Entry level raid mobs with droppable loot

rab said:
Tasradur of the Depths (Kedge)
--He is a pain to get to but has really nice loot and a high chance to drop relics
Taraztu the Demonologist (RSM)
--Pretty easy to get to but his AE is annoying
Parcelan the Devourer (Necropolis)
Yinazra
EDHK minis and WDHK nameds
WW Dragons
EW Giants
SK Giants

Of all those you listed, they all have No Drop loot, correct? (The only ones I am not sure of are Tasradur and Taraztu)
 
All no drop from those mobs. Taraztu and Tasradur are probably the hardest to get to, and perhaps the hardest, but they have good loot and are never ever killed. :toot:
 
Ember Lord Zaafrag is generally a group encounter. Taraztu the Demonologist is at the lava shrine north west inside RSM. * edit: removed misinformation. I'm unaware if the rare lvl 57 pally and wizard spells also drop from him beside Servant of Taraztu. A key reason for him to be untouched by most raid force was due to mentioned above and the lag and LD. Was Wiz eventually able to fix it? Otherwise he'd usually be a follow up after Lavascale.

Riesen, going invis/ sneak solo in cramp zones is far easier than leading a raid to a target, unless most know the way. Back when RSM and these raid targets were new and rarely visited, I'd able to invis to Taraztu under 2min whereas it took the raid longer than the 10min of invis. :psyduck: Anyways, the point was that a questionable loophole existed not the lack of targets. True they may later regret this requesting but ultimately Wiz will does what's best for the server. Most of the other targets' drops are no drop and so are some typical group targets' items.

Hopefully it was a second thought on the to do list to up the stats of drops from Mielech's Lair.
Remember when Mielech zone was accessed though Bankak Mines before Miel A and B were added? I agree the coordination and risk involved for kills there as oppose to Miel B should justify one to be upped or nerfed. Speaking of Mielech, as a raid target, he rarely was killed as most guilds won't go out of their way in what has to be the most distant single target(hint: add mini bosses). Even though his drops are better than in the past.

Saving fund for personal and guild charms isn't difficult. It's a long process. From the time played(lived in) WR/SoD I may had amassed a net worth around 600k pp, not including group or raid cash. I was a big cp pincher and packrat. I rarely deleted coin or drop unless they weighed me down enough for mobs to catch up to me. Using as many weight reduction bags and slots allows you to sell more. It wasn't until later I even attempted to DC on my dinoputer that I primarily used my alts as mules for things such as fine steel weapons. Before and after the nerf of FS prices I could directly NPC vendor off or auction/ personal vendor for up to 3x the price. That's ~46 main's available slots and 64 + 80 slots on my 2 loot alts = ~190 FS, stackables, spells and named drops. Unless I'm mistaken, I was the first to independently earn their 215k charm. It tickly my fancy when I was questioned and audited by the GMs how I have such a large saving. Wiz mentioned I was the richest individual on the server. :monocle: This was before I farmed PP and gems from giants and cyclops when they were added. Heck I don't recall ever farming and selling anything more than 2k to players. Where as some like Zhak farmed Ember Lord for 4~6k or EDHK and SK for pp and gems. I'm dishearten my charm raffle wasn't as supported(thanks Isiki for your interest) whereas casinos from Shurley and Zhak were. It's funny, prior to retiring I was finally starting tradeskills to make use of the AA.

edit: I forgot to mention that diolas also raised his charms fund himself.

I agree with Mog about questing your faction armor. At lvl 52 I took residence in Dragon Necropolis. 13 levels and near 400AAs, mostly from DN, I was rewarded a torn silk robe! The story goes, I noted of my kills, dozens of all the other classes' pieces and 6-8 of their chest piece. I once again asked Wiz check and reset the robe's drop rate. Again thank you lots Wiz! I wouldn't change that fate. It was such a satisfaction to earn it instead of getting from luck or raid. I'm happy for those who rather skip such an experience. As corny as it is, that robe was in my heart my wizard epic!
:dance:
 
Allielyn said:
It has to do with a lot of factors. 

For one, it's MUCH more convenient to have a SK port neck than it is to have a DHK port neck.  DHK is off on its lonesome corner of the world, the port in isn't next to a zone out, etc.  SK is pretty centrally located in the Frostfang portion of the world, it's closer to a portal, and it's right next to the EW zone line, etc.

