User talk:Andrew McLeod/Temp

From Guild Wars Wiki
Jump to navigationJump to search

Welcome

Welcome! ~ KurdKurdsig.png 13:23, 15 July 2007 (UTC)

A ha! Another one, quick, grab it and don't let it get away! Go to Aiiane's Talk page (Aiiane - talk - contribs) 14:57, 15 July 2007 (UTC)

Don't we have a category for ANet employees yet? That would be great to use. --Xeeron 18:56, 15 July 2007 (UTC)
That's called Special:Listusers. :) Oh and welcome to the Wiki Andrew! -- CoRrRan (CoRrRan / talk) 19:03, 15 July 2007 (UTC)
New Guy! Yay, Hello and welcome!Pumpkin pie User Pumpkin pie sig.jpg 08:05, 30 June 2009 (UTC)

/Nudge

Perhaps you've already heard this from Linsey, but there is a discussion going on where you might be able to provide valuable information: User_talk:Linsey_Murdock/Species. (Unless I'm mistaken of course, and that your job isn't in that specific area.) -- CoRrRan (CoRrRan / talk) 19:07, 15 July 2007 (UTC)

Thanks for the heads up. I've taken a look at the page, and I'll see if I can help get the things posted there resolved. Andrew McLeod (Freyas) - ArenaNet creature designer 09:22, 16 July 2007 (UTC)
And if I may bother you one more time: User_talk:Linsey Murdock#Nibble. -- CoRrRan (CoRrRan / talk) 10:37, 19 July 2007 (UTC)

Are you from Montana?

Hello Andrew, my name is D. Spencer Zier. I see that you attended college in Montana, are you from Montana? The reason I'm asking is that I'm from Montana and currently attending school at Montana Tech. Anyway have a good day. --trekie9001 00:51, 16 July 2007 (UTC)

I lived in Montana until I got my job at ArenaNet. I grew up near Helena, and went to high school in Boulder. Andrew McLeod (Freyas) - ArenaNet creature designer 09:20, 16 July 2007 (UTC)

Trying to solve the species dilemma...

Hi, Andrew...

I saw your talk on the species page in my user space and thought I would bring this question to you. If you read here: User talk:Linsey Murdock/Species#If I may turn your attention to..., you'll see that Linsey seems to favor the idea that it's really hard to build this type of species hierarchy and make most of the pieces fall in place. This in turn lead some people at Talk:Species#ArenaNet_feedback to think there's no point in trying to figure out this arcane species trees, just categorize critters on a case by case basis.

I'd still much rather have a comprehensive species view (even one with lots of exceptions) than to say "Species are determined on a creature by creature case" in the species page. Therefore, I have two questions, and a proposal that I'd like to bring to your attention:

a) Is there a way of getting a comprehensive list of ALL the creatures in GW and their designated species? Like some sort of file dump?

b) Is there a way of getting a list of all the "traits" of creatures in GW (like resistance to elemental damage, increased movement speed, ...)?

And my proposal is, if any of this is too much extra work for any specific employee to undertake at ANet, I live about 1 mile away from ANet and will gladly volunteer to come and do the dirty work of sorting through as many files as there is to extract this information. Let me know your thoughts. --Karlos 21:31, 16 July 2007 (UTC)

