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blink182 Wrote:Anyone ever think they're looking too much into how many classes have fallen to this boss?
I doubt they used random classes and random numbers to give a hint about "something" (most likely a new boss) coming out soon. Might aswell look at both sceptically(sp?).
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yea gurdle the unarmed is probably the boss but why would bowmen have the second highest death toll? wouldn't they snipe away at him? remember, gurdle was slow and strong. maybe, since no bishops and Drks fell to the might of gurdle, they might be the key to victory...
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Holypie Wrote:yea gurdle the unarmed is probably the boss but why would bowmen have the second highest death toll? wouldn't they snipe away at him? remember, gurdle was slow and strong. maybe, since no bishops and Drks fell to the might of gurdle, they might be the key to victory... I hope not. DKs and Bishops have been key enough so far. Let's get some Mages, Paladins, and Shadowers up in here.
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i hope not as well... but since AM's, shadowers, bishops, and Drks had the lowest death toll maybe they may be the key classes, and maybe not. how do we even know that 'stomp' means kill? it could mean those who suffrede injusies, yet lived...
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I don't see how Bishops would be the only mage class surviving, unless ofcourse they just put them under the 'magicians', but as for DK... the only way I see them surviving would be their HB ability, but other then that they're on par/worse bossing-wise with hero.
...it'll probably be quite a dissapointment like headless horseman, so I don't really think why we're talking about it this much. There's no way they'll have a monster that can kill one warrior but can't kill the other. The reason they probably didn't send any bishop was because they're all too busy training with other bishops at skele, and all DK are 'AFK'. (yeeeee stereotypes  )
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2008-07-11, 11:03 AM
(This post was last modified: 2008-07-11, 11:05 AM by Hazzy.)
Afrobean Wrote:I hope not. DKs and Bishops have been key enough so far. Let's get some Mages, Paladins, and Shadowers up in here.
Yea, maybe give this guy some Elemental Weaknesses?
Holypie Wrote:i hope not as well... but since AM's, shadowers, bishops, and Drks had the lowest death toll maybe they may be the key classes, and maybe not. how do we even know that 'stomp' means kill? it could mean those who suffrede injusies, yet lived...
Hmmm. Too lazy to look back, but were all the mele attackers, except Shadowers, the ones with the highest death/injury toll? :f6: If so, it might have epic touch, like Body Guards.
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Hazzy Wrote:Yea, maybe give this guy some Elemental Weaknesses? 
Unfortunately, giving a Boss an Elemental Weakness still won't make Archmages that useful. I think a better idea would be to have their freeze or burnt status somehow come in use during the fight.
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Shinokun Wrote:Unfortunately, giving a Boss an Elemental Weakness still won't make Archmages that useful. I think a better idea would be to have their freeze or burnt status somehow come in use during the fight.
Strong to Neutral/Elemental Weakness/burn and freeze status being needed?
Similar to how Zakum and other bosses cast a Def-Up, this Mage-Friendly Boss could cast magic-ups, where it only takes damage from a certain element?
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Hazzy Wrote:Strong to Neutral/Elemental Weakness/burn and freeze status being needed?
Similar to how Zakum and other bosses cast a Def-Up, this Mage-Friendly Boss could cast magic-ups, where it only takes damage from a certain element? 
 OMG I would SO fight that boss, especially if it were freezable!
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Holypie Wrote: OMG I would SO fight that boss, especially if it were freezable!
Well, freezable is a bit overpowered, but have it spell its self an immunity to everything but Ice would be epic.
While we're on the topic, "+170% Magic" potions please. Arch Mages can finally have a potion as beneficial as Onyx Apples. .__.
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Shinokun Wrote:Unfortunately, giving a Boss an Elemental Weakness still won't make Archmages that useful. I think a better idea would be to have their freeze or burnt status somehow come in use during the fight. That alone wouldn't do it, but added functionality in other areas would. For example, large amounts of adds that would require Mages to knock them out (I believe the Time Temple boss does this). Also, making the boss multipart would do well as well to give Mages a foot in the door to decent DPS dealing.
But really a Mage's single target isn't that bad (compared to other classes unbuffed), not if they can use their summons. Even without elemental advantage, it's still not anywhere near as terrible as some folks might think (although it is definitely chilling at the bottom of the list). It's the summons that really hits home though, because making Mages ignore their summons cuts their damage by the same rate telling a Nightlord not to use Shadow Partner would cut theirs.
So I guess what we should be looking for is summoned adds that require a Mage to handle, multipart, maybe elemental weakness, and a large enough map where Mages can use their summons without covering other players up with them.
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It'd be neat if maybe it would send different parties to different rooms. Each room has a boss and/or a puzzle that needs to be completed to summon an even tougher boss.
Then they could definitely make it require a diverse group. Each room would be designed with different classes in mind.
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Hmm is the Fist in the middle, a knuckle or a zamadar?
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Hazzy Wrote:Yea, maybe give this guy some Elemental Weaknesses? 
At which point they throw paladins at it?:/ Heck, if your SE and Onyxing it, you'd still throw nls at it rather than elemental classes.
Is anyone else majorlly concerned about whaere they could possibly have gotten 190 paladins? XD
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Lozmaster Wrote:Is anyone else majorlly concerned about whaere they could possibly have gotten 190 paladins? XD
Lmao, this is true.
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160 Heros, 100 Nightlords, 80 Arch Mages, 190 Paladins, 90 Bowmasters, 110 Marksmen, 50 Shadowers.
Can someone give me the IDs for jobs? I think I have an idea.
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Hero Wrote:Lmao, this is true. 
D: We exist . . . but ya, probably not in those numbers ;___________;
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Rayquaza2233 Wrote:160 Heros, 100 Nightlords, 80 Arch Mages, 190 Paladins, 90 Bowmasters, 110 Marksmen, 50 Shadowers.
Can someone give me the IDs for jobs? I think I have an idea.
112 Hero
122 Paladin
212 Fire/Poison Arch Mage
222 Ice/Lightning Arch Mage
312 Bow Master
322 Marksmen
412 Nights Lord
422 Shadower
Also...
132 Dark Knight
231 Bishop
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crazybel Wrote:D: We exist . . . but ya, probably not in those numbers ;___________;
Maybe if you pooled every paladin from all the servers..maybe, it'd probably be close ><, counting on ranks anyway
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