Re: Chapter Three – Celestius

Pingyongyang wrote:
Wed 31 Mar 2021 9:24 PM
Let solos port into Celest lobby, like for event or arena. Having to group with someone from realm to just get in then disband them is unneccessary.

Ahh so it's why yesterday I was not able to teleport

Re: Chapter Three – Celestius

Setup I would suggest:

(2) SHIELDTANKS:
Paladin = MT (endo + Heal + AF)
Shield Offtank = Any, even Scout

(1) MELEE - ADDTAUNTER:
Any

(1) MEZZER:
Mind Sorc (Debuff s/c - Assist Train - Debuff Healt/Cold)
or
Tri-Healer (Additional Healer/Buffer & Celerity)

(1) BATTERY:
DS NECRO (Debuff - Assist Train)

(1) SPEC BUFFER: MoArc 5+
Druid = Haste - Root
or
Cleric = Heal Proc

(2) RANGE - DPS
Runemaster Dark/Supp = Bubble - AoE - DA - NS
Wizz Earth/Fire = DA - AoE - Heat Debuff - NS
Cab Body/Spirit= Body/Spirit Debuff - Heal - Disease - NS
Archer = No Mana - takes advantage of Haste/AF debuff/Absorb Debuff
Eld = s/c debuff - disease - aoe - NS

Optimal group IMO 6 alb chars:
Paladin
Reaver
Friar
Necro
Sorc
Druid
Cab
Rune
Never (except when you care) explain, never complain, never pander.

Re: Chapter Three – Celestius

Allowing cross realizing will ultimately limit the amount of both players and classes that will be consistently invited to participate in “quality” groups.

Personally, I will likely rarely if ever participate in any of these PvE instances, but I’d be pretty bummed if I was someone who loved PvE as a class that will inevitably be considered lower tier due to cross realming once the meta is established.

Theoretically that Paladin and Necro slot would be different classes if cross realming was not allowed, and now those classes are likely going to have trouble finding quality groups even if they are competent players.

There is already a huge barrier to class inclusion when it comes to grouping in this game, and great steps have been taken to mitigate it in the past (when leveling actually mattered the bonus xp per unique class in a group was a brilliant idea), but this seems to be a step in the opposite direction. Perhaps this is an attempt to mitigate potential population issues during non-EU prime time going forward?

Re: Chapter Three – Celestius

Centenario wrote:
Thu 1 Apr 2021 3:28 PM
Optimal group IMO 6 alb chars:
Paladin
Reaver
Friar
Necro
Sorc
Druid
Cab
Rune

1. Paladin
2. any
3. Friar -> Aug Healer
4. Necro (OP)
5. Sorc -> Earth/Air Theurgh
6. Druid
7. Cab -> Mentalist
8. Rune -> Bonedancer (Dark/Supp main+Pet nuke) or a better option would be (Supp/BA for AF Debuff + Cele for the Pets), as pet nuke is nerfed

Why Friar -> Aug Healer?
Same Base buffs, same SpecAF, +Energy/Spirit/Body Timers (Friar has the same as the Druid), +Celerity, +Grp Instants/RA; +CC, +Cure Mezz

Why Sorc -> Earth/Air Theurgh?
+haste, +DA, +Pets, +PBT, +Spec Nuke Spirit, lower AoE Mezz, same Root, - S/C debuff which can be only partially covered by the necro Lvl18 AoE

Why Cab -> Mentalist?
+50/50/50 Debuff (compared to 50/50/40), +better Heals, same NS, -Disease (not that important), +CC (stun/Mezz compared to Root), +Cure Mezz
Yes, only the Cab/Sorc would hit with Body, but its lower damage still.

Why Rune -> Bonedancer?
+More Damage Potential, +Pets, +Pet can Tank(Taunt) if needed.

I would probably forego any other debuff beside the AF one, as cele+AF debuff more effective and better sustainable as magical debuffs.
Energy/Spirit/Body is only there for the Necro mostly, but can be combined with the Theu and BD for the greatest effect. Which they also can make use of the Necro's AF debuff + Healer's Celerity and the Paladin's stacking DA buff as well with their pets. They have just good synergy.

Thats my take on it anyway, not going to judge if its better or worse than somebody else. I doubt i will be able to run it this week, i might try next week.

Re: Chapter Three – Celestius

Some feedback:

We tried a full melee grp today in Celestius, made most of it work slow and safe.

