Lost Dungeons of Norrath NDA Lifted

Here's the post from the official site: "As of September 4th, the Non-Disclosure Agreement for the Lost Dungeons of Norrath Beta is no longer in effect, except that a beta participant's confidentiality obligation shall continue with respect to information concerning the beta program and all feedback and comments (whether from the participant, any other participant or from SOE employees)." So I'll open this thread up for the LDoN beta participants to give their impressions of the expansion and also answer any questions the rest may have. Please post away.

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3 Pics from a LDoN 65 crawl
# Sep 08 2003 at 3:28 PM Rating: Decent
Here are 3 images from a lvl 65 dungeon adventure.

ldon 1

ldon 2

ldon 3

These graphics were cut back abit because of the file size but still maybe a little hefty on a dial up connection
My Thoughts on LDoN
# Sep 08 2003 at 3:10 PM Rating: Default
A few things of interest.

LDoN does away with Power leveling. You can't get an assignment for a mission if the group has more than 7 levels difference.

LDoN does away with Solo'ing. Unless of course you have 4 accounts, you won't be solo'ing in LDoN, missions require a minimum of 4 people. Also note, that the missions are the same difficulty if you have 4,5 or 6 people in your group. It does not get easier if you have less folks in your group.

It seems they've really thought out the augment system. Although, I did use a No-Drop augment on a tradeable item, and it was still tradeable, I am unsure if this is still the same at this time, but up to 1 week before release it was. Augments have specific Slot Types, this will prevent you from adhering certain augments to the wrong type of item, or stacking issues. A BP with a Flame strike (Combat) augment would be pretty silly, or greaves with DMG 3 would be just as silly. Augments cover many things. DD procs, statistics, Enhancements (Improved healing, damamge, etc...) Flowing Thought, and much much more.

I would suggest that folks WAIT before spending thier adventure points. You are not show everything that is available to you, only what you have enough points for, and just a bit of stuff higher up the list to whet your appetite.

From my experience though, the normal level dungeons at 65 were not always challenging enough with HoT+ gear, and the HIGH was way overpowered unless you were in elemental gear. They don't have a medium setting, and I am hoping that they do develope that in the future, but it won't happen before the Expansion goes live.

LDoN seems like a very well thought out, and planned expansion. There will probably be some tuning and some bugs to fix when it goes live, but overall, this was my favorite expansion to date.
What new spells?
# Sep 08 2003 at 2:51 PM Rating: Default
What spells will necros get. All I care about.
RE: What new spells?
# Sep 08 2003 at 3:09 PM Rating: Decent
Never played a necro in beta. Spells are bought through the adventure merchants. Only way to buy them is with points earned during advenuters. PP will not cut it on spells.

Woneye
Spells
# Sep 08 2003 at 1:42 PM Rating: Default
Can anyone tell me anything about wizard spells/gear etc. in LDON, I'm dieing to know what new things I'll be able to do with the expansion...

Thx, Ouitabarnac
The Nameless
RE: Spells
# Sep 08 2003 at 3:41 PM Rating: Good
While I didn't play a wizzy in beta, there was one thing in particular a wizzy I know wouldn't stop babbling about.. you get a new (63 I think) version of Ice Comet.
Spell Effects
# Sep 08 2003 at 1:37 PM Rating: Decent
Not a burning issue, but I thought I'd ask. There were some new spell effects files downloaded during patch process recently. Will these be for the NPC's only or do PC's get any new spell effects? Are they any good? Still disappointed about the fabulous screens we had showing new spell effects long ago that turned into only mediocre ones that we have now. Really wanted to see that wolf's head during a casting of SoW. :)
RE: Spell Effects
# Sep 08 2003 at 3:32 PM Rating: Excellent
PCs and npcs/traps all have some new particle effects.
RE: Spell Effects
# Sep 08 2003 at 1:43 PM Rating: Decent
the problem with screenshots and spell effects is that alot of people turn them off or at least down to help with lag. wouldn't be able to tell you about the effects myself as i keep all effects on off.
??????
# Sep 08 2003 at 11:38 AM Rating: Default
????? Can there be two simultanious dungeons of the same "quest" with 2 different level ranges or is it that once 1 group is in a dungeon no 1 else can start the same dungeon??????
RE: ??????
# Sep 08 2003 at 12:02 PM Rating: Default
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508 posts
There can be 10,000+ simultaneous copies of the same (or different) dungeons, each holding any group of chars from levle 20 to 65. Each group has to be roughly the same level though.
Level = Drops
# Sep 08 2003 at 11:35 AM Rating: Default
Can some1 please clear something up for me....

