ProntoNP was born on Thursday, the last day of 2015.
I've posted a few solos if anyone is interested.
Build and Equipment are at the end of the videos.
Avvar vs. Qunari:
Reaver vs. Red Templars:
Lego vs. Demons:
ProntoNP was born on Thursday, the last day of 2015.
I've posted a few solos if anyone is interested.
Build and Equipment are at the end of the videos.
Avvar vs. Qunari:
Reaver vs. Red Templars:
Lego vs. Demons:
Well I appreciate your patience I suppose... Watching your lego solo is painfully dull if I'm honest
The Avvar vs Quanri Commander is pretty funny
I always remembered quanri boss for being ultra squishy.
So if you get drakescale do you automatically unlock all the characters of that class?
So if you get drakescale do you automatically unlock all the characters of that class?
No, you still need to craft base gear.
Yeah, Lego is pretty dull. Invincible tho. Upgraded War Cry is a must for non-promo lords. I only had 2% HOK...Well I appreciate your patience I suppose... Watching your lego solo is painfully dull if I'm honest
The Avvar vs Quanri Commander is pretty funny
I always remembered quanri boss for being ultra squishy.
So if you get drakescale do you automatically unlock all the characters of that class?
Nice man! Glad I was able to help you get some gear, even if you paid in tea ![]()
Not surprised, but this isn't quite indicative of promotions or gear vs skill because:
(1) Armor was drastically improved. Remember how squishy guard was before, especially on katari?
(2) Power creeping. Best weapons back when DAMP first came out were sulevin blade, caliban, red birth, etc. And none of those weapons had any crafting slots like dragon maul, especially warrior weapons (some did), so you were s o l if you didn't have barrier or a hok ring.
If anything these videos show is how far the game has evolved from its original state vs it's end little cycle. Before perilous was the standard by which all solos were judged by, but it's a lot easier now even with no promotes due to reasons stated above.
I should direct these videos to the players who think playing threatening or routine habitually out of fear of wiping that the game has gotten a heck of a lot easier to play higher difficulties even if you have minimal promotions. If you have hakkon weapons and still scrub it out in threatening than these videos are a perfect watch not for the skill but to show how far DAMP has come full circle to what it's now. Players who have maxed promotions and gear and been playing this game more than 6 months should take notes on what's possible and stop selling themselves short because steamrolling through perilous and threatening daily/and calling dragon even though you have all the challenges for it completed lessens the excitement of an already predictable game.
Armor is huge. Without best armors you get one-shotted in NM. But, Saarabadass is good to go even with base armor around level 10. Lego as soon as you have Warcry and Walkinf Fortress. Havnt played Silent Sister yet. Not unlocked.
It's interesting seeing how easy new players have it.
The grind for armors is probably annoying without getting carried. But, you need a little time to L2P.
PI amulet is a game changer.
I didn't have mats to upgrade weapons, but that will come with time played. Upgrades are huge early on, but not necessary.
If u are a noob just play the Saarabas, Reaver and Silent Sister.
(2) Power creeping. Best weapons back when DAMP first came out were sulevin blade, caliban, red birth, etc. And none of those weapons had any crafting slots like dragon maul, especially warrior weapons (some did), so you were s o l if you didn't have barrier or a hok ring.
I should direct these videos to the players who think playing threatening or routine habitually out of fear of wiping that the game has gotten a heck of a lot easier to play higher difficulties even if you have minimal promotions. If you have hakkon weapons and still scrub it out in threatening than these videos are a perfect watch not for the skill but to show how far DAMP has come full circle to what it's now. Players who have maxed promotions and gear and been playing this game more than 6 months should take notes on what's possible and stop selling themselves short because steamrolling through perilous and threatening daily/and calling dragon even though you have all the challenges for it completed lessens the excitement of an already predictable game.
ProntoNP was born on Thursday, the last day of 2015.
I've posted a few solos if anyone is interested.
Build and Equipment are at the end of the videos.
Do you have any videos of Perilous Solo runs on Mages?
I always love a good Avvar solo. So much luck on the self-res off Lady's Wrath, but still a good game!
That was a fun solo. I'm surprised you didn't mention my use of Rage of the Avvar. I really think that ability should have a 16 second cooldown.
Not surprised, but this isn't quite indicative of promotions or gear vs skill because:
(2) Power creeping. Best weapons back when DAMP first came out were sulevin blade, caliban, red birth, etc. And none of those weapons had any crafting slots like dragon maul, especially warrior weapons (some did), so you were s o l if you didn't have barrier or a hok ring.
Caliban and Thunderstrike both have grip slots. Caliban also has heal on kill.
