Feedback:User/Borotvaltgandalf/Underworld
Underworld | |
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User | Borotvaltgandalf |
Categories | Player vs. Environment → Missions |
Underworld.
One of the first Guild Wars elite areas, and it suffers from design flaws. Due to many foes cheating (300dmg aatxe, homogenous groups, quest mechanics and the like), people preferred farming it instead of playing it normally. And came the 55 monk, 55/SS, 600, 600/Smite, all the smite crawler farms like terratank, wwk war, shadow form(prebuff)/nuke, terra/nuke, trappers, and so on till we got Shadow Form superbuffed and we had UWSC and Mobway and the speedclears.
What I suggest is redesigning the area to support a balanced playstyle instead of farming.
- Note that this suggestion assumes my Hard Mode change gets implemented.
In General:[edit]
Goals[edit]
- Split up homogenous groups of enemies into more versalite balanced groups.
- Revamp quests and quest spawns to deflect bugs and unnecessary travels like in unwanted guests.
- Revamp enemy skill bars.
- Reduce the number of filler enemies a little to make it easier to complete in a reasonable amount of time.
- Revamp Dhuum fight.
- Then, after it is all done, organize this neat elite area into a different structure.
Statistics:[edit]
- 8 monster types added. There are usable models for all of them.
- Total of 17 monsters have changed builds.
- Most of the farming builds are stopped with this update, also this area is more viable for balanced or PUG teams.
- 28 spirit form skills added. (note that you can still make them scale with attribute just like other skills that are aquired via skill trainers)
Plans:2012[edit]
WIP: NEED TO EXPAND AND POLISH
Since my last edit, something has changed. Namely I learned that pve is indeed balance-able.
So. My plans are: Split up UW to small missions: One area, one mission. You are spawned at the beginning of the chosen area, you have to find and free the reaper of that area, and do the second objective.
for example: Chaos Plains: you spawn where you usually enter chaos plains, and entrances to mountains, pits and pools are closed down. You have to free the reaper, then slay the four horsemen. Then you are taken back to the temple of the ages/other campaigns temple.
The original UW has to remain the same, just without quests and dhuum fight. Essentially an explorable area to run through.
Areas:
- Labyrinth
- Ice Wastes
- Vale
- Plains
- Pools
- Pits
- Mountains
- Dhuum
- Original UW, but explorable.
Aatxes[edit]
Aatxes were always either They Kill You fast or You Kill Them Fast monsters. By reducing their base damage output from 300 to 65, I could give them more decent skillbars without making them too powerful.
26 Bladed Aatxe (Normal Mode) |
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28 Bladed Aatxe (Hard Mode) |
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28 Vengeful Aatxe (Normal Mode) |
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28 Vengeful Aatxe (Hard Mode) |
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Grasping Darknesses, Dying nightmares and Keepers of souls[edit]
- Grasping Darknesses didn't have clearly defined roles besided annoying players, so I decided to make them decent frontliners. They lack their 50% inherent speed boost too.
- Dying Nightmares were originally designed to stop 55 monks from extensively farming UW, while not fitting any particular role. Now they are supporters capable of reversing and applying conditions.
- Keepers of Souls were designed to keep Vengeful Aatxe alive, but instead, now they are supporting and resurrecting them, eliminating the need of a player to die or a reaper teleport.
24 Grasping Darkness (Normal Mode) |
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28 Grasping Darkness (Hard Mode) |
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24 Dying Nightmare (Normal Mode) |
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28 Dying Nightmare (Hard Mode) |
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24 Keeper of Souls (Normal Mode) |
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28 Keeper of Souls (Hard Mode) |
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Smite Crawlers, Obsidian Behemoths, and Coldfire Nights[edit]
- Smite Crawlers have big homogenous groups which makes them number one farm targets, and an annoying target for balanced players. They are now boonprots in their teams.
- No more mindless trapspamming vs minesweeping. Instead the behemoths have Energy Denial coupled up with degeneration from bleeding+poison
- Coldfire Nights now have a bit more balanced and versalite bar.
