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Faxie

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Posts posted by Faxie


  1. By making invances no drop, rangers still are the biggest sponsors of the invance so I don't think it will solve anything in that department.

     

    Invances are supposed to be fun, and the reward is a very nice extra. Just keep the rules like they are now: no afk-ing and try to help. It just means more fun for the people that want to participate.


  2. i dont see why ppl complain so much about others...i did not see it much myself in 80-100, maybe its just a think of 100+...let everybody do invance their own way...maybe give some helping advise in a nice way.

    I agree 100% with you. I am in 100-120 and having great fun. I never notice any afk-ers and I don't really care.


  3. My opinion of helping is from start to finish requardless of how you help, melee, ranging, scouting or healing. I have heard several times the 120+ need to be split into 2 groups, 120-140 and 140+. Sure that would work great for the earlier time zone but for us in the later time zone it would be nearly impossible to get a team for either. Maybe limit the number of players allowed to enter. I do agree people should not be sitting at the gate doing nothing if there are still mobs.

     

    Explain nearly impossible: once a week, twice a week.


  4. Good armour

    • Melee: titanium/steel
    • Ranger: Recurve/Elven/Xbow

    Minima:

    • Ranger: current ap/level etc are perfect
    • Mage: A minumum of Rationality/Level should be implemented (no experience myself with this class)

    Resources:

    • Rangers: current pka/bolts are fine
    • Mages: A minumum of spells cast (harm/remote heal) should be set aswell

    Drops: leave the drops, it adds a nice groupdynamic

     

    Sharing: Volentary (adds to groupdynamic)

     

    Helping:

    • Melee: Attack solo what you can handle solo, try to help others attack. Standing and looking while doing nothing to help (unless out of mana and drinking ofc) shouldn't be allowed in any case. Unless you are told not to attack (could screw up tanking with higher monsters).
    • Ranging: Try to stand as close as you can when shooting. If not the monster could flee and kill a fellow ranger. If you are told repeatedly do stand closer, and you don't react to it, I think a warning/ban would be in place.
    • Mage: Heal tank, harm monster

    With melee, some attention should be on the higher level players. They should stand up to the task and help others aswell. If you let the lower level tank all the time, you are just as wrong as a lower level not helping. That said, I think the difference between the lower and the higher players in 120-200 is too big and I hope there will be a re-evaluation of the possibility to split them up in 120-140 and 140-200.

     

    About the sharing: I made a habbit of sharing my drops to rangers, and for some odd reason I always have ranger support when I am in 100-120. So if rangers want a share, help the people that share and don't help people that don't (don't forget to melee then cause else it would be a violation of the rules)


  5. 2. Multiple waves (3?) of easy/medium/hard critters spread out through the entire time limit of the invance. Shorten the time limit to maybe 1.5 hours. This way, nobody has any excuse to hang around doing nothing for the last 45 minutes or however long because there are only "too hard for me" creatures left.

     

    I disagree with this idea. Nobody has an excuse to do nothing atm. If you are in cap, you can help. It is about teamwork, and every fighter means 5 def penalty on the critter. If the lower a/d/stats/armor has to tank all the time, the higher ones surrounding him/her should step up and remove their plate.

     

    If their are just rangeable critters left (dragons/mb), the team benefits if the non-rangers stay out of the fight. So let them stay out then or let them search for the last critters.

     

    Another solution could be to split the 120+ invance into 2, a 120-140 and a 140+. The 120-140 could be made just a bit easier than the current 120+ by replacing the MBs by bulas and reducing the number of dragons. The 140+ could have only nasps, giants, dragons, bulas, MBs...

     

    This is a very good idea!

     

     

    To be honest, I couldn't care less for people that afk in invance. I do them to have fun in the first place and less people participating, means more fun for me :)


  6. I just heard that the 100-120 invance has been given a one week cool off because of some people misbehaving. I understand and agree with the mods that something had to be done, and this being the only instrument they have besides banning people from the game as a whole.

     

    The other side of this cool off is that players that just want to have fun in invances (and have it regardless of the slackers/troublemakers) now have to miss out too and are being punished aswell.

     

    This made me think of the following:

     

    Make it possible for the mods to ban individual players from the invances. So when they try to go,Ilie will state that they are not welcome and he won't teleport them.