Red Birth doesn't have an upgrade slot, but the go to secondary dagger (Wicked Grace) has a grip slot. Walking Death also has a grip slot. Wicked Grace also has heal on kill.
Punched by the Maker and the Bow of Cruel Redemption both have grip slots. Cruel Redemption had heal on hit and heal on kill.
Pyre of the Forgotten has a grip and a blade slot.
So saying "none of those weapons had any crafting slots" when talking about the original BiS items is false. More of them had them than didn't.
Early on you do not have the materials to upgrade weapons with tier 3 upgrades. ProntoNP has a Hakkon Bow, but does not have the required cotton to upgrade it with heal on kill. I will be farming some grips this evening in an attempt to get some and will update on whether the strategy is effective or not.
Second, how many players had more than one or two of the level 23's pre-dragonslayer? I only had the Sulevin. Lets not forget that those 23's were ultra-rare and game-changing. The second tier one-handers and two-handers weren't even comparable. Caliban had 16% HOK, +% Damage Masterwork and the highest one-handed base damage. The Sulevin had nearly 50 base damage on the second best two-hander, Dragon Hunter Axe. Cruel Redemption and Griffon Bow weren't too far behind PBTM. Wicked Grace, Agony and Walking Death weren't too far behind The Blade of Red Birth. But, if you didn't have those items you were stuck using weapons like the Elusive Ice Bow, Carta Punisher, Coiled Strike, Refined Hossberg Twainer, Sundering, Firm Tournament Axe, Moon Axe ect.
There were a TON of high quality staffs: Staff of the Void, Fury of the Veil, Pyre of the Forgotten, Mindchill, Deathward.
I would say that the major differences for people just starting out now versus at launch is the amount of heal on kill on some of the newer weapons (if they are lucky enough to get them)
Correct me if I'm wrong, but the only heal on kill items in the game pre-dragonslayer were the Caliban and Wicked Grace? You were SOL when it came to Warriors and Rogues until you got a Life Drain ring. The available weapon upgrades, tier 1, didn't offer any HOK if I remember correctly. Dragon weapons immediately outclassed all the pre-dragonslayer weapons because of their higher base damage AND heal on kill. The Skywatchers Cleaver is a level 23 item with high HOK. Dragon Weapons are level 24. The only other non-staff weapons with innate HOK are the Bloody Bargain and Heartstring bow, both level 25.
Staffs are the most abundant high end weapons w/ innate HOK: Staff of the Dragon, Yavanalis, King Fisher, Staff of Razikale.
ProntoNP was lucky to pull a Dragon Maul and Skywatchers Cleaver. I can play Perilous with the two-handed warriors just fine. But, I don't have any form of Heal on Kill for my rogues yet, and Perilous is pretty tough going without it. I do alright, good DPS, not fading out or anything. But, Zone 4 FC and Zone 5 of any map make it pretty difficult not to slowly get whittled down. For example, I may take an arrow to the back and find myself at half health before I can restealth. Without Heal on Kill you're pretty much boned. If you want to rejoin the fight you can't take another arrow without going down. Now, once I have heal on kill I think the rogues will be just fine. Most of them have stealth and allow you to go pick a few weak mobs off and re-enter the battle fully healed. The other two have elusive or guard.
Dragon weapons and newly added weapons with heal on kill are great. You just have to get your hands on them first. Otherwise you better have a life-drain ring or barrier just like the old days. Lego and Mages being the exception. Thankfully, new players have a much easier time getting their hands on them than we did last year.
(1) Armor was drastically improved. Remember how squishy guard was before, especially on katari?
and the increased armor ratings.
Threatening is a joke with Drakeskin armor. Physical damage taken rarely goes above 1, that's with 0 promotions. This is a good. Threatening should be stupid easy for how little EXP and gold you get for doing it. I'm glad the progression to Perilous is fast. The more players in the same difficulty the better.
Quite a few of the balance changes Luke made help a lot as well, whether intended or not. Bear Mauls the Wolves is a great example. Warriors are tanky even with no promotions because you can't get instagibbed by assassins or instagibbed when kiting. Fade-Stealth is game-changing as well. Potion changes were big-time as well. Full heals and Rock Armor went from one of the worst potions to one of the best.
Mages are king when you have low promotions. Enjoy the overpowered mages with their death siphon, barrier, and fade-shield until you can get your hands on dragon weapons and or heal on kill rings. Funny how the Warriors and Rogues become the true kings later on.
Do you have any videos of Perilous Solo runs on Mages?
Nope, have not given any mages a try yet. But, I'll give them a spin soon.
Nope, have not given any mages a try yet. But, I'll give them a spin soon.