24 Smite Crawler (Normal Mode) |
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28 Smite Crawler (Hard Mode) |
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26 Obsidian Behemoth (Normal Mode) |
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28 Obsidian Behemoth (Hard Mode) |
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24 Coldfire Night (Normal Mode) |
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28 Coldfire Night (Hard Mode) |
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Elementalists[edit]
(I forgot to migrate those into my table building system, so sorry if it seemed like I forgot about these mobs, because I have/had some ideas for their roles)
24 Stalking Night (Normal Mode) |
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28 Stalking Night (Hard Mode) |
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24 Charged Blackness (Normal Mode) |
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28 Charged Blackness (Hard Mode) |
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24 Terrorweb Dryder (Normal Mode) |
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28 Terrorweb Dryder (Hard Mode) |
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- Stalking Nights are now a powerful combination of Earth and Air hybrid casters.
- Charged Blacknesses now address the block heavy speedcleating builds, while not killing any forms of normal gameplay(normal groups use hex removal, or other ways of countering such a problem. for example KITING)
- Terrorweb dryders are unique because they have 7 skills in normal mode, and 8 in hard mode, but that's because they are awesome, and not very numerous. They also carry a res in Hard Mode, so make sure to kill them First.
Dream Rider, Mindblade Spectre, Wailing Lord[edit]
24 Banished Dream Rider (Normal Mode) |
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28 Banished Dream Rider (Hard Mode) |
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24 Mindblade Spectre (Normal Mode) |
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28 Mindblade Spectre (Hard Mode) |
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24 Wailing Lord (Normal Mode) |
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28 Wailing Lord (Hard Mode) |
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Dead Collector, Dead Tresher, Tortured Spirit[edit]
24 Dead Collector (Normal Mode) |
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28 Dead Collector (Hard Mode) |
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24 Dead Thresher (Normal Mode) |
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28 Dead Thresher (Hard Mode) |
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20 Tortured Spirit (Normal Mode) |
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26 Tortured Spirit (Normal Mode) |
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New Monsters:[edit]
26 Smite Carver (Normal Mode) |
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28 Smite Carver (Hard Mode) |
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26 Crushing Aatxe (Normal Mode) |
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28 Crushing Aatxe (Hard Mode) |
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24 Twilight Wraith (Normal Mode) |
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27 Twilight Wraith (Hard Mode) |
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26 Spear of Terror (Normal Mode) |
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28 Spear of Terror (Hard Mode) |
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26 Mindflay Spectre (Normal Mode) |
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28 Mindflay Spectre (Hard Mode) |
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24 Shocking Grasp (Normal Mode) |
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28 Shocking Grasp (Hard Mode) |
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24 Flame Spirit (Normal Mode) |
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28 Flame Spirit (Hard Mode) |
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26 Obsidian Nightmare (Normal Mode) |
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28 Obsidian Nightmare (Hard Mode) |
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The Smite Carver is a warrior version of smite crawlers. The carvers maintain Stength of Honor on self. It can be found alongside its monk counterparts and Coldfire Nights and may need some darker looking shade to be distinguished from Crawlers.
The crushing aatxes are hammer aatxes who complement theit axe-wielder kin with powerful knockdowns and heavy damage skills.
The Twilight Wraiths accompany Grasping Darkness groups to provide additional Energy Denial and turn it into damage.
Spears of Terror are skeleton archers who (or give an other name for it) add some diversity into the Chamber and Labyrinth (and more).
Mindflay Spectres were again a niche which was made to annoy players and stop shadow form . Now they are the healers in Chaos Planes, Pits and other groups.
Shocking Grasps are heavy hitting grasps of insanity (or ghouls) who really hit you with all they have, plus they got anti-melee in Hard Mode.
Imagine a burning nightmare model with a djinn-like reskin. Got it? If yes thenscrew that make it a flame djinn and you got the look of this heavy hitter snaring you with water spells and then punishing trapped players with high AoEDOT spells.
