Entry level raid mobs with droppable loot

Allielyn said:
I HARDLY consider Sacrelidged Armplates of Battle to be a crap drop.  In fact, I'm pretty sure given the current market for them, I could sell my pair for 3.5k pp easily.  Although Melwin's Idol of Joy isn't droppable, I wouldn't consider that crap drop either. 

Just because you can't get it with yoru average level 60 meil C group, doesn't mean it isn't there.

They're the exception, not the rule. Miel C loot is actually pretty bad. It's an accident of fate, not intentional, and will probably be fixed, but with so much other stuff going on it'll be a bit before it happens. And until then, some stuff is pretty nice, like the ritual knife, armplates, wiz bracer, etc etc.
 
To the original poster of this message;

You're not looking hard enough for raid targets.
There is a whole SPEw of raid targets not commonly killed. Your problem is you aren't looking, and are basing your knowledge only off what you see sold in /auction. As a necromancer, not even a rogue, I have been able to find raid targets that have been up for over 4 weeks on end, never being killed.

One example would be taratzgu.

Most of you don't even know who that is... and that would be your problem.

There are quite a few mobs out there that do not get killed, I'm not going to list em off, simply explore one day.

Yes, prison geared players often farm the better droppable loots, that's kind of the advantage to getting good gear frist, early bird catches the worm, however no one is excluding you from raiding ability. Heck, yinny isn't even killed that much anymoe, most people only kill her if they want to get the ytraz piece from ishkalaa.

I'm not prison geared, so don't assume so. I'm not advocating making the rich, richer, or any of that jazz. But everyone, inc luding prison hgeared players, are entitled to a little advancement, and money is that opporuinty for them.

Find out who taratzgu is, go zerg some mini raid targets in SK (those new raid guys never get killed unless they are in the way)
 
Theres a lot of nice gear thats not really raid target status to equip a guild trying to break into the raid game that can be found on named and bosses in FG, sunmines and highkeep. Check those places out. :keke:
 
Riesen said:
To the original poster of this message;

You're not looking hard enough for raid targets.
There is a whole SPEw of raid targets not commonly killed. Your problem is you aren't looking, and are basing your knowledge only off what you see sold in /auction. As a necromancer, not even a rogue, I have been able to find raid targets that have been up for over 4 weeks on end, never being killed.

How could you even say this? I have never spoken to you, and not only that, but you are simply not correct if you say I am not looking. I did say I do not know where every entry level raid target is, and it should be obivious, but that was not entirely the point of my post.

As for a few others you mentioned, well, our guild is working on allying up with Giants so SK is not an option. Furthermore, we just killed yinny a few nights ago. And I believe Taratzu might be the the mob who drops blazing armor (veil, helm) which wouldn't be a raid target if that is the case.
 
Ya, everyone stay out of SK thats our zone :p. As for droppable loot on raid mobs, really it isnt too big a deal. If your guild does raid it and equips members, you can always pass down droppable loot later to newer guild members. And its also easier in some cases to farm cash and buy them from others, than to get a raid force to kill it :p.
 
I dont understand how a guild could complain about lack of raid targets when they make a decision to eliminate half of their potential targets by picking a pretty unnecessary faction... the first level of the armor is pretty terrible, no matter what guild is embarking upon it. I'm done giving away sekrits though.
 
The main problem I see with most of the raid targets left in the tier we're referring to is that they are all at the end of dungeons, which are cramped, hard to get through (particularly with 30 people!), and thus require a lot of extra time and effort. This is the reason that most guilds never do them - they just don't feel like they're worth the hassle. Examples I am thinking of include the boss mobs of MielechC and Kedge (and First Ruins, although that loot is Droppable).

Perhaps if the droppable loot was switched on just a few mobs - make PF, Gnok, and High Beguiler loot No Drop and make 1-2 of those dungeon loots Droppable. That wasy Farmers can still Farm, it's just a little harder for them to get to some of their targets, and then you've got a range of targets (dungeon and easily accessible) with No Drop loots for this tier of raiders.



P.S. Sprintfun: your guild name is misspelled in your own sig =P
 
No matter what way its spelled its still retarded...stupid balthor /glare.

I thought the stuff off on the guy in MeilC was droppable, or did it used to be a long time ago? The thing about all of this that amuses me is that every guild choses to go on Giant faction. While the SE/SK revamp was good, still not enough stuff that drops tank gear to make it an option by all the other guilds I guess?
 