Linsey is correct, in that there really isn't any standardized set of rules for special traits. They are determined for each individual species when that species is being created. When I'm setting up a creature, I look at the model and ask myself what makes that creature special, and try to set them up with a set of traits that matches the creature's appearance. While some are fairly standard for a family, such as Titans having additional armor versus fire and weakness to cold, others are far more random or different. For example, each of the different types of Djinn in Nightfall have different elemental strengths and weaknesses. Sometimes creatures aren't given strengths or weaknesses due to play-balance, or have different versions for quests that might have different stats.
We can't give out any of the internal information about creatures or give someone access to look at these due to security reasons. As far as what the different traits that we can modify, I can adjust pretty much everything about the creature. I tend to adjust things like health and armor the most, as it's more easily noticeable than most other changes, and it's fairly balanced for everyone, unlike making things immune to hexes, which just frustrates players who have hexes in their build. I'm willing to look at specific creatures and give information about them if they are confusing, but we've got several thousand different species in Guild Wars currently, and it's not feasible to go through and give info about each one. Andrew McLeod (Freyas) - ArenaNet creature designer 23:15, 18 July 2007 (UTC)
Thanks for taking the time to address my questions.. One more though: What is the security risk in listing all the species of creatures? I would understand if it's too much work, but what exactly does listing all creature species pose a threat to? Like saying that: "Armored Cave Spider --> Insect, Abyssal --> Monkey, Rampaging Ntouka --> Rhino, ..." How is this a threat to the security of the game/users/company? --Karlos 08:33, 22 July 2007 (UTC)
It's more that the files that have all of the information about the creatures are actually part of the source code of the game. I can look up creatures and let you know, but there are over a thousand creatures in each campaign. A large portion of these are not really relevant, but I would have to look through a large number of creatures to figure out which ones you need info on. Also, a lot of the names that things are called internally are just vague descriptions based upon the concepts for the creatures, so I would additionally have to figure out what those are being referred to here. If there was a list of guys that you were unsure of how they should be classified, I'd be more than happy to provide the info, but I don't currently have the time to generate a list on my own.Andrew McLeod (Freyas) - ArenaNet creature designer 18:36, 23 July 2007 (UTC)
Can you look up the family of the creatures with family "?" at the top of Guild Wars Wiki:Projects/Creature traits/List of nonhuman creatures part 1? (Chained Soul, Corrupted Scale, Corrupted Spore, Dragon Lich, Razah, The Leviathan, Undead Lich, Undead Prince Rurik) If it's any easier, rather than translate the internal family name, I could also work with any names/descriptors of other creatures in that list (or part 2) that have a matching family. Thanks! --Rezyk 17:17, 26 July 2007 (UTC)

Factions bosses

Hello, I just wanted to say how I liked some of the boss encounters in Factions. Auri the Skull Wand (the Elementalist boss that's dancing with his corsair mates when we meet him), Chan the Dragon's Blood (the Necromancer boss who begins a slow procession once we meet him, surrounded by other Ahm Fah) and the huge chaos that is the Silent Surf (with all those bosses fighting each other, in huge patrol patterns that often make one boss group appear out of nothing when we're already fighting someone) have all been extremely well done. That kind of thing really helps to show how much attention you guys have to things that others would consider just small details. Erasculio 03:20, 17 July 2007 (UTC)

I agree, things like the small polar bear procession in norrhart domains and the group of Jotun fighting in the arena make the game much more interesting. 75.45.160.30 01:18, 21 January 2008 (UTC)

GW:EN and the ignored professions

So, I know you are plenty busy... but, if you want a question. I was wondering if you took aims to "promote" the unloved professions' strengths in GW:EN when you sat down to design the creatures? I think that the dual professioned Charr will definitely help to get the unloved into groups, but were there any other design goals you had? --Ravious 21:51, 18 July 2007 (UTC)

So having played through every explorable except Sacnoth (sorry Linsey working on becoming "Not too Bad for a Bookah"), and about 1/3 of the dungeons I have to say that I think you did pretty well. I play a necro mainly, and I notice that many of the mobs are melee heavy. This is fine by me b/c I usually do a MM/curse with SS and enfeeble and necrosis to finish them off. Unlike many, I have never had a problem with Raptors unless I fight them in a bad spot and another group of Raptors and some Angordon's come up on me too. The dungeon bosses too as we nearly always try and bring a mesmer, and it seems to help. So good job. It seems that shutdown/debilitate is becoming more and more crucial than just tank/nuke/heal. --Ravious 12:39, 11 September 2007 (UTC)

Creature Armor Level...

Is it safe to assume that creatures in the game have their basic AL scaled according to their level the same way heroes do? i.e. casters will have armor level 3-60 based on level?

Also, does this go on BEYOND the max armor level of PvP (i.e. 60 for casters, 80 for warriors, ...)? i.e. does a level 24 caster have higher basic armor than a level 20 caster?