The last nightmares, the Obsidian Nightmares support their teams with physical damage buffs and powerful heals.
The Labyrinth[edit]
This is the first area for revamp, for it has a lot of warrior groups, basically saying "farm me!". To address the problem, I have changed the groups of enemies to the following:
Aatxe Group[edit]
- 26 Bladed Aatxe
- 26 Bladed Aatxe
- 26 Crushing Aatxe
- 24 Coldfire Night
- 24 Dying Nightmare
- 26 Spear of Terror
- 24 Smite Crawler
- 24 Smite Crawler
- This is a mostly balanced group of 3 warriors, a cripshot, and boonprot defense. The key of dealing with them is removing the enchantments of smite crawlers, using antimelee against the Aatxe, and interrupting the Nights
Grasping Darkness Group[edit]
- 24 Grasping Darkness
- 24 Grasping Darkness
- 24 Grasping Darkness
- 24 Twilight Wraith
- 24 Coldfire Night
- 24 Dying Nightmare
- 24 Smite Crawler
- 24 Smite Crawler
- Group based on energy denial.
Vengeful Aatxe group[edit]
- 28 Vengeful Aatxe
- 28 Vengeful Aatxe
- 28 Vengeful Aatxe
- 24 Keeper of Souls
- 24 Keeper of Souls
- 24 Mindflay Spectre
- 24 Smite Crawler
- Though monsters with balanced defense
Mindblade Spectre group (during Escort of Souls)[edit]
- 24 Wailing Lord
- 24 Wailing Lord
- 24 Mindblade Spectre
- 24 Mindblade Spectre
- 24 Coldfire Night
- 24 Twilight Weaith
- 24 Smite Crawler
- 24 Smite Crawler
- Dual Warrior, three mesmers, a flagger and 2 boonprots.
Terrorweb Dryder group (at reaper)[edit]
- 26 Bladed Aatxe
- 26 Crushing Aatxe
- 24 Terrorweb Dryder
- 24 Terrorweb Dryder
- 24 Dying Nightmare
- 26 Spear of Terror
- 24 Smite Crawler
- 24 Smite Crawler
- 'Note: This applies to other areas' dryder groups needed to kill for Restoring Grenth's Monuments
Mission Objectives[edit]
This is the first "mission" in the chain of the new underworld quest (an umbrella quest like the one in War in Kryta or Eye of the North). Your goal is to get to the reaper of the labyrinth, repel the onslaught of the Vengeful Aatxe groups, then cut off the source of the Vengeful Aatxes.
Part one: Clear the chamber
In this part you are to clear the chamber. No surprises here. This is the first goal, so there is no need to grab the quest. In order to make this a non-frustrating experience, the grasping darkness groups spawn initially, instead of the aatxe groups.
When you are done with clearing the three groups in your vicinity, a fourth one closes in from the labyrinth, and your mission objective shifts to go to the labyrinth and maybe find the reaper there. In the labyrinth you will fight mostly Aatxe groups with some grasping groups mixed in, and after you get to the shrine of the reaper, you have to kill the terrorweb dryder group stationed there.
Part two: Cleansing the Shrine of the Labyrinth.
The second part of the Labyrinth is harder than the first. The reaper comes forth and states that the shrine has been corrupted by dhuum's minions, and he must cleanse it. Dhuum's minions will then assault your party from three directions through three waves, each stronger than the one before. The first wave will be an Aatxe group, with pairs of grasping darknesses coming from the other two directions. The second wave will be a Vengeful Aatxe group with pairs of Bladed Aatxes incoming, and the third one will be two Vengeful Aatxe groups, where only one will have it's healers. The exact makeup of groups is of course subject to change during testing and fine tuning, but these are the general profiles of individual waves.
After cleansing the shrine the Reaper will ask you to find the source of the Aatxes, and you will have to destroy the three groups of Keepers of Souls, and "capture" placed portals behind them to close them, a'la torment rifts in Nightfall. When you are done, you have successfully completed the mission. Well done!
