Monsters: What is strong, what is weak?
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Please post here about any monsters you think need adjustments.
Follow this format:
Monster Name:
Location: (if you know it. Basically is it a CARES spawn or is it on a quest?)
Server Version (If you can remember:)
Problem:
It'll make it much easier for me to track it down.
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I suggest trying to remember the server version as well, so we can know if our tweaks works or not :)
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Monster Name: Ochre Jelly
Location: Heroic Plumbers Quest, ZQA:Arabel, Water Pipes
Server Version:
Problem: The Ochre Jelly seems to have a very high DR for a lowbie quest, each one posed more of a threat than any of the Gelatinous Cubes on the same quest. Ended up having to run around slinging lightning bullets at it after 10 minutes or so of close quarters.
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Monster Name: Stinger Larvae
Location: Helmlands (blasted lands I think) and Redwoods
Server Version: Uncertain, sorry. This was around 7-8pm UK time, on 15/10/2019
Problem: The Larvae have two attacks the first of which has an ab of 19 (14 when Power Attack is active). Combined with their poison and the threat from the adult stingers they spawned with make them a bit too vicious. Was unable to even evade and flee as my character seemed to get stuck between two of them and a cliff face.
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@listen4silence said in Monsters: What is strong, what is weak?:
Monster Name: Ochre Jelly
Location: Heroic Plumbers Quest, ZQA:Arabel, Water Pipes
Server Version:
Problem: The Ochre Jelly seems to have a very high DR for a lowbie quest, each one posed more of a threat than any of the Gelatinous Cubes on the same quest. Ended up having to run around slinging lightning bullets at it after 10 minutes or so of close quarters.
They are supposed to have a bludgeoning weakness, but instead have bludgeoning immunity.
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I tried a double-axe, shovel, fists, bow and arrow and finally settled on alchemist fire and lightening bullets. That was just after the first room.
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Stick to the format, please, and hold actual discussions elsewhere so that the posts dont get lost in endless dialogue.
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Monster Name: Bandit Warden
Location: Unknown - DM event (ZQA: Downtown, I think)
Server Version (If you can remember:) Nov 13, 2019 Puffy ___
Problem: Bandit Wardens can see invisibility. I think someone gave them True Sight instead of high spot/listen
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Raloris Gang Wizard
These gang npcs are casting 6th circle spells (specifically circle of death) and probably should not be doing that given that PC's can't even attain the level required to cast them. They also seem to fire off a lot of sequencer spells when they activate including see invis so it is very hard to do anything about them in general.
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@HellzYeah said in Monsters: What is strong, what is weak?:
Raloris Gang Wizard
These gang npcs are casting 6th circle spells (specifically circle of death) and probably should not be doing that given that PC's can't even attain the level required to cast them. They also seem to fire off a lot of sequencer spells when they activate including see invis so it is very hard to do anything about them in general.
These were renamed EV wizards from the pallette. I didn't know how OP they were, but do now!
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@CrystalRL said in Monsters: What is strong, what is weak?:
Monster Name: Bandit Warden
Location: Unknown - DM event (ZQA: Downtown, I think)
Server Version (If you can remember:) Nov 13, 2019 Puffy ___
Problem: Bandit Wardens can see invisibility. I think someone gave them True Sight instead of high spot/listen
Nothing suggesting this is the case. May've been a weird buff at time, but I don't see True Seeing or See Invisibility in their abilities as of 11/16/2019.
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It was shooting me even after I fell back and drank a pot of invis. I don't believe it was buffed with see invis, since NPCs usually don't think to do that.