I understand the intricasies of specific creatures having specific traits and being tweaked in certain ways, but I am talking about the general model. Does it follow the same scale as heroes? This will make it easier to document and test creatures across the game, not just those of level 20+. Thanks. --Karlos 23:07, 23 July 2007 (UTC)

Most creatures are set up in the same way as heroes for armor- the armor is dependent upon the level and profession. Occasionally, we will give more or less armor to a creature, as well as give them more or less armor versus specific types of damage. For example, Wurms have a very high armor class, irregardless of class or level. For the most part, though, outside of specific tweaks to types of monsters, it's safe to assume that a creature will have armor based upon it's level and profession, the same as heroes. The armor level for creatures will scale beyond the level 20 values, at the same rate. --The preceding unsigned comment was added by User:Andrew McLeod .
They don't carry insignia and runes, I prsume, but unique mods instead?
Muchas gracias. --Karlos 20:30, 24 July 2007 (UTC)
Creatures don't actually get runes and insignia, but rather get attribute bonuses based on level to give the same effect.Andrew McLeod (Freyas) - ArenaNet creature designer 01:37, 28 July 2007 (UTC)

More questions on this armor level topic:

  • The warrior armor level for Koss is "23-80" which implies a "20 base armor + 3 x creature level" formula. The caster armor is "3-60" which implies a "0 + 3 x caster level" formula. However, the ranger armor is listed as "10-70" which would seem to be wrong. Shouldn't it be "13-70"? Is the number listed wrong, or is the progression wrong or is ranger listing level 0-20 while caster and warrior listing level 1-20?
  • Is the correct formula "23 + 3 x (caster level - 1)" or "20 + 3 x caster level"? i.e. Do creatures of level 0 have 20,10 and 0 AL respectively based on profession oe do they have no AL at all?

All of this is assuming the general case, we recognize that for each specific creatures these values can be changed. Thanks. --Karlos 07:51, 26 July 2007 (UTC)

The armor values between level 1 and level 20 are calculated based on the range of values compared to the level. The formula would be more like armor = (level 20 armor value - level 1 armor value) * (level / 20). I'm not sure why the leather armor classes are not consistent with the other classes, but the 3-60, 10-70, 23-80 armor ranges are consistent for most creatures in all of the campaigns.Andrew McLeod (Freyas) - ArenaNet creature designer 01:37, 28 July 2007 (UTC)
That would mean a formula of ~ 6,8421 + 3,1579 * Level for Leather Class armor. Seems rather odd to me. Backsword 14:00, 28 July 2007 (UTC)

Glint

Just beat Glint on HM, and i was somewhat dissapointed. Glint was incredibly easy, easy to interrupt, low damage, and only level 31 (other lvl 31 NM enemies are lvl 33 in HM. Glint, for a long time the toughest creature in the game, is easier to beat on Hard mode than the Liche, Kuunivang, Shiro, Varesh, and Abbadon on Normal Mode. I fealt that this was the best place to put this as it will reach someone working on Creatures for arena-net. Anyway...i think that glint needs a boost in both NM and HM.Killer Revan 01:28, 28 July 2007 (UTC)

I won't address the issue of whether it is worth it for ANet to invest time in buffing Glint, however, I will point your attention to MANY skills in Factions and Nightfall that did not exist when Glint was designed. When she was first made, there was no way to daze her instantly, now there is. There was no way for her to take 100+ dmg on everything she does, now there is (Spoil Victor) and so forth. If you can beat her with heroes and henchies and only Prophecies skills, then I'd say she's weak. Right now, the times have passed her by. Also, Abaddon is a joke, a Rit can solo him. --Karlos 23:29, 1 August 2007 (UTC)
I dont know about a rit...but it bugs me that you can run it in HM for masters with reversal of damage. Seems to me that a lot of enemies need to be harder in HM...and the fact that glint did not even recieve a level boost kinda bugged me.Killer Revan 18:45, 2 August 2007 (UTC)
Spirit Spam >>>>> Glint. Really, a Communing Ritualist, elemental damage weapons, and an interrupt, and Glint will barely even damage you. Granted that is with Factions :P --Deathwing 06:14, 21 August 2007 (UTC)
No special build is needed. To defeat glint, you only need to have 3 skills present in your party: A skill interrupt, Inspired hex and wild blow. What the other 61 skill slots are filled with doesnt really matter as long as you produce any damage at all. --Xeeron 11:15, 12 September 2007 (UTC)
Yes, it's a shame that Glint provides no threat at all currently. -- Gem (gem / talk) 12:04, 12 September 2007 (UTC)
May have misunderstood what guildies were sayin, but apparently glint has interrupts now...may just be hm or me not thinking straight, either way...not on wiki that i seeKiller Revan 01:02, 16 September 2007 (UTC)
She doesn't have any new skills on HM if that's what you mean. -- Gem (gem / talk) 01:06, 16 September 2007 (UTC)
Karlos, I have a screenie with me beating Glint with henchies and proph skills only, so Glint is rly rly weak. (gogo SS) Dark Morphon(contribs) 10:15, 17 February 2008 (UTC)

Unarmed Tormentors...

