Re: New Campaign Changes
But can't we set our strategies so NPCs do that for us?
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Re: New Campaign Changes
My guess, it's because no one delivers the suppliesOriginally posted by Malacite View PostI usually just do Iron Anvil III, since it's very rewarding, easy, and builds up our production rating through the roof. That said, I don't understand how our production can be so high yet we have a shit supplies rating...
SE is basically making us do all the work in this war XD
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Re: New Campaign Changes
I usually just do Iron Anvil III, since it's very rewarding, easy, and builds up our production rating through the roof. That said, I don't understand how our production can be so high yet we have a shit supplies rating...
Oh and this just in: DON'T **** WITH ELVES BITCH! San d'Oria is on the warpath now on Seraph. We are taking back every last territory ^^. Well, Eldieme is kinda up in the air but then it always is. Windy is doing ok, and Lastok is well...
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Re: New Campaign Changes
I currently only have 1 Op left, which I save for when I get the opportunity to do one of the Group ones I haven't done yet. Otherwise I've taken to personally doing as many Slaughterhouses as I can. Mainly targeting Grauberg now, because I want it back, every run takes at least 2 points off their fort, which is equal to like 10 minutes of PCs wailing on the walls during a battle. And though I'm not sure, I think Slaughterhouse II takes off more damage.Originally posted by Kitalrez View PostI'm gonna harp on this one again, since people aren't doing it in game yet: Do your campaign Ops.
Every time you do an Intelligence Gathering Op, you get points toward your country's Reconnaisance level. At Recon level 10 last night I was chilling in Windy and heard: "The Yagudo Theomilitary has dispatched the Divine Templars to West Sarutabaruta!" So, figuring I'd better hurry, I decided to forgo the minute and a half walk and port there for 20 allied notes. Almost fifteen minutes passed before the Yags zoned in and attacked. I got a message as soon as they were in zone telling me where they were coming from, too. Think about that, what could you do with 15 minutes advanced warning? That's more than enough time to form groups, find pets, and buff up. With 15 minutes of warning, you could easily defuse the Divine Ascetics, which is exactly what we did in Meriphataud Mtns. "Mr. Doom" the Grim showed up and was met by a solid wall of expendable forces in the form of BST pets, Avatars and Automatons. He could cast all he wanted, he was a dead yag either way. Everyone else was freed up to engage the little monks the brought, and deaths were at a minimum.
Every time you do Crimson Domino in resupply missions you add temporary items to the OP in that zone. Also, I doubt it's unrelated that Fort Karugo-Narugo and West Saruta-baruta are the most likely zones to have multiple NPC units pop, and are also the most likely zones for Windurst people to do Vanguard XI-x missions in.
There are ways to make the battles much easier, we've just gotta convince players to forgo the quick exp and do them.
There's also a security op where you can directly repair your own forts, I believe it's Steel Resolve (was talked about earlier in this thread). It's a fun little mini-game but can easily overwhelm. Though I think I may have to do some Crimson Dynamos now, we could use some meds at the Forts.
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Re: New Campaign Changes
I'm gonna harp on this one again, since people aren't doing it in game yet: Do your campaign Ops.
Every time you do an Intelligence Gathering Op, you get points toward your country's Reconnaisance level. At Recon level 10 last night I was chilling in Windy and heard: "The Yagudo Theomilitary has dispatched the Divine Templars to West Sarutabaruta!" So, figuring I'd better hurry, I decided to forgo the minute and a half walk and port there for 20 allied notes. Almost fifteen minutes passed before the Yags zoned in and attacked. I got a message as soon as they were in zone telling me where they were coming from, too. Think about that, what could you do with 15 minutes advanced warning? That's more than enough time to form groups, find pets, and buff up. With 15 minutes of warning, you could easily defuse the Divine Ascetics, which is exactly what we did in Meriphataud Mtns. "Mr. Doom" the Grim showed up and was met by a solid wall of expendable forces in the form of BST pets, Avatars and Automatons. He could cast all he wanted, he was a dead yag either way. Everyone else was freed up to engage the little monks the brought, and deaths were at a minimum.
Every time you do Crimson Domino in resupply missions you add temporary items to the OP in that zone. Also, I doubt it's unrelated that Fort Karugo-Narugo and West Saruta-baruta are the most likely zones to have multiple NPC units pop, and are also the most likely zones for Windurst people to do Vanguard XI-x missions in.
There are ways to make the battles much easier, we've just gotta convince players to forgo the quick exp and do them.
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Re: New Campaign Changes
Isn't Bakgodek the highest ranked Orc in their army? The one with the big headdress and all?
I'm not to sure about the Orcish Hoardes, I usually stick to the Quadav Shieldwarriors myself. Lately Gustaberg has just *exploded* with conflicts. Last night we has at least 10 waves, including Shadowhorn and two attacks by Shadoweye and Di Dha's forces. It was one of those battles that just would not end. Bastok's troops actually cycled through a few of their own units, as when one troop would leave another would defend in it's place. At the end of the fight there were still five groups of NPCs defending the fort. And not even a minute after that one ended, another 6 wave attack started.