If i take a twinked group into a dungeon at about 30th level will the augs still be there but a lower spec or the same as the higher level ppl get or are they restricted just to higher level groups with higher end mobs????

Also is there any rewards from collecting the the bits the NPC asks for just to get into the dungeon and if so does the whole group get this reward???

Thanks for your time
RE: Level = Drops
# Sep 08 2003 at 1:46 PM Rating: Decent
the rewards are scaled to your level, you're not going to get the same rewards at 30 as you will at 65. and no, the only reward directly from the adventure recruiter is points that can go towards whatever you want from the adventure merchants
RE: Level = Drops
# Sep 08 2003 at 12:05 PM Rating: Default
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508 posts
If or how you are twinked is not relevant. Your average group level is used ot make the dungeon. If you find your group handles the normal dungeons too easily, you can either decide to reduce the number of people from 6 to 4 or whatever, or you can select the "hard" setting.

The exp/loot drops from teh hard setting are better than the normal setting. But, how twinked you are doesn't change the quality of the drops.
Question
# Sep 08 2003 at 10:56 AM Rating: Decent
I've read nearly every post up to now and I do not see this answered anywhere, so I'll ask it:

Is the level of the dungeon you get based on the highest level person in your group, or the lowest, or the average? So if a level 65 and 5 level 58's were all to zone in would they get a dungeon tailored to level 65's, or to level 58's, or somewhere in between? Please let me know as I am only 61 (almost 62!) but want to keep grouping with lower leveled people a majority of the time (RL family) and I would sure hate to hit 65 and then wait for them to catch up to me just so we could hunt together in this expansion.

Thanks in advance for your answers.

Kuvak
RE: Question
# Sep 08 2003 at 12:08 PM Rating: Default
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508 posts
Average level group. The total span of permitted levels in a group was 7, but that might change.

So, the total range of levels in a group can be no more than 7, and the average group size is used to make the dungeon.
RE: Question
# Sep 08 2003 at 12:16 PM Rating: Decent
OK, thanks.
RE: Question
# Sep 08 2003 at 3:31 PM Rating: Excellent
lvl range is supposedly going to be 5 at the low end, 9-10 at the high end when it goes live.. 7 atm.
Level ranges for dungeons
# Sep 08 2003 at 8:36 AM Rating: Decent
So what are the level ranges for each dungeon, I mean can I take a group of 30 - 35 into the mistmoore catacombs and the next tiem round take a 60 - 65?

RE: Level ranges for dungeons
# Sep 08 2003 at 8:40 AM Rating: Decent
Yes the dungeons are "generated" for the level range of the party that initiates them.
RE: Level ranges for dungeons
# Sep 08 2003 at 8:38 AM Rating: Default
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508 posts
Yes. levels 20 to 65, but each group has to have members within a fairly small range (7 levels I believe)
RE: Level ranges for dungeons
# Sep 08 2003 at 8:38 AM Rating: Default
yup
LDoN Question
# Sep 08 2003 at 7:52 AM Rating: Default
I have a 20SK, my brother plays a 20Paladin, wife has a 24druid, and Bro-in-Law has a 23 Mage.

How many different dungeons are there in place for these levels? Does each dngeon "lower" itself to our parties average challenge level? I have been told in the past, that all LDoN zones were available to 20+ toons, and that was the only requirement ... so can my 52bst go into the same dungeon setting as my 20 SK, and get same basic theme, just higher mob levels/challenges ?
RE: LDoN Question
# Sep 08 2003 at 1:50 PM Rating: Decent
yes the 65 will get the dungeon that looks the same as the 20. i think there's only one (maybe 2) possible layouts for each dungeon, the main differences are just mobs/loot/points.
RE: LDoN Question
# Sep 08 2003 at 3:34 PM Rating: Good
there are 8 basic layouts per dungeon. Many more missions that will have random permutations of the same basic layout.
RE: LDoN Question
# Sep 08 2003 at 8:40 AM Rating: Decent
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508 posts
But no, the 52 bst and 20 sk can't hunt together in the same LDoN dungeon.
RE: LDoN Question
# Sep 08 2003 at 3:42 PM Rating: Good
The 52 and the 20 **CAN** hunt in the same LDoN dungeon... just not together. All dungeons scale with your group level, and a 20 can get the same dungeon a 52 can.
RE: LDoN Question
# Sep 08 2003 at 8:28 AM Rating: Decent
You form groups with people of your lvl and then you talk to an NPC in the zone and he sends you on a mission in the zone (like everfrost for example). In Everfrost there were 2 LDoN dungeons a snowy mine and a shimmering portal. The NPC would say go find 10 ice crystals in a snowy mine (obviously he says more but that's the main goal).

