You won't be able to do the azguard quest or the hospital quite
yet. You'll want to get several more levels before going after
them. I'd recommend level 30 or so for azguard (that's when I
first managed to solo all of it), and you'll probably need a tank
for the hospital, as the boss mob hits rather hard and does
something along the lines of harm. The captain is also probably
going to take you a lot of work, but might be doable if your
willing to get killed. I do't know what kind of regen he has, but
if you can keep him dropping you'll probably be able to manage it
in a few runs.
The dark forest isn't new; it's just been moved over from the
mainland. In fact, there is still part of it near ralnoth.
----- Original Message -----
From: "dark" <[email protected]
To: "Gamers Discussion list" <[email protected]
Date sent: Mon, 4 Jun 2012 16:23:54 +0100
Subject: Re: [Audyssey] Alter Aeon: Discuss
I've done the ship, and largely the rest of asgard, i was just
there trying
to get the actual quest, indeed that's what i was trying in the
hospital.
beating up doctors and nurses really doesn't go thematically for
me, ----
i'm not an rp player, but a line has to be drawn somewhere.
I've also got pretty tired of the ship and the sea serpents as
well, and
have killed everything there accept the captain.
I'll try some of the other areas you mention though, sinse I
think some are
possibly new like the dark forest and the spider caves, ---- I've
been to
the rogue encampment and to the wivern forest, but not to the
dark one.
Beware the Grue!
Dark.
----- Original Message -----
From: "john" <[email protected]
To: "Gamers Discussion list" <[email protected]
Sent: Monday, June 04, 2012 1:46 PM
Subject: Re: [Audyssey] Alter Aeon: Discuss
As far as flee goes you probably got unlucky. I know there are
rooms with
a noflee flag, but I believe Steven moves around so that
wouldn't really
work for him. He probably just has a much higher intrinsic flee
dieroll
than you do. On the subject of
consider, the first number is in no way a guarantee that you
will win. You
want the info after that; it's the actually useful stuff. That
number is
very highly coordinated with hp (a necro without bone armor that
casts and
reconsiders the mob will change the number almost always due to
the large
hp change).
Yes, the level recommendations may be strange, but remember that
they're
trying to do the same thing for a necromancer, who can easily
blow through
that stuff, particularly with a clev set. Azguard is hard for my
level 30
warrior to fight for long. I can say that nanna has to be the
hardest
wandering mob due to her icebolts, nobody else casts save for
loky, and
he's not always aggressive.
I probably should have said this in my last message, but when
your
exploring new areas you should always be ready to die. IF this
means
training practices (I suggest the mushz config option) as soon
as possible
then do so.
Some general archais advice (from memory we'll see how this
goes):
At level 25 the nergling mound is probably starting to dent. If
you can,
you want to try the swamps. I'd avoid blackwater hallows, and
darsakious
is probably a little strong for you right now. The hospital on
the first
floor should be good exp, as long as you don't go fighting three
mobs at
once (the doctors assist and the nurses tank) you should be
safe. I'd pass
on the receptionist and patients myself, but that's up to you.
They'll
probably take multiple runs, particularly the burn guy. Avoid
the
symbol on the east side if you find it, I doubt you'd be able to
take on
the quest at your level.
Azeryth keep would probably cap easily, but might be very
dangerous. If
you can get by the first two rooms without dying your good for
most of it
(avoid the crypt though). The den of thieves and village itself
should be
dented by now, try the ship if your bored. Another great place
is the sea
serpents, those will almost certainly cap for you. There aren't
a lot of
them, but they don't seem to be that hard. Lokos (in the well)
should be a
good recommendation if your ready for azguard. Siren too, if you
can kill
her in a couple runs your safe. If you can take the path
*easily* then you
should have a shot at the vikings. Just watch out for nana and
braggy
using scan or l <direction>.
You may want to head into the dark forest and take a look at the
troll
caves. I don't have a lot of info on these, but if you can
handle the
first couple trolls your good. Make sure you use the look
<direction> a
lot to make sure you don't get ganged up on, and watch where you
sleep
because all of them are aggressive. The mutated cave gekos
*will* kill
you. IF you want to try them bring a group of at least three or
four. Also
watch out for the troll king and grungy (the ladder casts
something brutal
that I don't remember and the former hits like anything). I'd
avoid trogs
if I were you, but I haven't tried to run them solo in a while,
so that
may not be fair to say.
I'd pass on the spider caves and tyranids, but I've never soloed
them. All
I can say is that some of the spiders backstab, and tyranids do
hit rather
hard.
There are other areas that I don't know well enough to tell you
anything
about, all I can say is to be careful. I do believe however,
that I've
covered the majority of the aggressive areas.
On the subject of grouping, while the game is indeed playable
solo, add at
least three or four levels to the recommendation if your not
grouping. You
can currently probably solo everything on the mud at some level,
but that
level is going to be very very high.
Hope that helps,
John.
I'm not really a group player, that's the problem. Dentin has
stated the
game is playable solo, and that's largely true, but it seems
only if you
stick to specific areas, and if the mobs in the hospital are so
tough, why
is it only level 23?
As for aggression, nana or whatever her name is in asgard was
agro, so no
dice, and the guy in the hospetal showed up as a minus 1, indeed
the fight
wasn't going too bad accept for some reason the run, and flee
commands all
didn't work.
Beware the grue!
Dark.
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