Kalkyte
Legacy Supporter 5
- Joined
- Aug 17, 2011
Wizards:
So today I fought a wizard who rooted me, used bolt followed by a fireball and completely decimated me (a level 48 bard with a healing spell) in under 5 seconds. Basically the combination of rooting me (rendering me useless) with two very powerful spells with 100% chances of hitting me makes it almost impossible for me to kill a wizard.
I even chakra'd removing the burning condition and healing me for 10 HP - didn't help.
Root+Bolt+Fireball= Inescapable and quick death.
Endermen:
Give same amount of EXP as skeletons. Personally I find them to be harder to kill and riskier which should mean they have more EXP to give. I liked the 50 or so they used to give.
Nether Gates:
Out of Nether ONLY. The spawn of the Nether should have a gate to leave. This way you can go in with a party, but if you have to leave early you can. If there isn't one: You may have to go do RL stuff and log out - when you log back in you are SOL to get back to the main world. Or you might have to go back to Dragongarde for whatever reason but your party doesn't - again, you are SOL.
It keeps the need for Necros high and also gives a more convenient method of return.
I've never actually been in the Nether, so this may already exist. But I don't think there is one. (I haven't gone in fear of being stuck in there for a while.)
So today I fought a wizard who rooted me, used bolt followed by a fireball and completely decimated me (a level 48 bard with a healing spell) in under 5 seconds. Basically the combination of rooting me (rendering me useless) with two very powerful spells with 100% chances of hitting me makes it almost impossible for me to kill a wizard.
I even chakra'd removing the burning condition and healing me for 10 HP - didn't help.
Root+Bolt+Fireball= Inescapable and quick death.
Endermen:
Give same amount of EXP as skeletons. Personally I find them to be harder to kill and riskier which should mean they have more EXP to give. I liked the 50 or so they used to give.
Nether Gates:
Out of Nether ONLY. The spawn of the Nether should have a gate to leave. This way you can go in with a party, but if you have to leave early you can. If there isn't one: You may have to go do RL stuff and log out - when you log back in you are SOL to get back to the main world. Or you might have to go back to Dragongarde for whatever reason but your party doesn't - again, you are SOL.
It keeps the need for Necros high and also gives a more convenient method of return.
I've never actually been in the Nether, so this may already exist. But I don't think there is one. (I haven't gone in fear of being stuck in there for a while.)