You head over to the snowy mine and zone in. The zone is now tailored to your group. The lvl of NPC's are around your groups lvl. There are no respawns and nobody else can enter your dungeon.

Thats about it.

Lolawen Skyhawk
lvl 64 chanter Na Koa
E'ci

Edited, Mon Sep 8 09:16:21 2003
RE: LDoN Question
# Sep 08 2003 at 3:35 PM Rating: Good
in everfrost, there are two LDoN dungeon ENTERANCES. there are actually about 8 dungeons, with a few random permutations of each.
More about Mods
# Sep 08 2003 at 7:47 AM Rating: Default
How do you apply a MOD item to your slots or items? Do you right click the MOD item or combine it with the item you want to apply the MOD to?

Can you apply mods from LDON to elemental armor and weapons?
RE: More about Mods
# Sep 08 2003 at 3:37 PM Rating: Good
There are different augmentation slots. basic items have slot 1, while time, and ele gear have slot 8 (actually some ele gear has a different slot, not sure what # though) there is a device that looks like a forge, an "augmentation sealer" at each WF camp.
RE: More about Mods
# Sep 08 2003 at 7:49 AM Rating: Default
If you have to combine them, do you need a special container or anything like that to combine the items?
RE: More about Mods
# Sep 08 2003 at 8:52 AM Rating: Default
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508 posts
There is a combine device at each of the wayfarer merchants. You use that for the combine, as well as to remove the augment if you so choose.
Time limits
# Sep 08 2003 at 7:25 AM Rating: Excellent
I play in a regular group of 5 (lvls 58 - 60) consisting of warrior, warrior, shaman, druid, cleric and we are pretty successful in dungeons - but our style is more about control than speed.

I see that there is a time limit of three hours on a regular dungeon and there are plenty of comments about DPS being the essential ingredient for LDoN.

However I also see comments suggesting that 'most' people finish in around an hour.

So my question :- for lower DPS groups how tightly will the three hour deadline impact on us? Will it be very bad (ie time runing out for us) or will we just need more of the three hours to complete the task but generally be fine?
RE: Time limits
# Sep 08 2003 at 3:43 PM Rating: Good
You have 3 hours for a raid. 90 minutes for a one group adventure, if you don't ***** up, plebnty of time.
RE: Time limits
# Sep 08 2003 at 8:50 AM Rating: Default
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508 posts
Regular dungeon time limit is 90 minutes, plus you have setup and cleanup time if you want it. But, from the first entry to the dungeon until you complete the mission requirements is 90 minutes.

The group will probably do fine for the most part, but they will still be challenged. If not, they can select the harder setting.
RE: Time limits
# Sep 08 2003 at 2:02 PM Rating: Decent
30 minutes to zone in after receiving adventure, thats PLENTY of time to get to the zone even if you're not sowed. DONT zone in immediately. use the time to buff up, when you're all there then you zone in together. the 90 minute timer for the adventure starts then. just start killing and you'll be fine as long as you don't have to stop and med a whole lot. then you have 30 minutes at the end after you fail or win the adventure. theres no respawn on mobs you've already killed, but you can use that time to clear the rest of the mobs and maybee get some drops or open some chests etc. hope that helps
RE: Time limits
# Sep 08 2003 at 8:37 AM Rating: Default
3 hours is alot for a mission. Your not organizing a raid, this is a group of 6 poeple (maybe less). You buff up, get your mission, zone in and start killing. About DPS....well DPS has always been a factor in EQ. If you have a blanced groups of 6 you shuold have pretty good DPS.