There are two creatures in the Domain of Anguish that need weapons. The Water Tormentors and Sanity Tormentors that spawn as a result of Call to the Torment do not have weapons. The Sanity Tormentors will keep using Anthem of Flame and running about like headless chicken, and the Water Tormentors will use their spells, but will also keep running around. --Karlos 23:25, 1 August 2007 (UTC)

Thanks- I found what was causing this to happen.Andrew McLeod (Freyas) - ArenaNet creature designer 18:53, 2 August 2007 (UTC)

Dwarven Menders

During the Eye of the North Sneak Peek Weekend, Dwarven Menders in Battledepths and Raven's Point used Mesmer skills such as Conjure Phantasm even though the Prophecies version of Dwarven Menders are Monks. -- Gordon Ecker 21:23, 28 August 2007 (UTC)

Thanks- I just took a look and found the problem. They'll be proper monks when Eye of the North comes out.
Andrew McLeod (Freyas) - ArenaNet creature designer 01:53, 29 August 2007 (UTC)

Arctic Nightmares

These foes don't seem to be using any other skills that Consume Flames. Is this as intended? I'm a bit curious. :-) -- CoRrRan (CoRrRan / talk) 18:59, 31 August 2007 (UTC)

Yes, the Arctic nightmares aren't supposed to do anything besides try to consume the flames in the quest.
Andrew McLeod (Freyas) - ArenaNet creature designer 21:58, 31 August 2007 (UTC)
Alright, thank you for your answer! BTW, cuddo's on the skillbars of all charr and most of the henchies! (Although Vig Spirit and Penetrating Attack are a bit dodgy... :-) and Ward Against Harm + Ward Against Elements isn't a really good combination with the max armor limit. -- CoRrRan (CoRrRan / talk) 22:05, 31 August 2007 (UTC)

Mantis in GW:EN

Hello, I would like to ask one thing about the Mantis enemies in GW:EN, such as the Mantis Queen and the Mantis Diggers we find in the Charr homeland (such as in Grothmar Wardowns). I noticed that those enemies ressurrect after being killed - a few seconds after the entire group has been killed, one of them will ressurrect at very low health. This isn't thanks to a ressurrection skill being used, given how it happens after the whole group has been destroyed...I'm guessing this is a feature, one Mantis trait we hadn't seen before, but just to be sure: is that a feature, or is it some kind of bug? (I apologize for not linking to any wiki article in order to make clear what I'm talking about, but we don't have yet articles about those enemies : D) Erasculio 05:38, 4 September 2007 (UTC)

This is a trait of the Mantis family, and is intended to make them feel more like big insects- you stomp on them, but they still get up and crawl around :).
Andrew McLeod (Freyas) - ArenaNet creature designer 08:04, 5 September 2007 (UTC)
Care to divulge on the trigger for this resurrection thing? Is it a random parameter, a range parameter? Because I've noticed that the EotN Mantids do have a tendency to 'resurrect' themselves multiple times. When moving out of the area, it does seem to stop. Perhaps it's an idea to only give the +XP message after the final kill on the Mantids? I was a bit miffed when I continuously had to return to the same Mantid when it got up again and didn't know when it was finally down. (WTB: skill called "Stay down!")-- CoRrRan (CoRrRan / talk) 10:51, 5 September 2007 (UTC)
I see, thank you for the clarification : ) Erasculio 13:03, 5 September 2007 (UTC)
Not to sound ungrateful, but I don't like that explanation. Canthan mantises don't do it (but that's ok =D). If it was intended, at least let the player know by making it a skill so they can have some clarification. Like the skill appears under their health bar when they "resurrect", and players can read the description. --68.106.223.233 22:53, 9 September 2007 (UTC)
"But it looked like it was dead!": Skill. The bug gets back up and.... I lol'd. --Tankity Tank 08:41, 10 September 2007 (UTC)
I'm already looking forward to vanquishing the GW:EN areas when HM finally comes out for it. Not. The hunt for the last red dot just got more annoying. -- Elveh 11:47, 23 September 2007 (UTC)
I believe that the resurrected mantids will not count for vanquishing- they won't give you additional points for killing them again, but won't keep you from vanquishing the area, so long as you've killed them once.Andrew McLeod 19:15, 24 September 2007 (UTC)
I would say you're probably correct there, as res'd foes in Cantha also don't count (damn rit boss outside Matuu Keep) Dargon 19:52, 26 September 2007 (UTC)

Skelk claws...

