OMG! yeah... some of the map work on the planes of ns4 really blows my mind... damn.P. Fricebottle wrote: Well designed, my personal favorite is the Sea of Graves. The burial mounds in the Fields of Dead Harvest with corpses sticking out are very sickly sweet. However, in the Sea of Graves theres a few spots on the bridges that you can get stuck in.
HALLS OF THE DEAD:
I do agree with fatz, we cleared HoD a couple times including Draco (tho the second time the server crashed (last night) right when we had teleported into Draco's room so we all got trapped --can something be done to fix that-- since you require draco's key to escape his room). Otherwise, a rounded party of 3 or 4 can do it.
General: using a ring of Brom I found which mobs were undead and which ones were not, once you know that it makes strategy a bit easier.
Skull havesters: they die easily to decent melee attacks, running from them is not a good idea. -- also sometimes they seem to not acknowledge you until they are attacked.
Reapers, winnowers, bleakborns: all very easy to take out, just don't turn your back on them, also the bleak's slow speed gives you a strategy to beat them after dealing with the others first.
Sentinels: The still seem to be braindead for the most part as far as seeing players, but occasionally they are firing that annoying range attack before you can even see them!! from an archer's perspective, those arrows are worth farming HoD since you can't buy them in the planar store (yet?).
Crypt Chanters: Yay for bards! Very easy to beat if you are a bard yourself, they actually have some very effective bard AoE spells that can be a real pain when combined with other mobs.
Phantom Guards: undead half-orcs with a nasty halberd, great CR - gives +6 generic drops!
Demiliches: VERY annoying, other than draco's guardians, these guys are the worst non-boss threat for a few reasons...
Blood Amniote: A few bugs with these guys -- they multiply if you don't deal with them quick, and we ran into a room of about 40 of them! Definatley a concern with lag and server crashing potential.
Plague Mummies: Wow... that's quite a fear aura, other than that these guys are decent.
Guardian of the Halls: I almost peed myself the first time I saw one of these giant bone golems! They come in 2's throwing hellballs and have great CR, plus they seem to always drop their lvl40 shields.
Lich King & Draco: Great bosses! Possible to kill and good xp, but I hope Draco actually drops something good one day and something should be done about getting trapped if the server crashes.
POSITIVE PLANE:
General: Once you know how the mobs respond, and what protections you need, you can clear the maps with a party of 2. Individually, no creature is too powerful, but certain combinations are nearly impossible to beat.
Lumi: I love how the paladins and clerics have epic warding, luckily a decent caster can still beat them in seconds, but a meelee type is gonna be in pain until the warding runs out. And if you're EVIL good luck not being killed in 1 or 2 hits by a paladin (again there are simple strategies to beat this that i won't get into).
Xag-Ya: Insane SR, concentration, immune to kd AND have epic warding, but once the warding runs out they're little more than a punching bag.
Aoa: Every caster's nightmare -- seemingly endless mords, dispells, immune to spells and a deadly anti-casting attack, I swear these things strip off earth gen abilities, bardsong and everything! But even unbuffed they are fairly easy to beat with melee.
Glimmers: Not much of a threat, just give 'em a beat down and that's it, but don't let them flank you for too long.
(orb chuckers): amazing AB and their ammo has a ton of elemental damage, these guys are not fun if you're dealing with another enemy as 2 or more of these are flinging 'energy orbes' at you!
BOSS: The most insane crits of all and cuts right through earth gen DR ;]
NEGATIVE PLANE:
General: Definately a few steps harder then all other planes, the mobs here have similar counterparts to POS plane, but they each have something that makes them a bit more difficult! Ebby rings and hod shields are very helpful here since you can't cast neg protectionspells. Also, most of them seem to have a HUGE sphere of awareness since just portalling into the plane and standing still can have at least 10 mobs close in on you in no time.
Death Giant Guards: Giant blackguards with dire maces -- 1 is deadly, 2 or more and you're gonna be hurtin'.
Xeg-Yi: Like their positive plane counterparts, they have warding, SR, etc... but add hellball to the mix with other enemies to hit you while you're down and it's game-over!
Death Archers: If you don't have high spot/listen you can be surrounded by a few of these before you even know what hit you! (I have yet to see anything drop from these, but I'm very anxious to see if they drop a +7 rapier or a nice robe!) The funny thing is, they have a bow if you're lucky enough to see them before they see you, but they immediately switch to their rapier and move in to melee -- but since they have death attacks, it's a good thing they don't snipe or they would be even harder.
Void Ooze: Yet again, similar to the POS plane Aoa, but these guys seem to have higher AC, AB and even more dispells! And like the Xeg, combine one of these with any of the other mobs and you're toast.
Death (greataxers): Probably the most managable mob here.
BOSS: umm.... 82ac and insane amounts of regen.......not good!
Anyhow... great work all around, but I would have to say neg plane could use a bit of a nerf -- perhaps just in awarness bubbles, or number of mobs spawned per zone, and allowing neg protections to be cast would be nice... the oozes will dispell it anyway so I don't see the reason you can't cast it. Also the neg boss is amazingly hard to hit, and even if you do he regenerates it shortly after... probably only a job for a group of high level clerics and mages? Perhaps a BG or PM summons could do well as well.