That was a fun solo. I'm surprised you didn't mention my use of Rage of the Avvar. I really think that ability should have a 16 second cooldown.
Early on you do not have the materials to upgrade weapons with tier 3 upgrades. ProntoNP has a Hakkon Bow, but does not have the required cotton to upgrade it with heal on kill. I will be farming some grips this evening in an attempt to get some and will update on whether the strategy is effective or not.
Second, how many players had more than one or two of the level 23's pre-dragonslayer? I only had the Sulevin. Lets not forget that those 23's were ultra-rare and game-changing. The second tier one-handers and two-handers weren't even comparable. Caliban had 16% HOK, +% Damage Masterwork and the highest one-handed base damage. The Sulevin had nearly 50 base damage on the second best two-hander, Dragon Hunter Axe. Cruel Redemption and Griffon Bow weren't too far behind PBTM. Wicked Grace, Agony and Walking Death weren't too far behind The Blade of Red Birth. But, if you didn't have those items you were stuck using weapons like the Elusive Ice Bow, Carta Punisher, Coiled Strike, Refined Hossberg Twainer, Sundering, Firm Tournament Axe, Moon Axe ect.
There were a TON of high quality staffs: Staff of the Void, Fury of the Veil, Pyre of the Forgotten, Mindchill, Deathward.
Correct me if I'm wrong, but the only heal on kill items in the game pre-dragonslayer were the Caliban and Wicked Grace? You were SOL when it came to Warriors and Rogues until you got a Life Drain ring. The available weapon upgrades, tier 1, didn't offer any HOK if I remember correctly. Dragon weapons immediately outclassed all the pre-dragonslayer weapons because of their higher base damage AND heal on kill. The Skywatchers Cleaver is a level 23 item with high HOK. Dragon Weapons are level 24. The only other non-staff weapons with innate HOK are the Bloody Bargain and Heartstring bow, both level 25.
Staffs are the most abundant high end weapons w/ innate HOK: Staff of the Dragon, Yavanalis, King Fisher, Staff of Razikale.
ProntoNP was lucky to pull a Dragon Maul and Skywatchers Cleaver. I can play Perilous with the two-handed warriors just fine. But, I don't have any form of Heal on Kill for my rogues yet, and Perilous is pretty tough going without it. I do alright, good DPS, not fading out or anything. But, Zone 4 FC and Zone 5 of any map make it pretty difficult not to slowly get whittled down. For example, I may take an arrow to the back and find myself at half health before I can restealth. Without Heal on Kill you're pretty much boned. If you want to rejoin the fight you can't take another arrow without going down. Now, once I have heal on kill I think the rogues will be just fine. Most of them have stealth and allow you to go pick a few weak mobs off and re-enter the battle fully healed. The other two have elusive or guard.
Dragon weapons and newly added weapons with heal on kill are great. You just have to get your hands on them first. Otherwise you better have a life-drain ring or barrier just like the old days. Lego and Mages being the exception. Thankfully, new players have a much easier time getting their hands on them than we did last year.
Threatening is a joke with Drakeskin armor. Physical damage taken rarely goes above 1, that's with 0 promotions. This is a good. Threatening should be stupid easy for how little EXP and gold you get for doing it. I'm glad the progression to Perilous is fast. The more players in the same difficulty the better.
Quite a few of the balance changes Luke made help a lot as well, whether intended or not. Bear Mauls the Wolves is a great example. Warriors are tanky even with no promotions because you can't get instagibbed by assassins or instagibbed when kiting. Fade-Stealth is game-changing as well. Potion changes were big-time as well. Full heals and Rock Armor went from one of the worst potions to one of the best.
Mages are king when you have low promotions. Enjoy the overpowered mages with their death siphon, barrier, and fade-shield until you can get your hands on dragon weapons and or heal on kill rings. Funny how the Warriors and Rogues become the true kings later on.
Since the clan is about 'No promotions',
Last few patches have made DAMP much much easier because players do not have to deal with archer step back full draw instant gib, butt commander gibb, and a slew of other nerfs to enemy a.I. that have rendered them somewhat neutered. It wasn't necessary to do anything drastic like they did to the butt commander and assassins. Because of how the progression system in this game works, eventually players with enough promotions will be shrugging of those broken attacks anyways.
Enemy AI was fixed. The turn and shoot was obnoxious. The instadeath from assassins was also pretty obnoxious. I remember Luke mentioning how much damage each strike was and it was pretty unnecessary.
Instead of the enemy turn and shoot cheese newer players have the Qunari and Darkspawn to deal with. Both have some pretty cheasy AI. Qunari has shieldsplosion, enemy saarabas dot, spear chuckers that do absurd damage with those spears as well as the ability to jedi block. Their boss can pretty much insta kill you with a spirit bolt. Darkspawn has bolters, overly abundant knockdown and the Emissary Alpha's beam of death. Obviously, none of these are a concern with stats.
