the description of Fire-proofing, it says 20% less damage from direct attacks. Given thought, being on fire isn't a direct attack, though being hit is. So, I guess the question for the effectiveness of fire-proofing in cultists is: does fire-proofing grant reduction against the on-going effects of being on fire, or only the initial fire attacks? All fire damage is either direct or area, so it does resist the full 20%. That said I'll probably change this to be better against the sustained part of direct damage and about the same against the initial part.
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Post by drunkensolamnic on Aug 6, 2015 18:16:00 GMT -5
The lingering fire damage is a major source of the problem. If the fireproof was changed to a flat 5 fire resistance or even a flat 3, that would make all the difference in the world.
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