     

     

     

     

     

     

     

     

    NB: if you want to react to this post, please keep it on topic and do not start a flame war over whose fault it is or that it isn't fair that we have cool off etc etc etc.

     

     

    Edit: typo


  7. I would like to see this hood (head wearable) in game. With the same stats as the perk besides the experience part.

     

    I don't think I will remove my WH perk and use this but that is my choice. I just like to be able to wear RDHOLM or swap to NV depending on the circumstances without losing my +15% accuracy and 15% damage.

     

    It would be the same choice as taking the NMT perk (and use BPC/Mirror/FR capes), or stick to using the cloak.

     

    How autoclick in arena changed ranging is beyond me. The only difference between autoclick an manually is the chance of getting RSI with doing 6 hrs of clicking yourself.

     

    I see levelling ranging as the same as levelling any mixing skill. When I mix, I can choose to mix for profit and get slow exp, or spend a lot of ingreeds in a school and get fast exp. The same goes for ranging. I can range for profit (small animals, Phantom Warrior,etc) and level slow, or spend lotsa gc on arrows in an arena.


  8. I am in the 100-120 range (Faxie, a/d 118/117 and Range 61):

    1. Understand the 'Tanksystem':
      The monster will attack the lowest combination of armor and defense and recalculates that every time someone enters fight or disses. So if you are at the beginning of the cap or in lesser armor than your companion, know it will switch to you. Use Potions of Defense and/or Shield Spell to get a better combo if needed.
    2. Communicate with your teammates:
      If monsters will switch to you, and you are out of mana, don't reengage unless your mana is up again or wait for 1 of the others to take off his/hers plate. Let them know you are out of mana.
    3. Watch your teammates:
      If one of them just tanked naspas etc, take of your plate and tank next. This way he/she can up his/hers mana and the both of you can stay out longer.
    4. Know the strength and weaknesses of your teammates:
      For example1: As Faxie I am in the upper half of the cap and a high ranger. When meeting a giant I have 2 choices: tank it or range it. If other good rangers are around, I tank it so they can range it, else I will let someone else tank it and I will range it.
      For example2: As I have a nice attack level and 20 reason, I can hit a Nasp almost 100% with a Radioactive Rapier and an FA. If you cannot, make sure to tank it so I can use the FA saver (Nasps mirror)
    5. Help others:
      If you see some monster approach a ranger when he/she is busy with a giant, attack that monster. This way the ranger can keep on shooting and come to your aid as soon as giant is done.
    6. Know that you are allowed to restock:
      You can restock while in invance; use an MM ring, restock and go back. Don't stay out too long (2 minute rule) and let everyone know you are out (so we can slow down killing if we are about to finish it)
    7. Share with others:
      If you are in the higher ranges of the cap, chances are you get a nice amount of drops (10-20k), while tanks and rangers get way less or none at all. Because you do it together, share with them. Besides the good feeling that it will give you, people are more likely to help you out of trouble if you share with them.
    8. Don't panic if ganged up:
      As someone stated in the 80-100 instance guide (read it, lots of it goes for invances aswell), you are not really going to die. It is just a collection of pixels. Staying calm and knowing your options will prevent you to die most of the times. If you know you cannot win, and you still have enough mana, try to flee manually. Use your diss ring only when you have no other option because getting attacked with low mana and diss cooldown kinda sucks. After the diss there are several things you can do:
      - Walk away
      - Teleport to Range
      - Go invisible
      - Use telering (mm/nara)
    9. Use Mana Drain:
      Mana drain is a great way to resupply your mana much faster than on potions alone. Monsters that have mana in our invance are: Yeti, FCW, White Tiger. Just remember the 2 second rule when casting it in battle. Don't mana drain when your HP is low! (that costed me at least 1 rost :) )
    10. Think before you act:
      If you see a bunch of monsters coming your way, just walk back till you can single out 1 and attack it.
    11. Learn from other invancers:
      In our range there are several experienced invancers. Watch how they do it and learn from them. If you have a question, just ask (preferably after invance, I cannot type and fight that well :) )
    12. Know the monsters:
      White tigers can put you on cooldown (potions and dissrings)
      Phantom Warriors have self-destruct perk
      Hawks and Naspas have the mirror skin perk (so make sure you have enough HP to deal with that)
    13. Do instances:
      Most of what I use in invances goes for instances aswell. Because you are in a smaller team, you will learn much faster.
    14. Use the proper cape:
      If you don't have NMT perk, always use the NMT cape else:
      If you are tanking use a Mirror Cape, if you are not use a Body Piercing cape
    15. Check your astro before you go:
      Astro makes a big difference in how you will perform in the invance. The things I check: A/D, Crits, Accu/Magic, Harvest/Degrade.