I think the player ability and passive changes were more game changing. Well, and easier access to high armor and high weapon base damage.
Enemy AI was fixed. The turn and shoot was obnoxious. The instadeath from assassins was also pretty obnoxious. I remember Luke mentioning how much damage each strike was and it was pretty unnecessary.
Instead of the enemy turn and shoot cheese newer players have the Qunari and Darkspawn to deal with. Both have some pretty cheasy AI. Qunari has shieldsplosion, enemy saarabas dot, spear chuckers that do absurd damage with those spears as well as the ability to jedi block. Their boss can pretty much insta kill you with a spirit bolt. Darkspawn has bolters, overly abundant knockdown and the Emissary Alpha's beam of death. Obviously, none of these are a concern with stats.I think the player ability and passive changes were more game changing. Well, and easier access to high armor and high weapon base damage.
I have never ever seen a promotion Lord get instagibbed by the qunari saarebas or the qunari faction commander. We are talking about 400+ constitution here with a pact belt on already redlined to revive someon. I can see it happening to lesser mortals who may have 180-200 constitution. Bolters though are an exception and are the only thing that really slow overly promoted players down to a degree but aren't the rule since they are but a speck to a promotion lords armor.
Last few patches have made DAMP much much easier because players do not have to deal with archer step back full draw instant gib, butt commander gibb, and a slew of other nerfs to enemy a.I. that have rendered them somewhat neutered. It wasn't necessary to do anything drastic like they did to the butt commander and assassins. Because of how the progression system in this game works, eventually players with enough promotions will be shrugging of those broken attacks anyways.
Look, you claimed the game has gotten much easier for new players because patches removed a couple broken enemy AI tactics. You yourself make the point that the original broken attacks would have eventually been shrugged off with enough promotions.
Enemy AI was fixed. The turn and shoot was obnoxious. The instadeath from assassins was also pretty obnoxious. I remember Luke mentioning how much damage each strike was and it was pretty unnecessary.
Instead of the enemy turn and shoot cheese newer players have the Qunari and Darkspawn to deal with. Both have some pretty cheasy AI. Qunari has shieldsplosion, enemy saarabas dot, spear chuckers that do absurd damage with those spears as well as the ability to jedi block. Their boss can pretty much insta kill you with a spirit bolt. Darkspawn has bolters, overly abundant knockdown and the Emissary Alpha's beam of death. Obviously, none of these are a concern with stats.
I think the player ability and passive changes were more game changing. Well, and easier access to high armor and high weapon base damage.
When I shared my opinion that new cheesy enemy attacks are still present in the game you responded with "oh that doesn't matter when you have 400 constitution."
I have never ever seen a promotion Lord get instagibbed by the qunari saarebas or the qunari faction commander. We are talking about 400+ constitution here with a pact belt on already redlined to revive someon. I can see it happening to lesser mortals who may have 180-200 constitution. Bolters though are an exception and are the only thing that really slow overly promoted players down to a degree but aren't the rule since they are but a speck to a promotion lords armor.
400+ Con has nothing to do with how the game has changed or gotten easier, only how broken the 4X EXP month was and what 1000's of hours of grinding can get you.
I was just reiterating what you yourself said in the last sentence of your post. "Because of how the progression system in this game works, eventually players with enough promotions will be shrugging of those broken attacks anyways."
This game has always been a grind. If you didn't believe it was than you wouldn't of wasted thousands of hours either. What's your point? Aren't you ranked somewhere in the twenties on the leaderboards before you started your alt? That's a lot of time being put into the game to l2p and being carried whether you like to admit it or not. Please, don't blame promotion lords for playing the game as it was intended as your discrediting yourself and the ones you routinely play with since you started.
What's your point?
Con will not stop you from going down (Especially Against Bolters) but helps alot in in perlious or nm. In heartbreaker you still need to dawn your belts i.e. electric resistant and bring resistance potions.I have never ever seen a promotion Lord get instagibbed by the qunari saarebas or the qunari faction commander. We are talking about 400+ constitution here with a pact belt on already redlined to revive someon. I can see it happening to lesser mortals who may have 180-200 constitution. Bolters though are an exception and are the only thing that really slow overly promoted players down to a degree but aren't the rule since they are but a speck to a promotion lords armor.
Do you have any videos of Perilous Solo runs on Mages?
AW still king of the Mage solos...
Sure thing.
Perilous against DS on the Saarebas is very, very painful to solo. Good luck ![]()