Don't be too worried about the time limit. It's there only because they want that instance of that dungeon to go *poof* after a while. If there was not time limit you would have a bazillion instances of dungeons that were not finished.

Lolawen Skyhawk
lvl 64 chanter Na Koa
E'Ci
Me & LDoN
# Sep 08 2003 at 6:11 AM Rating: Default
One interesting thing I noticed about LDoN was LDs. When a char LDed Inside a dungeon he could never return and the quest was lost to him. I hope this is/will be fixed. Other then that it was great, For All Lvls!!

I know there will be a Huge amount of 65s LFGin in the camps, thats a given but plz remember that there are others out there of lower lvls that would like to explore also.

Prepare urselves for a blast folks, She's well worth the wait.


Edited, Mon Sep 8 07:09:43 2003
RE: Me & LDoN
# Sep 08 2003 at 3:07 PM Rating: Decent
Hmm, never had this problem. Anytime I suffered a LD, I was able to log back in and continue the adventure.

Woneye
RE: Me & LDoN
# Sep 08 2003 at 8:54 AM Rating: Default
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508 posts
Hmmm, no idea what or when you played, but for the last two weeks of beta I had no issues with this at all. We had plenty of people needing to reboot/reset option/go LD etc, and they could easily rejoin the group.
Entrance
# Sep 08 2003 at 4:43 AM Rating: Decent
Where do you enter these dungeons at?
RE: Entrance
# Sep 08 2003 at 8:56 AM Rating: Default
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508 posts
And it changes too. If you assume you always head to x,y because you selected exactly the same mission from the same npc for the same group, you would be mistaken.

We tried exactly those sorts of things. Made group, select mission, go to dungeon. then aborted the mission and reselected the same one. We went to a different starting dungeon location.
RE: Entrance
# Sep 08 2003 at 6:07 AM Rating: Default
Once u enter the zone with the dungeon in it there may be a Compass marking (a blue vertical line) there, which will lead you to the dungeon ur crew is assigned.
graphics
# Sep 08 2003 at 1:06 AM Rating: Decent
I just wanna say some of the pics i have seen posted from LDoN dont really do it justice. Maybe its just my GF4 but graphics seem alot nice in game than some of the posts i have seen like on LDoN item week 5
Augments
# Sep 08 2003 at 12:36 AM Rating: Decent
Ok so if lets say boots have 3 augment slots

Slot type 1:
slot type 1:
slot type 3:

can u put 2 of the same kind of augment in slots 1 and 2 . I know they both have to be type 1, but can they both be for STR.
RE: Augments
# Sep 08 2003 at 3:45 PM Rating: Good
depends.. can do it if the augments are not lore. if they are lore, you cannot.
Death
# Sep 07 2003 at 10:39 PM Rating: Decent
After the 30 minute time limit after pass/fail, the corpses left behind pop to the front of the zone, right?

Does this mean if 50 dungeons all despawn within, say 5 minutes of each other we have to potential to be buried in corpses at the zone entrance to the point where we need to do /corpse just to find our selves in the mess?

Thanks for answering this strange post.
RE: Death
# Sep 08 2003 at 9:00 AM Rating: Decent
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508 posts
Yup :) Big freakin mess is what it is. But, during beta people didn't treat their corpses with the same respect that they would if they were their real characters. Lots of uncleaned corpses about.

I think its fair to assume you will want to pull yours (however many you have) of to the side for ressing/looting.
RE: Death
# Sep 08 2003 at 12:42 AM Rating: Decent
there's a pile of corpses outside every dungeon. kinda like a graveyard in PoP but its alot smaller radius
Druids
# Sep 07 2003 at 10:36 PM Rating: Decent
Any ideas on how your average everyday non-twinked up the wazoo druid will/can do in these dungeons? I can get myself wiped easy enough without going into these dungeons! Don't want to get a group just to find out that if I'm not twinked I suck worse than normal!

Thanks.
RE: Druids
# Sep 08 2003 at 9:01 AM Rating: Decent
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508 posts
But if you are in a group you wil be fine. We had all sorts of group combinations. Its not like druids are hobbled.
RE: Druids
# Sep 08 2003 at 1:06 PM Rating: Decent
Thanks. After reading how monks are now the low man on the totem pole, I was afraid druids wouldn't be far behind.
RE: Druids
# Sep 08 2003 at 4:24 PM Rating: Default
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508 posts
Well, personally I wouldn't hesitate accepting a monk into the group. So much depends on the quality of the player, not the class. Monks are still useful in a group - people seem to have an issue with how they would pull in the dugeons. For me, its who cares. There are other ways to deal with it all.