Ice Wastes[edit]
- The area that has been farmed since the first 55 monks arrived, but has taken less recognition since UWSC and mobway. Now it gets it's long-deserved mob and quest balance
Smite Crawler group[edit]
- 26 Smite Carver
- 26 Smite Carver
- 24 Coldfire Night
- 26 Spear of Terror
- 24 Banished Dream Rider
- 25 Obsidian Nightmare
- 24 Smite Crawler
- 24 Smite Crawler
- Pretty much gvg-ish group.
- They are replacing previous Smite Crawler groups
Coldfire Night group[edit]
- 26 Skeleton of Dhuum
- 26 Smite Carver
- 24 Coldfire Night
- 24 Terrorweb Dryder
- 26 Spear of Terror
- 24 Charged Blackness
- 24 Smite Crawler
Elementalist heavy group. The key to deal with them is disabling their blind and removing blurred. Note that spreading out is heavily advised.
- They are replacing previous Coldfire Night patrol groups.
Servants of Grenth groups[edit]
- Wave 1
- 26 Bladed Aatxe
- 26 Skeleton of Dhuum
- 26 Spear of Terror
- 26 Spear of Terror
- 24 Charged Blackness
- 24 Smite Crawler
- 24 Mindflay Spectre
- 24 Coldfire Night
- Wave 2
- 26 Smite Carver
- 26 Smite Carver
- 26 Skeleton of Dhuum
- 24 Terrorweb Dryder
- 24 Charged Blackness
- 24 Smite Crawler
- 24 Smite Crawler
- 24 Coldfire Night
- Wave 3
- 24 Grasping Darkness
- 24 Grasping Darkness
- 26 Skeleton of Dhuum
- 24 Terrorweb Dryder
- 24 Terrorweb Dryder
- 24 Charged Blackness
- 24 Smite Crawler
- 24 Mindflay Spectre
- Nukes with dual charge FTW
Spawn locations[edit]
Nothing changed.
Objectives[edit]
=Restore the Reaper[edit]
Servants of Grenth[edit]
- Waves are split into groups: split and stand. The group composition is the following:
- Split : 1-3-8 : Reaper.
- Stand : 2,4,5,6,7 : King.
- Note: Ideal GvG split tutorial.
- The next wave arrives only after the previous group is destroyed. Every group except the last attempts a split like in gvg.
- The last group goes straight to King Frozenwind.
- The split groups ignore players until they are in aggro range of the reaper.
- The first stand group approaches the king from the north, the second comes from the south.
- No Tanking!
Dhuum fight[edit]
yeah it deserves its section.
The Nightman Cometh[edit]
- Whenever Dhuum's health is reduced to zero, it's rest meter goes up by 10%.
- Whenever Dhuum's rest is completed, a message tells the players to kill dhuum for one last time.
- Killing a Minion of Dhuum gives the party +2% Morale Boost.
- Killing a Champion of Dhuum removes 5% death penalty from the party.
- Dhuum can now be targeted while using Dhuum's Reaping.
- Players in spirit form with 10% morale boost return to battle!
- Dhuum is no longer immune to conditions: Instead every condition has halved duration on him.
- Hexes still last half duration, but Dhuum has an inherent 50% damage reduction.
- Some little aid for those killing Dhuum. Promoted interrupts, and reduced the party's DP reliance on consumables and spirit form, which is now escapable. Wastrel's Worry spam now has it's effectiveness reduced to the point where it deals as much damage as it would without Dhuum's Natural Resistance.
Dhuum Skills[edit]
- Judgment of Dhuum (monster skill) - Damage is reduced to 50 per pulse.
- Reaping of Dhuum (monster skill) - Functionality changed to: Stance. For 10 second if Dhuum's next attack hits, it deals 200 damage and dhuum moves 50% faster. This stance is renewed if there are any foes othen than dhuum's target in the area. Can be renewed 5 times before recharge and does not renew if removed.
- Summon Champion (monster skill) Summons a Champion of Dhuum. Increased casting time to 1 second.