There is a small bug with Skelk Claws. The ones that drop from the "regular" Skelk do not stack with the ones that drop from the Wretched Wolves in Slavers' Exile (and possibly other underground Skelk). Not sure if the wolves are supposed to drop some other type of claw that is misnamed Skelk Claw or if the types of the two claws have not been set correctly so that they would stack. Either way, it's a small bug to get around to when you have time. Thanks. --Karlos 16:31, 4 September 2007 (UTC)

I'll pass this on to the guy who can fix this. Thanks.
Andrew McLeod (Freyas) - ArenaNet creature designer 08:10, 10 September 2007 (UTC)

Jormungand

The Wurm boss Jormungand has a green aura and is thus either atleast a ranger or necromancer. Players have observed it using warrior skills, but a R/N using a signet of capture on it doesn't get any skills displayed (see Media:Jomungand SoC RN.jpg). Is this intentional? Btw, I'm loving the dual professioned monsters in EoftN. I was greatly amused when I noticed most of the martial Charr use conjure flame. - User HeWhoIsPale sig.PNG HeWhoIsPale 20:06, 7 September 2007 (UTC)

Jormungand doesn't use any player skills, so no skills will appear with the Signet of Capture. All monsters have a profession, regardless of whether or not they use skills from that profession. In the case of Jormungand, he uses only monster-only skills, which won't show up as options to capture.
Andrew McLeod (Freyas) - ArenaNet creature designer 08:19, 10 September 2007 (UTC)
But I saw him using flail and irrisitable blow? Or was that only for the preview weekend? --Lou-SaydusUser Lou-Saydus Hail Storm.jpg 20:09, 10 September 2007 (UTC)
Looking into it closer, it appears that he's a necro with warrior skills and attributes. I'll look at getting this fixed.
Andrew McLeod (Freyas) - ArenaNet creature designer 08:56, 12 September 2007 (UTC)
I don't have the heart to mention that this sig violates GWW:SIGN >.< -elviondale (tahlk) 18:17, 12 September 2007 (UTC)
I hadn't seen the guidelines for signatures when I set this up. I've shrunk my sig down so it's not as much of an eyesore. Andrew McLeod 19:00, 12 September 2007 (UTC)

Dragon Lich

I have a question, why do these creatures(in the fissure of woe) have 0 blood magic? when they use unholy feast. Isn't it kind of pointless to equip them with a skill that gives them like 20hp? I think they need a small update to their stats/skills. Also, why do nearly all creatures in gw have no more than 7 skills? is the 8th reserved for some kind of ai or something? Or is this simply because 8 skills could make them too hard/ai doesnt use that many skills well. --Lou-SaydusUser Lou-Saydus Hail Storm.jpg 21:43, 10 September 2007 (UTC)

I'll look at the Dragon Liches- we may not change them, as it's touchy to make changes to an area that's been solid since release(which is why we haven't changed some of the creatures in Fissure that have multiple elite skills). As for creatures having fewer than 8 skills, many other things take up skill slots for creatures- boss buffs, unique behaviors, etc. Some creatures don't have all of their skill slots filled, for difficulty concerns or other reasons. Most of the creatures in GW:EN have full skillbars, though several of the skillslots for many of the creatures are used to make their special skills and behaviors work.
Andrew McLeod (Freyas) - ArenaNet creature designer 08:54, 12 September 2007 (UTC)

Sunspears in Cantha

Out of curiosity, would it be possible to provide a list of the NPC's that fight in Kaineng Centre (as well as possibly Lion's Arch, I don't remember if NPC's appear there) during the respective quest, and which skills they use? It would be extremely interesting, but unfortunately it's very hard to document. So any "insider" information on this would be well, awesome. --Valentein 01:06, 25 September 2007 (UTC)