For two, it's appealing to be able to have a port neck of some sort - and the more port necks the better, in terms of getting around.  If the whole guild kills both sides, then nobody gets a port neck.  If people pick sides, then you get whining regarding choices of raid targets.  It's easier to manage a guild on one set of faction.

For three, all the raid mobs in DHK are all just a little more easily accessible than the ones in SK/SE, if only because you really only have to learn one zone (DHK) instead of two (SK/SE), and it's conveniently split up into wings between tiers.

For four, it's tradition, really.  In the past it was a clear decision between the two.  Now it's pretty evened out, but everyone's used to DHK is all.

They all seem like little things, but when you add them up it's clear why some people still have a preference for DHK even though they're pretty evened out.  Those guilds that go against the grain and break out of that mold will have a different experience, but I think it'll be fun all the same.

Those reasons are pretty weak, I've never ran into one of them in my 4 months of no being on a faction. The real reason is because ndhk gear, ecspecially tank gear (even post revamp), is superior to what drops in SE/SK. I can honestly say Escu and Steel would never have been able to progress half as far as we have if we stayed on one faction. I'm not going to go into the benefits of it because that would spoil our fun, but jeez you people must play this game blind-folded...
 
As a clarification: Purefyre you must be indicating that the Council loot comes from the Ember Lord right? The way you have it written would indicate that it came off Taratzu, whereas Rabb just said his loot was all No Drop.

So, back to the original argument, looking at the list that Rab noted, You see that the only easily accessible (read: non dungeon/raidzone type) mobs in the entire list are the WW dragons: and they're a bit below EDHK/WDHK; I wouldn't even consider them in the list. Guilds that want to make the jump from WDHK to NDHK get little more than rots from WW dragons. (Or, if you're on Dragon Faction, my guess is EW giants are in the same boat - let's not get into faction jumping though). To contrast, here's the list that I indicated of mobs that give droppable loot in the same tier:

The Crusher - Sundered Mountains
Lavascale - Red Sun Peaks
Plaguefang - West Badlands
Gnok - Obsidian Shard Mountians
Ancient Wind Torrent - Oasis?
Ancient Deepfiend - First Ruins
Arena Keeper - Freeport
Grandmaster Tyranna - Freeport
High Beguiler Garos - Freeport

You might notice, of the 9 targets that give droppable loot, I listed only ONE is at the end of a dungeon (Ancient Deepfiend) and the others are incredibly easy to access. Of the 8 (and I'll consider areas like "WDHK" as one target) that Rabb listed that give No Drop loot (and it's really only 6, when you consider faction decisions) only ONE is as easy to access.

Please, if either of us are missing any targets, be sure to post!
 
SprintFun said:
Those reasons are pretty weak, I've never ran into one of them in my 4 months of no being on a faction. The real reason is because ndhk gear, ecspecially tank gear (even post revamp), is superior to what drops in SE/SK. I can honestly say Escu and Steel would never have been able to progress half as far as we have if we stayed on one faction. I'm not going to go into the benefits of it because that would spoil our fun, but jeez you people must play this game blind-folded...

Of course, I said they were weak. But when you add them up some people get a preference for one or the other.

And yes, you cam progress faster if you kill them both. But not all people like to screw faction all around, and they have their (legitimate) reasons. And when some of those people are in your guild, you're going to have problems. If your guildies don't mind, then more power to you. (I just hope those SK/SE baddies chew you up and spit you out. Go GIANTS!)

Your point still disregards the fact that almost all of the easily accessible targets in this tier give Droppable loot, and almost all of the hard-to-reach targets (so hard to reach most guilds ignore them) give No Drop loot. Do you think this is appropriate? Please check yes or no.
 
Yes, I think its appropriate. A certain group of people farming them however is debatable. I dont see an easy alternative for this, so the best solution to me would be on a guild level to find more targets to kill...they are definately there. A pain in the ass? Probably, but better than sitting around with nothing to do because plaguefang and gnok are down.
 
Allielyn said:
Of course, I said they were weak.  But when you add them up some people get a preference for one or the other.

And yes, you cam progress faster if you kill them both.  But not all people like to screw faction all around, and they have their (legitimate) reasons.  And when some of those people are in your guild, you're going to have problems.  If your guildies don't mind, then more power to you.  (I just hope those SK/SE baddies chew you up and spit you out.  Go GIANTS!)

Your point still disregards the fact that almost all of the easily accessible targets in this tier give Droppable loot, and almost all of the hard-to-reach targets (so hard to reach most guilds ignore them) give No Drop loot.  Do you think this is appropriate?  Please check yes or no.