- Summon Minions (monster skill) Summon two Minions of Dhuum, a Terrorweb Dryder, and a Charged Blackness. Increased casting time to 1 second.
- Touch of Dhuum (monster skill) Increased casting time to 3/4 second.
- Weight of Dhuum (monster skill) Reduced duration to 3 seconds.
- Curse of Dhuum (monster skill): (passive effect) Delays resurrection effects for an extra 5 seconds. If a party member isn't resurrected in 12 seconds, then it's spirit travels to the Forgotten Vale. Additionally for each kills made by Dhuum or it's minions, he gains 500 health.
Spirit Form changes[edit]
- Spirit Form skills have been changed to reflect the profession the character is using. Some skills can only be used by certain Professions
- A player gets the core skills and the skills of his or her Primary Profession
- Core skills:
- Reversal of Death: Increased Death Penalty removal to 10%, increased Recharge to 10 seconds.
- Ghostly Fury: Reduced damage to 100. This skill no longer disables Dhuum's Rest.
- Dhuum's Rest: Increased energy cost to 10. This skill no longer disables Ghostly Fury. Doubled the amount it contributes to Dhuum's rest meter.
- Profession-specific skills:
- Monk:
5 ¾ 3 Reduced base healing to 50. It heals for an additional 10 health for each rank in Healing Prayers. The (bonus) healing is doubled if target ally is below 50% health. This skill can target self.
10 ¼ 5 NEW SKILL: For 3 seconds and 1 second for each 3 ranks in protection prayers. Target ally takes 66% less damage from all damage sources.
5 ¾ 15 NEW SKILL: For 3 and 1 second for each 2 ranks in protection prayers, target other ally has 75% chance to block incoming attacks. That ally gains 1 health regeneration plus 1 health regeneration for each 4 ranks in Divine Favor.
- Elementalist
- Encase Skeletal: Functionality changed to:
10 ¾ 15 Hex Spell. For 5 seconds and 1 second for each 3 ranks in Water Magic, target foe moves 66% slower and takes 30 cold damage every second. Skeletal foes move 90% slower instead.
15 2 30 NEW SKILL: For 9 seconds. Target foe and all foes in the area of the target are struck for 50 lightning damage and 5 lightning damage for each three ranks in air magic every 3 seconds and are interrupted. This skill is easily interrupted.
10 ¾ 20 NEW SKILL: For 8 seconds plus 1 second for every 2 ranks in energy storage, All allies whitin the ward gain +1 energy regeneration and incoming damage is reduced by 25%.
- Mesmer
10 2 20 NEW SKILL: Hex Spell. For 20 seconds. The next skill used by target foe fails and target foe takes 30 damage and 10 damage for every 3 ranks in Domination Magic.
10 1 20 NEW SKILL: Hex Spell. For 6 seconds and 1 second for every 3 ranks in Illusion Magic. Target foe activates skills 100% slower.
5 0 20 NEW SKILL: Stance. For 5 seconds and 1 second for every 2 ranks in Fast Casting, Your skills recharge 30% faster and cost 2 less energy.
- Warrior
6 4 NEW SKILL: Melee Attack. If this attack hits, it deals +3 damage for each rank in strength. It has +10% Armor Penetration
5 0 15 NEW SKILL: Skill. For 5 seconds, All allies take 10 less damage, but whenever this skill reduces damage, you take the reduced amount (up to 10). You take 1 less damage for each 3 ranks in tactics.
- Lash:
5 ½ 8 NEW SKILL: Melee Attack. If this attack hits, target foe and all adjacent foes are interrupted.
- Necromancer
10 2 20 NEW SKILL: Summon a Skeleton of Dhuum to fight on your side. The skeleton lives for 15 seconds + 1 second for every 2 ranks in Death Magic.
10 1 10 NEW SKILL: Hex Spell. Target foe and all nearby foes take 60 damage and have 50% chance to miss with attacks for 5 seconds and 1 second for each 2 ranks in Curses.