IIRC there's only allied NPCs for Sunspears in Kryta, but it's been nearly a year since I did that quest. -- Gordon Ecker 02:44, 25 September 2007 (UTC)
Which is exactly why it's so hard to document. I know that the usual Kaineng NPC's (Rune Traders, Skill Trainers, etc.) are active and actually fight and use skills, though they don't appear as allies in the party menu. --Valentein 02:54, 25 September 2007 (UTC)
I thought Kaineng Center was completely empty except for the demons during Sunspears in Cantha. -- Gordon Ecker 01:29, 30 September 2007 (UTC)
Nope, all the NPCs are pretty much still there getting killed. - BeX iawtc 02:46, 30 September 2007 (UTC)
This is true. They're there, they just tend to die so quickly that you hardly notice they were there to begin with. :) -- Elveh 09:15, 30 September 2007 (UTC)
Actually, BeX is wrong about the getting killed part; Many players choose to send their chars to Cantha first since the sunspear quest there is easier; the NPCs in Lion's Arch gets slaughterd, but in KC they kill their attackers and could clear the quest alone if they just moved around. 08:45, 14 October 2007 (UTC)
I disagree. I've seen them die often enough to know that it doesn't really work that way. It's their lack of healing skills and refusal to move away from the AoE damage that usually does it. I only ever go via Kaineng because it gives me the max party size of 8 over LA's 6, not because the NPCs survive- they generally don't. Did I mention that hench in Kaineng are level 20 whereas te hench in LA are only level 10? -- Elveh 20:32, 14 October 2007 (UTC)
Generally a couple of the warrior guards survive, because they have self heal and are level 20, but the majority of them die pretty quickly. I always leave from KC too because it's far easier. - BeX iawtc 10:01, 21 October 2007 (UTC)

Professions?

Hi Andrew, please could you tell me what professions the Torment Claw and Junudu wurm monsters have? Thanks — Skuld 13:36, 14 October 2007 (UTC)

I'd think that the torment claw is a monster profession, like Glint or Shiro or Abaddon, but the Junundu take on the profession of the rider, in a way, because warrior, dervish, and assassin riders' basic attacks are melee, but all others' basic attacks are at range. Calor - talk 21:19, 15 October 2007 (UTC)
Naw, it was mentioned that everything has one of the standard professions. I really doubt the junundu work like that. — Skuld 21:21, 15 October 2007 (UTC)
Junundu attacks are based on the weapon you're wielding, not your class. --Valshia 21:42, 15 October 2007 (UTC)
Just the wurms in general — Skuld 22:18, 15 October 2007 (UTC)
Junundu have the professions of their riders. Junundu Young and Elder Siege Wurms might have professions, and Queen Aijundu definitely has a profession. -- Gordon Ecker 04:31, 16 October 2007 (UTC)
Riderless Junundu are Rangers, though they don't actually use any skills or attributes from the Ranger profession. The Junundu that players control are the professions of the characters that are controlling them, though I am not aware of any case where the profession matters for them. -- Andrew McLeod 02:49, 13 February 2008 (UTC)

Chazek Plague Herder (and other bosses without unique items)

Hello, my question is about this boss. It seems as though no one has ever gotten a unique item to drop (myself included through countless farming runs on Rajazan). It would seem unusual though not impossible or unprecedented to have a boss with no unique in Factions. Is this intentional by design or an unresolved bug? He is one of the most remote bosses and even has a unique one-off mesmer elite capture which makes me wonder about a possible bug even more. 67.191.245.177 22:07, 11 February 2008 (UTC)

Kayali the Brave, Milodestus the Wrangler, Salke Fur Friend, Ediehl Shockhunter, Sarss, Stormscale, Ilidus of the Empty Palm and Sotanaht the Tomb Guardian also seem to lack unique items. -- Gordon Ecker 03:37, 12 February 2008 (UTC)
I can't vouch for the rest because I've never specifically targetted them with mass farming...however I can confirm that Ediehl Shockhunter does indeed have a green item, its a Storm Artifact. In fact I'll go ahead and make a page for it right now. 67.191.245.177 16:13, 12 February 2008 (UTC)
Also, the Malfunctioning Shield Golem is the only unique, non-key-dropping, non-chest-spawning dungeon boss who doesn't seem to drop a unique item. Also, I don't think that Sotanaht is supposed to drop a unique item because he drops a boss key. -- Gordon Ecker 02:10, 13 February 2008 (UTC)

Vermin

Hi, Andrew. Would you mind telling me what the familiy and army values are for the Vermin in Factions? They don't seem related to anything else. Backsword 16:52, 17 February 2008 (UTC)

They are members of the "Kaineng City" army, and have their own unique family. --Andrew McLeod 19:55, 18 February 2008 (UTC)
Ah, that makes sense. Was looking for somewhere to fit them in but couldn't come up with anything. Backsword 11:00, 22 February 2008 (UTC)

Who did the Kveldulf?