Had real big problems on:

Zobrist:

I think the 2nd wave of adds has a 2 big aoe on the disease and the dps of the adds or their HP could also be looked at.
We wiped around 7 times on that 2nd wave, even after we figured out how to do it optimal mechanics wise.

The rest of the encounter is challenging but doable. (That said our group was mostly high RR, especially on key members, so tuning this encounter down a bit might be a good idea to make it possible to win at all, for lower RR groups) - It was Tier 5 and felt like it might have been fair for Tier10.

You could reduce the melee dps of the 2 brothers so make it a bit easier, as the Adds are the true challenge anyway.

Paul:

Paul punished our melee lineup extremely hard with the 1 min fumble, that does in no way compare to the nearsight vs a caster lineup.

I suggest reducing the fumble duration to 20-25 sec to make it fair between caster and melee lineups here.


-----------------------------------
Else all encounters were a lot of fun and some of them quite challenging but not impossible.

Overall the feather reward feels 2 low tho - i suggest upping it by at least 1/3rd or +50% until people have figured the encounters out well, then you can have a look at the actual farming aspect here and maybe tune it down where it needs to be tuned. Right now spending 3 hours for 11k feathers is meh. (Even in a castergroup at 1h+x its still very low feather/hour)
Xpovoc, Jukaron, Nephamael, Mauril, Lareya, Aideen, Njoro

Re: Chapter Three – Celestius

Thx for bringing the new instance Celestius to the community, it's really fun! Having great time with experienced and discovering players

Here is my early feedback
- It would be very handy to have a merchant to sell stuff between runs.
- Sometimes when you accept a grp invitation while you are out of Celestius and then port in, you are invisible to the team and must disband/regroup.
- It would be amazing if the challenge manager could offer 3 options : start challenge, port to DS, port to HoH. It would be so good to be able to farm DS and HoH with a cross-realm group. The ML10 area would become "the place" to build groups for any instance. It would also offer to every realm the possibility to run with more pbaoe. And it would offer the possibility to run crazy setups like 6 bowmen for instance ;-) About the leaderboards: maybe we could have only one leaderboard at all, or we could keep the current ones but when a grp is cross-realm, then it doesn't register in any leaderboard.

Re: Chapter Three – Celestius

DJ2000 wrote:
Thu 1 Apr 2021 5:24 PM
Centenario wrote:
Thu 1 Apr 2021 3:28 PM
Optimal group IMO 6 alb chars:
Paladin
Reaver
Friar
Necro
Sorc
Druid
Cab
Rune

1. Paladin
2. any
3. Friar -> Aug Healer
4. Necro (OP)
5. Sorc -> Earth/Air Theurgh
6. Druid
7. Cab -> Mentalist
8. Rune -> Bonedancer (Dark/Supp main+Pet nuke) or a better option would be (Supp/BA for AF Debuff + Cele for the Pets), as pet nuke is nerfed

Why Friar -> Aug Healer?
Same Base buffs, same SpecAF, +Energy/Spirit/Body Timers (Friar has the same as the Druid), +Celerity, +Grp Instants/RA; +CC, +Cure Mezz

Why Sorc -> Earth/Air Theurgh?
+haste, +DA, +Pets, +PBT, +Spec Nuke Spirit, lower AoE Mezz, same Root, - S/C debuff which can be only partially covered by the necro Lvl18 AoE

Why Cab -> Mentalist?
+50/50/50 Debuff (compared to 50/50/40), +better Heals, same NS, -Disease (not that important), +CC (stun/Mezz compared to Root), +Cure Mezz
Yes, only the Cab/Sorc would hit with Body, but its lower damage still.

Why Rune -> Bonedancer?
+More Damage Potential, +Pets, +Pet can Tank(Taunt) if needed.

I would probably forego any other debuff beside the AF one, as cele+AF debuff more effective and better sustainable as magical debuffs.
Energy/Spirit/Body is only there for the Necro mostly, but can be combined with the Theu and BD for the greatest effect. Which they also can make use of the Necro's AF debuff + Healer's Celerity and the Paladin's stacking DA buff as well with their pets. They have just good synergy.

Thats my take on it anyway, not going to judge if its better or worse than somebody else. I doubt i will be able to run it this week, i might try next week.


Misunderstanding you - You said Friar > Aug healer? And then included + celerity? What celerity other than the single and NON-group timered celerity?
Just an old DAoC (2001) veteran playing here and there to relive a few old memories.

I only play the forums or pop in for the very rarely offered 'live event',