- note: this duration is halved on Dhuum.
- Renew Spirit: 10%
1 1 10 NEW SKILL: All other allies within an earshot lose 5% death penalty if your blood magic is above 8, and are healed for 2 health for each point of health sacrificed.
- Ranger
5 30 NEW SKILL: Stance. For 5 seconds plus 1 second for each 3 ranks in Wilderness Survival, you move 50% faster and have 75% chance to block attacks. Ends if you use an attack skill.
5 4 NEW SKILL: Bow Attack. If this attack hits, target foe has 5 health degeneration for 5 seconds plus 1 second for each rank in Marksmanship.
10 1 8 NEW SKILL: Bow Attack. If this attack hits, Target takes +2 damage for each rank in Expertise. If this attack hits a skeletal foe, That foe and all foes nearby to the target take 50 damage.
- Ritualist
15 2 20 NEW SKILL: Binding Ritual. Summon a Spirit of Protection. All allies whithin it's range have 20% Damage Reduction. This spirit lasts 10 seconds and 1 second for each 2 ranks in Spawning Power.
10 1 10 NEW SKILL: Weapon Spell. For 5 seconds and 1 second for each rank in Channeling Magic. Target other ally deals +25% damage with it's attacks and deals an additional 25% damage to Skeletal Targets.
5 1 5 NEW SKILL: Spell. All allies are healed for 50 health. Allies below 75% health are healed for an additional 5 health for each rank in Restoration Magic.
- Assassin
5 1 15 NEW SKILL: Spell. Send a fast-moving dagger that Cripples target foe (5 seconds plus 1 second for each rank in deadly arts), and removes it's Stance.
10 10 NEW SKILL: Dual Attack. Must hit a crippled foe. If this attack hits, it strikes for +2 damage for each rank in dagger mastery and knocks down target foe.
5 ¼ 10 NEW SKILL: Spell. You shadow step to target.
- Paragon
5 1 10 NEW SKILL: Chant. For 5 seconds + 1 second for every 2 ranks in Leadership, all party members within an earshot cause burning (2 seconds) with their attack skills.
3 NEW SKILL: Spear Attack. If this attack hits, it deals +10 damage. If it hits a skeletal foe, All foes adjacent to the target take 30 holy damage and 1 holy damage for each rank in spear mastery.
10 10 NEW SKILL: Shout. For 5 seconds and 1 second for each 3 ranks in Command, All allies within an earshot have 20% armor penetration with attacks and spells.
- Dervish
10 20 NEW SKILL: Flash Enchantment Spell. For 20 seconds: Your attacks cause crippled for 1 second per 2 ranks in Earth Prayers.
10 5 NEW SKILL: Flash Enchantment Spell. For 10 seconds, you are enchanted with Cold Flame Aura and your attacks deal fire damage. When Cold Flame Aura ends, all nearby foes take 50 cold damage and begin burning for 1 second plus 1 second for each 3 ranks in Wind Prayers.
5 12 NEW SKILL: Scythe Attack. You lose a dervish enchantment. If this attack hits, all adjacent foes take 40 cold damage. If it removes an enchantment from self it criticals, and deals +8% more damage for each 2 ranks in Scythe Mastery (maximum 40%). Skeletal foes take 50% more damage.
Twin Serpent Mountains[edit]
Obsidian Behemoth group[edit]
- 24 Dying Nightmare
- 25 Obsidian Nightmare
- 26 Obsidian Behemoth
- 26 Obsidian Behemoth
- 26 Obsidian Behemoth
- 24 Twilight Weaith
- 24 Twilight Weaith
Conditions, energy denial and orders.
- These monsters spawn along with behemoths. Orders replace one monk because of the tight spawns.
Popup/patrol Group[edit]
- 24 Wailing Lord
- 24 Wailing Lord
- 24 Grasping Darkness
- 24 Grasping Darkness
- 24 Charged Blackness
- 24 Charged Blackness
- 24 Dying Nightmare
- 25 Obsidian Nightmare
- Airspikes with orders...
