Doom and the Dark Father’s spawn
I already posted about this last year, there is WAY to much side spawn and the dang rubber band on the DFs, we had one DF down to 8% (we had three) when the hour for the scheduled event was over and most of the players needed to leave. Ever time we go to Doom with a PAS Party (Guide event) of ten players, we are facing three or more DFs. Now we like doing Doom, well we did before this spawning of named liches with god knows everything else. Can we please dial back on the spawning. There is far to much of it!!!
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It doesn’t need changed. Just change your gameplay
make sure to get honor in. it can be soloed without honor, but takes longer.
Onslaught mastery is a big help, as its a nice damage boost.
Use Whirlwind, and evasion when the spawn pops.
It can be done on other templates, but remember Dark father is immune to AI, so double - strike weapon is best, and whirlwind is best for managing spawn. other methods will work, but will be slower and less effective.
And please disable the invulnerability of the Flesh Render.
I don't care much for the invulnerability of the fleshrender either, that needs to go, it just wastes time that people don't have to play with as is.
The Darkfather also doesn't need the short leash either, there is no reason from someone to have to fight within range of multiple DF's. The spawn rate I think is ok when your only fighting one DF at a time, I say make the leash range bigger to allow people to drag one out and kill before fighting another.
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However, I do thank you for your input.
As I was saying we had one DF down to 8% after an hour, then it all fell apart as most of us had to leave. Now before this change in Doom [PAS] used to roll in across the beach charge the DFs and even with the spawn it had back then were able to beat them down run the rooms and attack the DFs once more. Well within the hour that was scheduled. Today that is impossible. Since the Revamping of Doom [PAS] has yet to finish that event. It is getting to the point now that when Doom is schedule newer members avoided logging in.
Now I am not asking they change the rooms or the DFs, JUST Dial back on the Dang spawning of undead and others. Give us back the NORMAL spawn from before.
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Please don’t be upset when you can’t kill a few dark fathers, if it was easy everyone would be doing it
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but we've had major power creep in the past 3 years, which was around the time doom was revamped.
I think the difficulty is right around where it should be considering the massive power upgrades given in the forms of gear, and the pet upgrade.
It should be difficult, it was nearly impossible before if you werent geared well or with a group. Im talking like 10 years ago. It was very common for spawn to over-run the area if it wasnt hanled properly. same complaints then as now, but people managed.
The thing i like about challenging encounters is that it does give a use to these legendaries. It gives an incentive to make that 800 skill point character with, upgrade your gear, use the masteries, and adapt playstyle.
People need to learn to invis aggro off themselves, and/or trust a guildmate to do it. If you are running as a Guild/Alliance event, you should coordinate roles and have someone sit in the back and spot heal and invis. A little coordination can go a long way.
Pick a front-liner to tank the DF and make sure they keep it in place. They need to have trust in their group to keep them healed. A tank that gets scared and runs at low health is going to get everyone killed. A sampire is great for this, but a paladin or pet will work too.
Everyone *EXCEPT* the tank needs to immediately pull off DF and kill the spawns whenever they are up. If the tank has WW, they should use that, but they should not chase after the spawns. Pets are good for this, or mages with undead/elemental slayers. I find most people just ignore the spawn and expect someone else to do it, then it just kills everyone.
If the DF does rubberband back to center, just wait for it. Tamers need to be on the spot with pets to call them back so they don't aggro the other DF's. If the one you were fighting doesn't come back for some reason, have 1 person (preferably the tank), try to pull it again.
Assign roles, have trust, understand the mechanics.
Oh also... just give every damn archer your bring a pair of stone boots so they can't move... so many deaths in doom runs caused by archers running at the first sight of something coming their way.
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Doom is easier with 1 person vs 10 for several reason. First, Doom scales with the amount of people in the area. 10 people are more likely to get 2-3+ dark fathers, wheras a solo person should only get 1. Second, when you go to Doom solo, you have full control of the encounter and rely only on yourself. You know what you are doing and what to expect. If you go with 10 people (especially uncoordinated people), it can create chaos fast. People are unpredictable, or choose not to understand the encounter.
You don't need to be a super coordinated "drilled army" that studies the encounter for hours, and watches videos on strategy, etc. All you need is a little knowledge of the encounter and to learn to play as a GROUP. You say the content in the game isn't an MMO anymore and people are better off playing solo; however, that's exactly how people end up playing in a group environment anyways. They don't heal/invis each other, they just care about themselves not dying and run away. Play as a group if you go as a group.
Doom is straighforward:
1. Do not run from aggro
2. Do not run from aggro
3. If you need to re-position, WALK, don't run.
4. Mages need to invis anyone who gets spawn aggro, and the tanks need to target it (but not run to it) so they get aggro. Then everyone just needs to focus the spawn down and then go back to DF.
5. Do not run from aggro! If someone decides to run from aggro, DO NOT CHASE THEM. They are on their own now. Try to walk out of their way, but stay focused on the objective. Once everyone starts running around because 1 person ran, the run becomes chaos.
Archer's are notorious for wiping doom runs (see my previous post), because archer's are conditioned to try and kite what they are fighting. Once an archer starts to run, you can guarantee someone will die, whether it's the archer, or someone else they ran past. Again, this is the solo-play mentality, which needs to go out the door at Doom. Play as a group and you will succeed.
You can bring new and inexperienced players to Doom, just explain the encounter to them first. In fact, they would be the perfect people to stay in the back lines healing and invis people as they see how the encounter is done.
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I am glad Doom is more difficult than it use to be. When Doom was originally designed there was no Samurai/Bushido Skill. Mysticism and Trained Pets are also options not available at the original debut. Playing in Doom in Ultima Online should be an accomplishment to perform well; please continue to update...Keep it challenging!
Bingo! Teamwork is something the Sampire's emergence really took out of Ultima Online. No need for a healer if you can just spam whirlwind and heal yourself (Life Leech was a lot less reiiable due to mechanics too). Sometimes multiple Guilds would be running at the same time and we would still get pushed back to the Ferry by the DF spawn. That is the type of gameplay I really miss.
On guild meeting nights before Bushido was in-game when we hit Doom I brought my Mage-Healer. Spam Great Heal and Arch Cure while applying band-aids to any unlucky ghosts was my job. Used any spare mana for summons and try to help with the lower spawn. I suppose these days Mysticism would be the way to go with Cleansing Wind, but a dedicated healer in UO these days would probably be regarded as "dead-weight".
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Sampires may work "best" but they are not the only option.
So the question is, IF you get players to cooperate would this still work? Most players would rather go easy-street/do-it-all-by-yourself though which means Sampire. Would take a good guild to find out.
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