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Old 10-18-2007, 11:47 AM  
I don't like you
 
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Default Re: Shard of fear.

I'm not quite sure people are completely clearing the zone.

By my count there was at least 9 nameds

The 3 x2's (gargoyle, lich, terror), the 3 apes, the caretaker, the crocodile, and the spider. Seems like people may have missed some of these.
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Old 10-18-2007, 01:15 PM  
Fear the Frog
 
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Default Re: Shard of fear.

we got all but the croc - never activated him.
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Old 10-18-2007, 02:58 PM  
Testiculos habet et bene pendentes!
 
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Default Re: Shard of fear.

After hearing horror stories of Fear in EQ1, I was excited and looking forward to a tough zone, filled with cool scripted events and hard mobs, something like a cross between Nizara, Unrest, and maybe some Icy Digs tossed in for good measure.

What a disappointment.

We were nowhere near as geared as most folks here (we're all KoS fabled/EoF Legendary), yet my group of Paladin, Bruiser, Coercer, Ranger, Warden and Defiler ripped through the entire zone. We first pulled Dracoliche, and Terror, and took Angst to 8% on the first pull before screwing up. The group wiped once when we pulled 5 or 6 spiders too close to a scarecrow that we didn't see, and wiped a couple of times on Angst before we got everything to click.

Loot was pretty nice (my wife got the mage robe and the +100 to spells neck), but this wasn't anything like I was expecting to see.
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Old 10-18-2007, 03:08 PM  
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Default Re: Shard of fear.

The real question is, what is the point of the scarecrows other than as just an annoyance of not pulling on top of them?
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Old 10-18-2007, 04:00 PM  
I Lag IRL...
 
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Default Re: Shard of fear.

Hey Devs.... can you like.. make the zone as hard as Niz 1.0.... I kinda miss hearring the MT yelling "FLAMECLAW" in vent
I said kinda...

The only thing that could makethe zone a bit harder is by having healer and mage that doesn't cure that freakin stun from zombies... sigh
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Old 10-18-2007, 04:26 PM  
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Default Re: Shard of fear.

Yeah the scarecrow addition was pretty cool, but I'm hoping there is a purpose to them. The only things really challenging are the massive social agro from some of the mobs, and the undead which do the constant AOE stuns.

The hitpoints of the mobs seemed excessively low, even the orange cons. They all melted with ease.

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Old 10-18-2007, 06:13 PM  
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Default Re: Shard of fear.

So last night I run Shard of Fear with my fury we clear what we think is every name in the zone, didn't realize we missed the boss of the zone lol! Then I go in with my monk, we get all the pieces we need to spawn the last mob in the zone when BAM! zone crash. We all log back in outside thinking ...."ok....np... it's a persistent zone" only to realize that all of the no zone, temporary items we needed to spawn the last mob were gone. So we once again say "ok....np" we go back in the zone only to find out that the pieces we needed weren't back in the bone towers like we thought they were. So obviously this instance isn't really "persistent" if you can't even kill the boss once you leave. So please /feedback or whatever you have to do to get this fixed because it is retarded.
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Old 10-18-2007, 06:30 PM  
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Default Re: Shard of fear.

same problem here lastr night, was pretty pissed, I did a feedback and petition but no dice on the petition.
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Old 10-19-2007, 03:41 AM  
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Default Re: Shard of fear.

Quote:
Originally Posted by Slippery View Post
I'm not quite sure people are completely clearing the zone.

By my count there was at least 9 nameds

The 3 x2's (gargoyle, lich, terror), the 3 apes, the caretaker, the crocodile, and the spider. Seems like people may have missed some of these.
I think I missed the spider -- is he in plain view, or does it take something special to get him to show up? Mind pointing me in the right direction, cause I thought we had done a pretty complete sweep, although I'm not the one who was sposed to be checking the tracker.... :P
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Old 10-19-2007, 03:59 AM  
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Default Re: Shard of fear.

Quote:
Originally Posted by agressiv View Post
Yeah the scarecrow addition was pretty cool, but I'm hoping there is a purpose to them. The only things really challenging are the massive social agro from some of the mobs, and the undead which do the constant AOE stuns.

The hitpoints of the mobs seemed excessively low, even the orange cons. They all melted with ease.

agressiv
Personally I like the low HP, I don't think making them take twice as long to kill would increase the challenge factor at all, it would just make the zone a lot slower and more boring. Except maybe for the names,that could be a worthwhile boost to the challenge.

More roaming mobs might be a good way to make the zone more interesting. That's what eq2 seems to lack most really in comparison to eq1, you don't have mobs that roam half the zone and sneak up on you. I liked how you had to stay alert and watch for mobs coming from all different directions and figure out how to bring them under control or pull away to avoid them. Situations like that just dont seem to happen often in eq2... =\
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