They are Awesome!!! -- Silverleaf User_talk:Silverleaf 21:48, 29 May 2008 (UTC)

Broken Mobs

moved from User talk:Isaiah Cartwright

Don't know if anyone has raised the issue before, but Anvil Rock has become much harder to vanquish since the Aura of Faith buff. I've done 31 already, and this one is the first that has seemed completely impossible, short of caravaning from Temple of Ages (which is quite ridiculus). I don't know if this is the right page or not, but if it isn't could it be passed on to someone who can re-evaluate the area?

Thanks. 74.129.68.132 01:39, 13 September 2008 (UTC)

Solution is lern to play. Pack out with a lot of ench removal rather than running the same old build every single time. 92.232.90.107 14:43, 13 September 2008 (UTC)
Enchant removal can't keep up with hard mode enchant spam.
  • Spell casts in under 1/4th a second
  • Spell recharges in ~5 seconds
  • The bigger mobs have two or sometimes three Shiverpeak Protectors, meaning this spell can be spammed back to back to back.
This would mean that you would have to remove an enchantment every five seconds until the monster died, which means either dedicate something to exclusively remove the enchants, spread enchant removal across the team (and when they remove enchants, they aren't attacking or casting, which means the monster STILL isn't dying), or try to overpower the single target heals with multi-target nukes (which is hard to do in hard mode because of advanced AI). And if you were to gear specifically for centaur mobs, you would be left with little firepower to deal with the Stone Summit, Minotaurs, and Frostfire Dryders in the area.
I figured a work around using backfire and visions of regret stacked on a protector and letting the spam kill themselves. Area still needs to be re-evaluated as WoH areas were post-buff. 74.129.68.132 03:28, 14 September 2008 (UTC)

I don't do a whole lot with monsters I would hit up Linsey or Andrew Izzy @-'---- 00:18, 18 September 2008 (UTC)

Anvil Rock only? You mean the Whole Eye of the North "expansion" is broken. Same issue, broken mobs.--ShadowFog 12:38, 19 September 2008 (UTC)
Stunning Strike and Broad Head Arrow are your friends. Always bring at least one to PvE. -- Armond WarbladeUser Armond sig image.png 13:01, 19 September 2008 (UTC)
I have vanquished this area with a friend. IMO, the common Shiverpeaks Protectors aren't the main problem - you can get small groups of centaurs with only one Protector, or at most two of them, and kill them without too many problems. The real problem is the Monk centaur boss - he spawns in a huge group of centaurs, with at least two other protectors, a lot of warriors and some rangers. We could not kill him whe appears at the spawn point near Ice Tooth Cave, so we rezoned and waited until we found the ranger boss there instead. Ironically, after that happened and we managed to vanquish almost everything else, when we went to the Dwarven Village, waiting to find the Dryers...The monk boss and his huge mob were there instead >.>
Dazed unfortunately doesn't work when there are many of those centaur monks, given how they have both Mend Ailment and Purge Conditions (both with so short casting time that sometimes even when dazed they get to cast it, but if the other monk is alive it will always manage to cast one of the two). What we did to defeat the monk boss and his friends was to use the old trick of pulling them, running away so we lured the entire mob to the limit of its aggro range, and then, when they turned their backs and began moving back, crippling the enemy closer to us so it would stay behind all by himself. Took some time, since that trick doesn't always work, but we did succeed in the vanquish. This was less than a month ago, without Ursan or Essences of Celerity or the sniper skill or etc. We did use one copy of "You move like a dwarf!" to cripple the enemies (although a recurve bow with any ranger crippling skill would have worked, too) as our only PvE only skill and one candy item to remove DP after a party wipe that landed us in the middle of three centaur groups (funny how there's no resurrection shrine near the exit to the Ice Tooth Cave). Erasculio 13:48, 19 September 2008 (UTC)

Zen Daijun

Currently there's a problem, that if you complete the mission and come back, you can vanquish the area by just killing a pet creature.

Something like the creatures from Haijuu Lagoon should wander around here.84.92.16.13 21:23, 6 October 2008 (UTC)

Notice that this only works for Factions characters; if your party includes a non-Factions char you will get the regular post-mission spawn. Clan Yumemiru 22:15, 27 October 2008 (UTC)