Mostly, its a matter of finding a group (the more the better, up to 6). With the group exp bonues as they are, and the time limit a group of 6 is nice to shoot for.

So, if a monk is looking for a group in our level range, the answer would be yes they could join us. It would seem odd (and rude) to say no jsut because one skill they have is not completely useful. And that goes for other classes as well.

Point is - shoot for a group of 6, and have fun :)
RE: Druids
# Sep 08 2003 at 6:13 AM Rating: Default
I believe there is a minimum amount of people needed to enter a dungeon, cant go in alone, sorry.
New Question
# Sep 07 2003 at 9:07 PM Rating: Decent
Can u stack Augments ?

IE : 3 type 1 on the same piece or armor.

or is it only 1 per slot allowed ?

Thanks much in advance
RE: New Question
# Sep 08 2003 at 3:46 PM Rating: Good
1 augment per slot, and the aug must be of the correct type. if you have two slot 1s in an item, you can put in two slot 1 augs (assuming they aren't lore of course!)
RE: New Question
# Sep 07 2003 at 10:24 PM Rating: Decent
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509 posts
If there are 3 slots look at the screen shots they usually say:

Slot type 1:
Slot type 1:
Slot type 3:

Which means you can put 2 type 1 augs and 1 type 3 aug.
please
# Sep 07 2003 at 8:42 PM Rating: Good
please post more screenies of augmentation drops they and any info you may have on them =) thanks
RE: please
# Sep 07 2003 at 8:51 PM Rating: Excellent
here is a pic of an aug that dropped from a time++ raid (two actually) next time I get a chance to log on I will snap some ss's of other augs I have


https://everquest.allakhazam.com/screenshots/misc/augs%20time%20raid.JPG
RE: please
# Sep 08 2003 at 9:04 AM Rating: Default
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508 posts
He means the hardest raid LDoN dungeons, that are targetted at the high end players (the ones who typically have already been to plane of time).
RE: please
# Sep 08 2003 at 1:35 AM Rating: Default
maybe I am being dimwitted, but what do you mean by time++?
bard skill
# Sep 07 2003 at 8:37 PM Rating: Decent
at the moment bards skill in sense trap, disarm trap, and piclock is capped at 100. is this adequete for ldon zones? are they going to raise the skill cap for bard? or are they giving songs to bards that deal with this? anyone know?
RE: bard skill
# Sep 07 2003 at 8:44 PM Rating: Excellent
for the vast majority of traps, yes. Few if any locks have been put in so far. No new trap/lock songs, but your skills should be pretty good. might occasionally fail and/or set off a trap, so a rogue would still be first choice if he was there, if he wasn't, you could sub as needed.
RE: bard skill
# Sep 08 2003 at 3:12 PM Rating: Decent
hmm, that kind of seems unfair, i mean if other classes get spells to unlock traps, how come bards dont, and we can still fail with our skills--unless other casters can fail with thier spells, can u fail disarming a trap with your spells?
RE: bard skill
# Sep 08 2003 at 4:32 PM Rating: Decent
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508 posts
There are several types of traps. The spells only work on magical traps, not mechanical (and I heard there is another type as well).

As far as I understand rogues are the best for all around traps. Bards are a good secondary to that. Casters can attempt to detect/disarm magical traps only.

So, they only added a third tier to the trap system.

Its also a bit of luck of the draw for the dungeon layout, since Absor posted that they do not tailor the dungeon for the classes you have in the group. So, you might have a rogue in teh group, but no traps found. Or, no rogue/bard, and several traps. Or anything in between.