Though I haven't seen any freelance for either side since that one hellish battle the other day. And I still have yet to see a Siege Weapon.
Also, in one of the intel updates, it mentioned that one of the Orc Commanders, Three Eyed something-or-other was 'gravely wounded' in battle. Anyone know any more information about what that means exactly? Does that mean his troop is temporary out of commision and that he won't attack for a few days or something? And if so, how does one 'gravely wound' one of the Beastmen Generals? After the pounding Di Dha took last night, it's certainly not an easy task.
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Re: New Campaign Changes
Yeah well the Orcs can. I've had it happen many times, where a tank has the NM (even the regular mobs) locked down tight, it doesn't even flinch at anyone else and still I get countered for hundreds of damage from behind.
I've been meaning to report it to SE for a while now because it is absolute BS. Bakgodek countering for over 800 damage is just retarded. Deathlord sure, he's all about hitting hard but wtf... (Actually, Bakgodek is just all kinds of jank. Period.)
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Re: New Campaign Changes
Yea, all of the Shadow forces seemed to have gotten major boost in this update. I had the unfortunate pleasure of being the only PC in Grauberg during a Shadoweye attack. But since there were NPCs there I thought I stood a chance seeing as they can hold hate now but boy was I wrong. I saw one Gnat take on three troops all at the same time, and he floored them all and floated away with at least 80% hp, and I was fighting another Gnat with the help of one NPC and we were able to get it to 50-60%ish HP by bouncing hate between us, but he eventually dropped and I followed shortly after.
I won't even get started on the smackdown Shadowhand laid on the Field Musician guard. Every other attack from her was a WS and everything inbetween was a massive -ga spell. Though I will admit, I was pretty damn surprised when I saw Maximillion solo Shadowhorn and two of his Gigas. Guess not even they can stand up to a War/Nin with Hundred Fists.
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Re: New Campaign Changes
Current balance of power on Midgardsormr:
Windurst 3
Bastok 3
San d'Oria 3
Beastmen 12
San d'Oria is hurting. Those Orc NMs are pretty brutal. Windurst is very close to retaking Meriphataud on my server, so there's some hope there, but those crazy random NPCs like Shadowhand and the like are simply devastating.
Icemage
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Re: New Campaign Changes
I don't know if anyone else noticed this yet, but since we lost all these OPs to the beastmen Intel Gathering missions have been unlocked all over the place. Windy got up to lvl 10 Reconnaisance last night. To give you an idea of what that does for us:
1. I get messages of which Beastmen and NPC units are being dispatched in town and in the field.
2. The field messages for Beastmen units happen as they pop and also give me which direction they're starting from.
Intercepting them is becoming trivially easy now. Yags are getting slaughtered in almost every zone but GC now.
Also, much love for the SMN AE buffs now. I've been spamming Earthen Ward in Jugner Forest (S) along with Ecliptic Howl and so far no one is complaining. It does appear to be an intended element, however, since I notice there's a cap on how many NPCs/Players I can affect. Somewhere in the 10-12 range I stop getting buff feedback. I hope this is somehow a test run and they decide part of the SMN "fix" is to make this work on all alliances, too. That would significantly change how I work in an HNMLS situation.
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Re: New Campaign Changes
He's probably spinning and hate just shifts too fast for the graphic to show it. As far as I know mobs don't counter when you attack from behind. Same thing happens with Quadav an Diamond shell. Which really sucks when you try to WS them in the face only to get a big fat 0.Originally posted by Malacite View PostDoesn't matter where you hit them from. I've stood directly behind Conqueror Bakgodek and still gotten countered for 800 DMG... that guy's counters are total BS >_>
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Re: New Campaign Changes
I tend to avoid Orcs because of their counter BS and I'm Sandy so I should be defending my country. Kind of hard when they counter 1/3 of the freaking time!
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Re: New Campaign Changes
Doesn't matter where you hit them from. I've stood directly behind Conqueror Bakgodek and still gotten countered for 800 DMG... that guy's counters are total BS >_>
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Re: New Campaign Changes
Hmm. That means Joyeuse is out, and ... er ... Great Sword is in?!Originally posted by LadyKiKi View PostSome 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.
Is counter based on evasion and accuracy at all? If so, may want to team up with those who can lower the evasion and accuracy of the critter if planning on tanking.
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Re: New Campaign Changes
They always did use Orcish Counterstance ... I prefer to hit them from behind if I'm not tanking on WHM.Originally posted by LadyKiKi View PostSome 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.
The biggest change that I've noticed with the Beastmen mobs is, they hit FASTER. It's a whole lot harder to cast spells when you're taking hits now, I used to be able to fight a mob for quite some time without any real danger, then sleep it almost at will ... now my cures tend to get interrupted unless I'm spot-on, casting just before the hit.
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