IMO allie it is backwards. It should be hard to get to a mob that you can 1 group farm for sellable items, and it should be easier to get to entry level raid mobs with no drop armor. But either way the targets are there currently you just have to find them up and take them down. Don't forget that in addition to uber guilds 4man'ing raid mobs there are other raid guilds getting new members etc equiped that are hunting the same level mobs you are atm.
 
Tempus said:
IMO allie it is backwards. It should be hard to get to a mob that you can 1 group farm for sellable items, and it should be easier to get to entry level raid mobs with no drop armor.

Agreed.

But either way the targets are there currently you just have to find them up and take them down.

True.

Don't forget that in addition to uber guilds 4man'ing raid mobs there are other raid guilds getting new members etc equiped that are hunting the same level mobs you are atm.

Unfortunately, I don't know whether this admonition to uber guilds would make them go easier on the targets, or just enourage scalping them quicker so as to jump the competition =/.
 
Myself and some buddies occasionably beat up Big Daddy T in RSM now, he drops some sexy resist gear. The stuff Darlene linked is from a different mob. The guy in Kedge really is completely untouched, though.

Also, I wonder, when you guys talk about "plat on the server", do you make a distinction as to where it is? Plat in a bank account isn't the same as plat in circulation. If droppable items that sell for big dollars are prevalent, then that server plat will tend to clump up in charm-headed bank accounts. It might be cool to look at how much plat there is on the server and not in bank accounts worth over 20k in addition to the normal plat statistic.
 
I appreciate those of you who support this and have contributed something of quality to the issue.  Quite a few of you wanted to make something more out of this than there was and would like to remind people what this post originally started out as, quite a few of you people must of skimmed past this because if you read this post and then read the replies, it is almost like a majority of you all are reading from a different manifesto.

hooden said:
As a person involved in the entry-level raid scene, I have seen first hand that pickings are pretty slim for the most part. While I don't know of all the targets out there, I know of a few good ones that drop quite nice upgrades for a force on the rise. Some of these targets are in dungeons, and do take a considerable amount of time to work up to.

On the other hand, there are a few targets out there that are simply out in the open. The first two that come to mind are Gnok the Silverback and Ancient Wind Torrent. There are a few others, but I will use these as examples. Unless I am very much mistaken, these mobs are meant to be entry-level raid targets, or perhaps slightly just above entry level. However, it also happens that these particular mobs are not only easy-access, but they also have droppable loot. Undoubtedly you likely see where this is going.

I feel that these mobs provide an excellent challenge and a fun event for a guild trying to get some action. But much to the demise of those who actually seek these kills for upgrades and a challenging fight, these mobs seem to be incessantly farmed just so their loot can be sold on the auction block. I have no problem whatsoever with people trying to make coin; that is not my point at all. My concern is that these mobs are excellent entry-level raid mobs, but do to the fact that they have droppable loot they are being trivialized by people one grouping them and auctioning off the goods.

The most obvious solution to me would be making the items from these mobs no drop in an attempt to deter farming for the sole reason of making some coin.

For the few of you, really read what this post says closely and maybe you can realize that some of the responses actually don't contribute to the issue in any way shape or form, thanks for not locking the thread Tempus, we are all gluttons for entertainment.

*gets all whiteknuckled and piping mad @ you!*

*types something witty on a gaming forum*

*kick his dog*
 
I'd also question why the easiest-access raid mobs have the droppable loot. If small crews of high end players are gonna kill raid mobs, why do they get to kill the ones right out in the open? Send em to Daddy T and the fish dude, make 'em work for it.
 
Edited out as I changed my mind on how I wanted to come accross on this post, I'll sit in the shadows some more.
 
I'm going to tag a few mob drops like Gnok, AD and Lavascales NO DROP. I'll be making Taraztu's stuff droppable, and I'm going to look at adding a second dungeon with a very high difficulcy level and low-raid class droppables like Highkeep.
 
Wiz said:
I'm going to tag a few mob drops like Gnok, AD and Lavascales NO DROP. I'll be making Taraztu's stuff droppable, and I'm going to look at adding a second dungeon with a very high difficulcy level and low-raid class droppables like Highkeep.

Sounds like an excellent compromise to both sides of the equation.
 
Sounds awesome. Could we get a longer no drop pending grace time with these though? Maybe a week or two at least?
 
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