    Equipement (fighter/ranger)

    Armor etc:

     

    2 RDHoLaM (1 spare)

    Dragon Set: Black Plate/Greaves, Ice Cuisses (cold damage)

    Gatherer Medaillon (or moon if you don't have one)

    NMT

    Titanium Shield

    Night Visor

     

    Weapons:

    Radiactive Rapier

    Scythe

    Jagged Saber

    Elven Bow

     

    Supplies:

    60 Potions of Spirit Restoration

    200 Health Essences

    60 Air Essence

    20 Fire Arrows (for Nasp)

    20 Rings of Disengagement

    5 of each of theTeleport to Range essences

    15 Extra Matter Essences

    10 Potions of each: Attack, Coordination, Reason and Physique

    5 Potions of each: Defense, Wildness and Vitality

    4 Potions of each: Evasion and True Sight

    1 Horse Whistle

    1 Rostogol Stone

    2 Rings of Morcraven Marsh

     

    These are the things I could come up with. If I remember more, I will edit this post.

    Edit1: Typo

    Edit2: Typo

    Edit3: Extra example weakness/strengths

    Edit4: Typos and better explanations

    Edit5: Typos


  9. A Red Dragon would add some more challenge to it and prepare us for the dragons in the 120+ invance so I voted 'Yes'

     

    It will be a bit tougher to finish the invance, but not that much tougher. What you basicly need is 1 pro tank or 2 semi pro tanks and as many rangers as possible.

    If I am the only shooting it, it will be dead in 1.5 mins. So basicly a tank just has to hold off the dragon for that time. And with all the rangers we have in range, it will die much faster.


  10. 2. You can't compare all the ranges to each other. You all barely have enough to go once, let alone put some of you on cooldown without the others. The 120 range is HUGE and need multiple groups or else their invance ends in 10 minutes.

     

    Allthough I am not in that range (yet), I think it would be great if that range was split up in 120-140 and 140+. This way those invances will be a challenge instead of a 20 min walk over.


  11. I had the same problem as stated here: http://www.eternal-l...showtopic=57157, but the posted solution didn't work for me.

     

    After extended googling I found an howto:

    1. Open terminal (ctrl-alt-t)
    2. install gconf-editor
      sudo apt-get install gconf-editor
    3. Open gconf-editor
       
      gconf-editor
    4. Expand: Apps
    5. Expand: Metacity
    6. Click on General
    7. Find mouse_button_modifier
    8. Click on value column at mouse_button_modifier line
    9. Delete the <Alt>
    10. Type <Super>
    11. Press enter
    12. Close gconf-editor

    Now you are good to go. :)

     

    Source: http://forums.fedora...ad.php?t=271073


  12. I cannot speak for the 40-60 invance cause I never did them, I agree with Ghrae from what I have experienced in 60-80 / 80-100 / 100-120. They are a lot of fun when you are in the top level of the cap. But they are a lot of fun when you just enter a certain cap. The way you go about it is different though. Because the lowest combination of defense and armor will be the one the critter switches to in fight, there are some best practises.

     

    1. Team up with someone you trust. If you are together and know how monster attack work, you can benefit from that by taking armor on/off, shield spell and def potion to let the critter attack the one that has the most mana.

    2. If you are low on mana, and you are not sure if the critter will switch to you, don't attack! Unless current fighter takes off plate.

    3. If fighter takes off plate, attack as soon as possible so he/she can put it back on.

    4. Watch out for people attacking when you are. Every time someone attacks, the critter will attack the lowest def/armor combo again.

     

    Hope it helps.


  13. In case Aislinn decides to unban you at some point, know that I will no longer advise you on building a tank and you can be sure that Tank_Rabbit will never instance with you or one of your alts. Hope ~20k profit was worth losing 40k consistent gc.

     

    I won't go on instances with you (cooldudes12/da_tank/other alts) either because of this.

     

     

    edit: could be read otherwise.

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