v0.10r Discussion

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Rectifier
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Re: v0.10r Discussion

Post by Rectifier » Thu May 07, 2009 3:10 pm

Aww, my topic is obsolete now. Oh well. :roll:

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Rising_Dusk
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Re: v0.10r Discussion

Post by Rising_Dusk » Thu May 07, 2009 6:08 pm

It had to happen. :p
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Kurogamon
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Re: v0.10r Discussion

Post by Kurogamon » Wed May 27, 2009 7:23 pm

We need to arrange something when a lot of people are on and we can play OD or at least be an observer. I want to see how it's done, or if we don't have people I want to play beyond level 2. I didn't even meet Vizier (That's the skelly boss, right?) yet.
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Re: v0.10r Discussion

Post by Rectifier » Wed May 27, 2009 8:49 pm

Normally I would oblige, but my internets are kind of wonky. He's called Ventnor btw.\ :vela:

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Rising_Dusk
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Re: v0.10r Discussion

Post by Rising_Dusk » Wed May 27, 2009 9:41 pm

Ventor*. Vizier is the boss of L5.
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Kurogamon
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Re: v0.10r Discussion

Post by Kurogamon » Wed May 27, 2009 11:14 pm

Kay, Ventor. Is there some secret to the second level? Or is it just move really fast and AoE the skeletons?
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Fledermaus
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Re: v0.10r Discussion

Post by Fledermaus » Thu May 28, 2009 7:23 am

On the boss or on the actual level?

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Rising_Dusk
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Re: v0.10r Discussion

Post by Rising_Dusk » Thu May 28, 2009 1:03 pm

The boss is really about crowd control and AOE spell timing. Oh, and the biggest thing that people fail on is to not get hit by his cleave. It hurts a lot, so its in your best interests if your pallies DON'T melee him.
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Re: v0.10r Discussion

Post by Cooldood » Mon Jun 01, 2009 11:26 am

I <3 OD, got to play it after a few months last night and I saw lvl 2 ! :D
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Re: v0.10r Discussion

Post by Vinnam » Tue Jun 02, 2009 11:03 am

Vent's cone of cleave is like an ice cream cone, in that it can give you massive brain freeze and make you shout nonsensical insults at random people.
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Re: v0.10r Discussion

Post by Soul_Reaver » Sat Jun 06, 2009 5:04 pm

Ventor's revive cooldown really should go above 62 seconds.
We can't seem to find a correct team setup to beat him.
We figured we'll need 3 Paladins with Salvation and Radiance and several Archers with their area abilities against his skeletons and two Necromancers to summon Corpse Golems. (Yes, we do now how to learn secondary stats.)
Still, we fail.
So my desire is to allow it to go as high as at least 120 seconds.
I beg you.

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Re: v0.10r Discussion

Post by Rising_Dusk » Sat Jun 06, 2009 6:01 pm

The whole boss fight changes a bunch in the next version anyways, so.
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Re: v0.10r Discussion

Post by iblablaman » Sat Jun 06, 2009 6:51 pm

Maybe it's because you don't have any hunters, because right now you don't have any burst DPS to take him down, and also you could replace an archer with a sorceress and a berserker with a paladin
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Re: v0.10r Discussion

Post by Scarlet » Sat Jun 06, 2009 7:07 pm

Ventor isn't that hard to take down.

Going by the numbers you've given I'm assuming you've got at least seven or eight people, so for a team I'd suggest:

Two paladins
Either two sorceresses, two archers, or one of each
Two hunters
One berserker

If you've still got a slot to fill, give it to a Necromancer or another AoE hero (Sorceress, Archer). Necromancer's not a big deal for the boss, if you can get to him, but Bone Wall makes the earlier part of this stage go much easier.

Primary thing here is to spread out. Ideally you want to keep your casters/archers close enough to help each other out once he raises his berserker skeletons on one of them, but they shouldn't be hugging each other. Cleave is nasty. Paladins shouldn't melee Ventor, ever. They should be on the move, all the time, so they don't aggro anything and to make healing spread allies easier. Keep one closer to the casters for emergency healing and the other on the melee, all the time. Berserker should be the priority for heals, if everything goes to plan, but Hunters are very fragile, so keep an eye out. The AoE shouldn't run as soon as they have skeletons spawn on them - rely on your Paladins and fellow casters to take them out quick. Mark of Protection is great. Both Paladins should have it. Radiance is nice for the next level, but not essential for Ventor if everyone's on the ball and can avoid his cleave.

As long as your Hunters are cautious and your Paladins aware, you're going to win.

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Re: v0.10r Discussion

Post by Loki » Sat Jun 06, 2009 8:07 pm

Paladins shouldn't melee Ventor, ever.
I disagree since Endurance Pallies on GA can easily tank and help keep aggro on Ventor.
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