Diealot Report post Posted February 22, 2019 2 New instances: 40-60 instance - Learning instance Purpose - get people going on instancing so they are better prepped for later instances This instance should be viewed as low risk, low reward. If you die without a brick in this instance you simply return to the start (you still will drop things). if you die with a brick you return to start without dropping things (and lose the brick). Map - Ice Minimum team of 3 Cooldown - 150 hours (Seems like cooldown is map based) 1 available map Wave 1 - Male Orc x40 or Male Ogre x30 normal drops Wave 2 - Special Gargoyle x15 or x20 mirror perked 500 hp drop up to 500gc (average ~100gc), he, sr, no rares Smites summons Wave 3 - Special Goblin x 2 5000 hp drop up to 5000 gc (average ~2000gc), he, sr, no rare Wave 4 - Feros x4 Normal feros drops Wave 5 - Special Skeleton x2 Mirror 10k hp drop up to 10kgc (Average ~5000gc), 2x REG, orange, 2x bronze sword 60-110 - Newb WTF Purpose - take bricks from lower leveled instancers, and provide for a challenge requiring teamwork Map - Dungeon Minimum team of 8 Cooldown - 96 hr mandatory (same as current WTF) 2 available maps Wave 1 - 5x of every normal monster up to and including Yeti Wave 2 - Nasp or giant? Second swamp already does this. Wave 3 - 2x Polyphemus or Labagiu Wave 4 - 1x Red Dragon, or 2x LDP, or 4x LDB Wave 5 - 3x Doom Bunny Eva, mirror, glow, buffed tank rabbit build (high damage but perhaps less attack, very high def) 40k hp Heal each other and follow each other Similar behavior to heal summons and summons in general, respectively Summons fluffy rabbits at random times Up to 60kgc Oranges, 1x grape, or bananas Binding stones or weapons of some sort (Bronzies?) RIGs 5% chance for nexus removal (there's 3, so 15% total) Basically the 4060 instance should be viewed as an instance training grounds. Nothing there is much of a challenge, but would require at least a bit of teamwork and organization to get through (or at least started). At the same time most anyone should be able to get through it, letting less experienced players get their feet wet. The 60-110 instance should be hard (if someone has more experience than I do at the upper end of that range, please feel free to suggest other options), and require different types of players. Obviously strategy would vary depending on the team, but wave 1 to 3 would be a fairly typical bash-n-smash. Wave 4 would let a specialist ranger or mage shine. And wave 5 would definitely require teamwork to complete efficiently (luring 1 mob away from the others without having them follow then keeping them away, dealing with adds, etc) Drops are good here, but final bosses in particular are more item based than gc. Guarantee a fruit drop and binders/weapons, decent chance for RIGs, and low (but multiple) chance for nexus removal (could theoretically cap it at 1). Monsters suggested are just suggestions. The main ideas here are a 'super-noob' instance for 40-60 and a 'newb-wtf' for 60-110. Share this post Link to post Share on other sites
caladina Report post Posted February 24, 2019 agree that there should be starter level invasion/instances when i was 'growing up in el terms' there were few invasions aimed at first timers so it was either avoid or attempt one too hard for you. Share this post Link to post Share on other sites