But, no class should be required to have along. There needs to be an alternative, even if it only works for part of the traps you find. That is why having a requirement of rogue or bard in group to do traps would be too strict.
RE: bard skill
# Sep 08 2003 at 5:00 PM Rating: Decent
yeah i agree of course, it wouldnt be fair to need a bard or rogue, im just saying i would hate to be relied on to disarm a trap only for it to fail. I assume a maxed out rogue disarm wouldnt fail and that the spells wouldnt fail if you had the right level of spell. Not sure but it just seams like the bard would have the highest failure rate at disarming, but this is all speculation, based onthe posts ive read. Since im pretty much a newbie to all classes except bard, tell me, is it possible for a maxed rogue disarm trap to fail? and can the new spells for it fail?
hmm
# Sep 07 2003 at 8:35 PM Rating: Good
i noticed none of the chars in screenshots had titles or surnames, do they give you an account with a character already on it for you to use? if so do you get to pick which class you are or is it luck of the draw? it would be logical if they just gave you a random lvl 65 char to play with for a while but hey you never know and im a very curious girl =)
RE: hmm
# Sep 08 2003 at 9:06 AM Rating: Default
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508 posts
Talking about this is actually still a violation of the NDA. They lifted the rules for talking about the game itself, but not the beta process.
RE: hmm
# Sep 07 2003 at 8:48 PM Rating: Excellent
basically you get to choose class/level and they use a template char. If you look at my screenies, some of them have surnames, and I think I posted at least one with klarissa in it (Sage Klarissa explains it all! <OMG SO CUTE>)
New Question
# Sep 07 2003 at 8:29 PM Rating: Excellent
what are the rewards for points earned in dungeons? EXP? items? Skill points? AA's? ( i doubt the AA thing but im just asking a question)

thanks for your first reply =) you have been very helpful Czaemon
RE: New Question
# Sep 07 2003 at 8:54 PM Rating: Excellent
Items for the most part. augs and charms/armor. here is a description of the other effect of winning, Nytrous posted it a while back, will bump it up though.
Current mechanics of the Adventurer Stone charm augment:

Max stats: 10ac, 10 to all stats and sv's, 100hp/mana

10 successes in *one* theme = 5 bits of knowledge from the adventurer stone quest NPC = 1 boost to your augment

1 boost to your augment = 2hp/mana

every 10hp/mana = 1 ac, 1 to all stat/sv's

minimum successes required to max out aug = 500

as much as that sounds, it won't take that much time... perhaps a month or two if you're an above-average of a typical gamer (in between "typical" and "hardcore")

Currently I'm at around:
10 guk, 6 miragul, 14 mistmoore, 10 rujarkian, 10 takish`hiz wins... 8hp/mana on my charm aug


____________________
Nytrous Oxyde
aka Rayjin Demon/Hormones
E'ci/Beta Server
RE: New Question
# Sep 08 2003 at 6:36 AM Rating: Decent
ok and by max agumentation you mean you can turn in an "auggy" ( im guessing thats what they will be called ) and make it better before putting it in an item? or does it increase all augmentations for you, kinda like the DMG bonus thing on swords and such
RE: New Question
# Sep 08 2003 at 3:38 PM Rating: Excellent
the adventurers stone will scale automatically as you complete adventures. I have not seen any other augs that scale.
#Anonymous, Posted: Sep 07 2003 at 6:24 PM, Rating: Sub-Default, (Expand Post) Please remember to rate good posts up, and bad posts down (to drop bad posts off filters, and let good posts show up to those who have their filters turned to display excellent only)
Warriors screwed again
# Sep 07 2003 at 4:05 PM Rating: Default
Well, read a lot of other posts on what classes are some of the most/least desired in regular groups, and looks like warriors, and monks, get bent over the barrel yet again. Thanks sony, here's my one finger salute.
RE: Warriors screwed again
# Sep 08 2003 at 10:44 PM Rating: Default
There has been a long standing issue with pure melee in general. This has been discussed a lot on The Steel Warrior boards quite a bit, as well as other class boards.
RE: Warriors screwed again
# Sep 08 2003 at 1:08 PM Rating: Decent
I tend to disagree with you greatly about how effective monks and warriors are in the dugeons. There is a big differance between damage per second and damage per hour. dugeons are not like the trials in poj where you only have a min or two and they are over. Yes a wizzy and necros have great dps but this is more based on a quik couple min fight. When you add in medding time over an hour i think you will find the advantages of warriors and monk greatly increased. with a good cleric and support healer or slower warriors and monks can fight with no down time at all. I been playing a shaman for quite some time and would choose a group with a cleric and 4 meleers over a casting group full of mostly casters anyday.
RE: Warriors screwed again
# Sep 07 2003 at 4:57 PM Rating: Good
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508 posts
??

