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  • Malacite
    replied
    Re: New Campaign Changes

    Sounds like the DRG quest NPC you fight o. O


    And yeah the Orcs are seriously jank. Cpt. AoE alone is enough to drive most ppl insane, never mind the others (doesn't help that he's 1 of two NMs who will use Invincible 3 times per fight...)

    I swear they counter like mofos too. I died one night on my 75 SAM/DNC because I got counter attacked eight times in a row. That was the single greatest instance of mathematical bullshit I have ever had the displeasure of witnessing.

    Seriously, the probability of that happening is ... well, some really, really freakishly long number with a lot of decimals.

    Leave a comment:


  • Gobo
    replied
    Re: New Campaign Changes

    The new PC free lancers are:

    Poroggo Prince + Poroggo Servant x 3

    Recruited by trading the Poroggo Servant in West Saru [S] Lufaise Fly's near the Towers. The Poroggo Prince acts like any Poroggo mob and will even cast Death, Breakga etc. on mobs while under Providence effect.

    Rongo-Nango + Pets (Lerren Jajaro Popochu Papako Momowa Alfons)

    Located in Fort K-N, she is recruited by trading Jug pets. Confirmed pets are Jajaro (Buffalo) and Popochu (Dhamel, spams White magic) while in Grauberg. Pets probably change depending on country

    Achtelle + DRG Bravo

    Near KRT in E. Ron [S], is influenced by talking to him as a DRG. His wyvern is Bravo

    Areuhat + Wyrm Form Odzmanouk

    Located in a random cave in Grauberg, her "Human" appearance is an Elvaan F with a unique head model in Sha'ir. Influenced by trading Potions and Hi potions to her. During campaign, an unknown condition will cause her to turn into a Fafnir-like Wyrm.

    Other than the 3 Beastmen Freelancers (The corse, the goblin and the KB) there is also Eurytos. He is accompanied by 2 green Gigas. The Kindred are the Beastmen who recruit these mobs.

    Also be on the look out for new WS performed by commanding NPCs. (who don't have a relic weapon)

    (all info from BG)

    Leave a comment:


  • LadyKiKi
    replied
    Re: New Campaign Changes

    Sandy: 3
    Bastok: 2
    Wind: 4

    Quetz server.

    Campaign is quite fun/interesting now. Simulates the "war" feeling quite good.

    EDIT: Some orcs use Orcish Counterstance, which presents a bit of a problem sometimes. A full counter seem to hit for a lot when I tank as PLD/RDM. For example, I'll be taking some normal low number hits then suddenly BAM I lose around 100+ HP. That's what I've noticed.

    Leave a comment:


  • Vyuru
    replied
    Re: New Campaign Changes

    On Unicorn of last night Sandy had 6 zones, Bastok 5, and Windurst 4. Might just be server.

    Leave a comment:


  • LyonheartLakshmi
    replied
    Re: New Campaign Changes

    Originally posted by Malacite View Post
    Anyway just wanted to point out that we're getting reamed on Seraph. Each nation only has 2 territories (we lost Ronfaure > <;;; and I doubt we'll ever control Jugner again) and for some reason Deathlord Rojgnoj was gone for a while. But ever since the update he's been back, and boy howdy it really, really sucks seeing him on the battlefield now that the NPCs are weaker. Between BOOM Fist (Deathlord) and Cpt AoE (One-Eyed Gwajboj) our NPCs just get raped, and us along with 'em.
    I wonder if Sandy taking it on the chin is common among servers. Here on Lakshmi, we went from consistently keeping control of all zones except Eldieme and Garlaige (which tended to flip flop between us and the beastmen), to this week where Bastok dropped to controlling only 4 zones, and Sandy only has 2 (San d'Oria proper and Ronfaure).

    Perhaps the Orc NMs need a bit of adjusting. They seem far more problematic than the Quadav NMs I've faced. Even the non-NM Orcs seem rougher than the non-NM Quadavs.

    Leave a comment:


  • Vyuru
    replied
    Re: New Campaign Changes

    Beastymen don't seem THAT much worse. More hp for sure and maybe hit just a tad bit harder.

    That being said I have not fought a NM yet, I rarely do anyways.

    That being said, I really feel the need to bring my blue mage subjob up to snuff, Cocoon would be really nice now.

    Kaiser Behemoths
    No way?!!?!?

    Bring on the flaming death!

    This sounds fun!

    Leave a comment:


  • Malacite
    replied
    Re: New Campaign Changes

    I was tempted to, but certain people have been rather pissy about these kind of threads lately.
    ______________________________
    Originally posted by Ziero View Post
    And while I don't know about the Yag or the Orcs, I do know that the Quadav have a new trick to attacking forts. 'Suicide' bombers, Quadav that will charge the fort directly with the sole intention of planting a bomb. They don't aggro, they won't fight back, they'll just make a bee-line to the fort, drop their bomb and try and warp out. If it goes off our forts take major damage, but luckily we can attack the bomb itself to stop that from happening.
    O _ O