- Because they are either nightmares or phantoms or spirits, they can appear from nowhere. Same spawning locations as previous charged blackness groups.
Spawn locations[edit]
Nothing Changed.
Objectives[edit]
Free the Reaper[edit]
Kill the bog standard terrorweb group at the monument.
The Demon Assassin[edit]
- The Slayer's Skill bar changed:
- 26 The Slayer
- The Slayer's group changed
- 26 The Slayer
- 26 Crushing Aatxe
- The group spawns just outside the aggro range of the keeper.
Chaos Planes[edit]
- General: No Mindblades spawn on banished dream rider death/mindblade group death.
- There are two groups: Mindblade Spectre groups and Banished Dream Rider groups. Some banished dream rider gruops(current) are replaced with mindblade groups.
Banished Dream Rider group[edit]
- 24 Grasping Darkness
- 24 Grasping Darkness
- 24 Banished Dream Rider
- 24 Banished Dream Rider
- 24 Charged Blackness
- 24 Charged Blackness
- 24 Twilight Weaith
Mindblade Spectre group[edit]
- 24 Wailing Lord
- 24 Wailing Lord
- 26 Spear of Terror
- 24 Mindblade Spectre
- 24 Mindblade Spectre
- 24 Mindblade Spectre
- 24 Twilight Weaith
Quests[edit]
The Four Horsemen[edit]
First, I will change horsemen skills
28 Kazhad Dhuum
ATTS :
- Axe Mastery 18
- Curses 10
- Strength 15
ATTS :
- Air Magic 18
- Energy Storage 16
28 Madruk Dhuum
ATTS :
- Water Magic 18
- Healing Prayers 12
- Energy Storage 11
- 28 Ghozer Dhuum
ATTS :
- Death Magic 16
- Soul Reaping 7
- Curses 16
Notes:
- These horsemen no longer split. Instead, they either come from the left side or right side.
- Only 4 Dryders accompany them (one each).
Spawning Pools[edit]
Pretty much standard mob[edit]
- 24 Shocking Grasp
- 24 Stalking Night
- 24 Terrorweb Dryder
- 24 Flame Spirit
- 24 Coldfire Night
- 24 Charged Blackness
- 24 Charged Blackness
- Obviously there is no need for a second kind of group, since this one is fairly versalite.
Bone Pits[edit]
Hexer/Denial group[edit]
- 26 Skeleton of Dhuum
- 24 Charged Blackness
- 24 Dead Thresher
- 24 Dead Collector
- 24 Banished Dream Rider
- 24 Mindblade Spectre
- 24 Coldfire Night
Conditions Group[edit]
- 24 Wailing Lord
- 26 Bladed Aatxe
- 26 Spear of Terror
- 24 Dead Thresher
- 24 Dead Collector
- 24 Dying Nightmare
- 24 Mindflay Spectre
Quest changes[edit]
Imprisoned Spirits[edit]
- Tortured spirits follow the party leader.
- If the Terrorweb Dryders are killed, then the players get the quest updated even if the Tortured Spirits didn't spawn due to a bug. (Alternative: fix the bug)
Forgotten Vale[edit]
Village Group[edit]
- These groups haunt Major Algheri's village.
- 24 Grasping Darkness
- 26 Skeleton of Dhuum
- 24 Charged Blackness
- 24 Charged Blackness
- 24 Dying Nightmare
- 24 Twilight Wraith
- 24 Smite Crawler
Monster Group[edit]
- The group of monsters outside the village.
- 26 Bladed Aatxe
- 26 Crushing Aatxe
- 24 Terrorweb Dryder
- 24 Stalking Night
- 24 Stalking Night
- 24 Smite Crawler
- 24 Coldfire Night
Wrathful Spirit Group[edit]
- adding some minor diversity. The Grasping Darknesses only spawn if a group has turned hostile.
Quests[edit]
Wrathful Spirits[edit]
- Tortured Spirits that are to be protected are renamed to Villager Spirits.