Lol, you get to upgrade every single piece of armor you have with stats, plus your weapons. Plus augments to the charms. Plus, your own dungeons. Plus new loot drops. Plus easier grouping since there grouping for LDoN is focused in specific areas.

Looks to me like you are jsut looking to complain. Didn't mention how or why, or anything positive. So, not terribly insightful or helpful information.
RE: Warriors screwed again
# Sep 07 2003 at 5:00 PM Rating: Excellent
Although a pointless post, he is correct. Monks will not be picked up in LDoN groups if there is a wiz,mag,rog,ench (well a competent charming ench), necro, bard, beastlord, or any dps class I missed LFG. why? Monks have minimal utility in LDoN. Except in one or two special cases, mobs are not fd splittable, and and class with a lull type spell will pull better. Warriors will fall behind Sks and Pals for groups. Why? LDoN is time critical, SKs and pallies can let the rest of the group do more dps faster.
RE: Warriors screwed again
# Sep 08 2003 at 6:25 AM Rating: Default
Quote:
Warriors will fall behind Sks and Pals for groups.


Well, Id rather go into a Dungeon with a War beside me. At 65, I was Main tanking LDoN and typically, I didnt like it, dun like it in regular game but thats just me ;P

Sure they say wars & Monks may get the shaft in LDoN but um, let em try? Never know.
RE: Warriors screwed again
# Sep 07 2003 at 8:41 PM Rating: Good
too bad =( monks and warriors are going to be pissed, but it makes total sense, and i can see why a wiz or a necro would be picked over a warrior or a monk, first off a necro can FD and has great DPS so there goes the monks advantage right there, ( and i know you said mobs are not FD pullable im just talking ) wizzys rarely have to tank and when they do they die so thats no good but the incredible amount of damage they get to play with at lvl 51+ is just great =) draught of fire is an excellent DPS spell,


ooo a question will AoE or rain damage spells be efficient in LDoN? it would be cool because they are rarley used in EQ nowadays
RE: Warriors screwed again
# Sep 07 2003 at 8:50 PM Rating: Excellent
more than that heh -- in some spots (needs a good bit of room) necromancers **CAN** FD pull, while monks can't. doubt you will see aoe ldon groups do to all the stun/mez immunes, but if you are 60ish, try to get in to a seb aoe group.
RE: Warriors screwed again
# Sep 07 2003 at 4:58 PM Rating: Default
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508 posts
Oh yeah, plus the ability to (at least potentially) have duel procs on weapons.
RE: Warriors screwed again
# Sep 07 2003 at 5:01 PM Rating: Excellent
LDoN procs are mediocre. The one I have seen was a 20dd proc that dropped off a mob that quadded 2500 and had an aoe rampage. Yes, warriors/monks will benefit from this expansion (gear wise, not group wise,) but everyone else will benefit more.
RE: Warriors screwed again
# Sep 07 2003 at 5:36 PM Rating: Decent
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509 posts
Druids aren't getting all that much off this either. It's hard for druids to get a group now but every group needs a tank. I don't see that warriors will have that much prob getting a grp.
RE: Warriors screwed again
# Sep 07 2003 at 5:40 PM Rating: Good
Warriors already have grouping problems pre-BoW level.. Druids are getting a few nice spells, and can act as both a DPS, and a quick-healer. Druids won't have too hard of a time likely. Warriors will be absolutely last pick, because the ability to grab quick aggro is essential. Would rather wait 30 minutes for an SK then waste 60 minutes failing with a war.
RE: Warriors screwed again
# Sep 07 2003 at 10:29 PM Rating: Good
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509 posts
What really annoy's me is I am gonna have to do a dozen dungeons or more to get the spells I need to be useful in a group. So the first few dungeons I will be hurting on till I get those spells.
RE: Warriors screwed again
# Sep 08 2003 at 2:46 PM Rating: Decent
Nah, we had two sk's, a monk, a druid for healing, and a rogue and did just fine (yes, no slow). These adventures are not so hard that you have to have "the perfect group" like the PoJ trials. As long as you have a healer your pretty much gtg. Granted, it is easier with the perfect group but hell, it's about fun too :)
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