    WTH double post? sorry. Anyway just wanted to point out that we're getting reamed on Seraph. Each nation only has 2 territories (we lost Ronfaure > <;;; and I doubt we'll ever control Jugner again) and for some reason Deathlord Rojgnoj was gone for a while. But ever since the update he's been back, and boy howdy it really, really sucks seeing him on the battlefield now that the NPCs are weaker. Between BOOM Fist (Deathlord) and Cpt AoE (One-Eyed Gwajboj) our NPCs just get raped, and us along with 'em.
    Last edited by Malacite; 03-17-2008, 05:02 PM. Reason: Automerged Doublepost

    Leave a comment:


  • LyonheartLakshmi
    replied
    Re: New Campaign Changes

    Originally posted by Ziero View Post
    Anyone do any new campaign Ops? I've done one where it was almost minigame-like in that I was telling crafters which crystal to use to repair the forts and another that is just down-right *fun*(aka Slaughterhouse).
    I've done Steel Resolve as well. I somehow mistakenly signed up for Steel Resolve III when I was trying to sign up for Streetsweeper III. Rather than just give up on the Op and the token I had already used, I decided to give it a try.

    I didn't quite "get it" just from reading the description at wiki. But a failed first attempt gave me a good idea. I then pulled off Steel Resolve I flawlessly. However, on my next attempt at Steel Resolve III, I didn't fare as well.

    I got rather frustrated with the dialogue based UI for Steel Resolve. It's possible to jump the gun and submit the crystal for the next NPC as it's running up to the tower. Since the NPC hasn't actually arrived yet, the game counts it as a miss, and you have to wait a certain period of time before the dialogue box comes up again. This usually leads to a 2nd mistake where you attempt to re-submit the correct crystal just as the NPC leaves. And it just snowballs from there.

    Leave a comment:


  • Ziero
    started a topic New Campaign Changes

    New Campaign Changes

    I'm actually surprised no one made a topic about this yet, and instead of bumping up a three month old topic I figured it would be best to start a new one discussing any and all of the new changes to Campaign we've seen.

    Like for starters, how on almost every server the beastmen totally mauled us. On Cerby it's a 9 to 12 balance in their favor when before it was a 17 to 4 when the update hit. Many servers got hit worse, even losing the neighbor zones to the cities, leaving them open for attack. Not only that, but it seems like every Campaign mob got serious boosts while the NPCs were being nerfed to the point even the beastmen grunts can level multiple NPCs. And though the Generals and Freelance are still strong, there have been many many fights where they fall fast, and with Ulla and her Manbitch that's something everyone will see(if you seen either of them take a beating you'll know what I mean).

    And of course there's the new mobs and structures that were added into the fray. So far I've only seen one Belfry, and it was pretty easy to take out. Though the hardest part was more where it popped because it was surrounded by non-campaign Beastmen and aggro mobs. But once the guards were distracted from it, it fell pretty fast.

    And while I don't know about the Yag or the Orcs, I do know that the Quadav have a new trick to attacking forts. 'Suicide' bombers, Quadav that will charge the fort directly with the sole intention of planting a bomb. They don't aggro, they won't fight back, they'll just make a bee-line to the fort, drop their bomb and try and warp out. If it goes off our forts take major damage, but luckily we can attack the bomb itself to stop that from happening.

    But the battles themselves now are on a whole 'nother now. On my server, Gustaberg is filled with PCs almost all the time as attacks there are never shorter then 6-7 waves. And they'll come at least two troops at a time, often ignoring the fort altogether and going right after the PCs and NPCs. I've seen instances of entire units of Quadav literally swarming one player after another. It's common to have hour long fights with multiple waves all attacking at the same time, and easily wiping all the players defending the fort.

    But the biggest changes were the new mobs. A Corse with two Skeleton followers. Not enough for an entire unit, more like a Freelance, only working for the beastmen. The most interesting thing about him is that he shares a name with Elvaan royalty and his undead skeletons are Royal Knights. There are also goblin mercenaries that work for the Beastmen as well, but they didn't seem like a full unit either. There were only 4-5 and they were all working as a big group. Sadly I couldn't get a name cause I was dead at the time, but they were all huddled up, lobbing bombs at the forts. And of course what everyone was expecting but hoping not to be true, the Kaiser Behemoths. And he does indeed cast Meteor.

    And the biggest thing to note, all of these new, freelance-esque mobs, were attacking Gustaberg at the same time. All the while we were currently fighting off three waves of turtles and all that after Shadowhorn attacked.

    Things I'm curious about as I haven't had a chance to do them:

    Has anyone seen a siege weapon yet? I'm curious as to how big they actually are and how much damage they do.

    Has anyone noticed if an NPC got a new face? I know they changed Maximillion to have a unique face now.

    How is it attacking the strong holds? I'd imagine they'd be a lot harder to get to then other forts.

    How is it defending a city? I know other's have seen this but to date none of the cities on Cerby got hit.

    Anyone do any new campaign Ops? I've done one where it was almost minigame-like in that I was telling crafters which crystal to use to repair the forts and another that is just down-right *fun*(aka Slaughterhouse).

    Has anyone seen an Allied Belfry yet? Since the Beastmen get unique troops from them I'd assume that we'd see unique soldiers from them as well.

    And p.s., if starting a new topic is a big deal, could a mod merge this with the old topic?
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