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.
 
The dragons in WTOV are hardly ever killed, and would be considered entrance raid targets. Teratzu is a raid mob, and drops no drop raid loot with good resists... so your not looking hard enough. AWT and the ancient in FR are usually up for 3 or 4 days before they are killed and the remnent mobs from the lands of magic are rarely killed themselves. If I was you I would ask around for targets that arent killed instead of going solely after gnok and plaguefang
 
if your a new guild farm the shit out of sk first and then do some se and then do only dhk , then you can faction bind your dragon loots also =)

Like kill rymaz for stormbreakers plate and other stuffs ( cause they are allways up )
Then advance at the point when you think you want to advance .
 
I think we're looking at the jump in tiers between E/WDHK and NDHK. Just gearing your raid force up in W and E DHK will not be sufficient to prepare you for NDHK (especially now that it's been upgraded, o gosh!). If you've already put the WDHK mobs on "farm" status, where do you go next to try and gain that extra leg up before you hit NDHK? That's the level that Gnok/PF/LS are at. I would probably consider AWT to be a bit harder than that grouping, and not for discussion here (except as an easily accessible raid target that drops droppable loot) but thats just based on my limited experience from Venerate.

When you've got to flesh out your gear from someplace other than WDHK, then you need more mobs to kill. Your other examples, Ancient Deepfiend and Teratzu fall into the category of raid mobs that are at the end of cramped and difficult to navigate dungeons. I don't think it's too much to ask to have a few of the very accessible raid targets in this range give no drop loot, just to give some guilds a chance to hit them. Certainly I think it's rather unfair to make almost all the accessible mobs give droppable loot, and all the hard-to-reach-in-cramped-zone mobs give no drop loot.

P.S. it is true that remnant mobs from the Lands of Magic almost seem to be unknown. But the prime example I can think of here is The Crusher, which is ALSO a very easily accessible raid mob that gives droppable loot.

For those of you who still don't think there's a problem, make a list of all the easily accessible "raid level" mobs vs. all the end dungeon "raid level" mobs in the same tier (We're currently talking about the tier between WDHK and NDHK, probably at about Yinzara level - examples are Gnok, PF, LS, WFP mobs, The Crusher, AWT (maybe?), ADF, etc. Note whether each gives droppable loot or not. Then come back and prove whether or not there really is an even distribution. From what I can see, (and what I have posted) that doesn't appear to be the case.
 
Latten said:
if your a new guild farm the shit out of sk first and then do some se and then do only dhk , then you can faction bind your dragon loots also =)

Like kill rymaz for stormbreakers plate and other stuffs ( cause they are allways up )
Then advance at the point when you think you want to advance .

Sucks for some members if they worked on faction before they joined the guild =(. I'm lucky I was able to just substitute a guild bot when my guild decided to hit SK after I hit ally.
 
One of the nicest things about the droppable loot mobs is the fact that the loot can be passed down when an upgrade is recieved. This ups the items value tenfold in my view, and is one of the reasons Ruin was doing these mobs before you had the groups of 4 and 6 downing them for cash. That being said, if you want to switch the flags on the droppable raid targets and no drop raid targets I would be all for it, yet I still think that Aeternus isnt looking at all its options.
 
Waldoff said:
One of the nicest things about the droppable loot mobs is the fact that the loot can be passed down when an upgrade is recieved.

For the record, I agree.

I just wish there was a happy middle ground, where loot could be transferable so that a guild could get maximum use out of it, but not be farmed to peices by higher level guilds.
 
This is becoming tiresome.

Acting as if the locations of the raid mobs, the dozens that supposedly exist but are never hit, are a great secret.  To stand there and say, "there are more, you need to go looking, I know where they are, nayyah!" is downright insulting. 

All the more insulting is the FACT that you were shown where they were.  You were hand led to each.  I do not begrudge anyone's status, equipment, or assistance anyone had in obtaining them.  I am happy for you, truely.  But to act as if you are some great explorer, and to look down upon others who do not share your worldly knowledge, are beyond tolerance.

If you feel Hooden is in error, then I suggest you lay out mob names and locations to find them, or sit quietly.

As for
SprintFun said:
I dont understand how a guild could complain about lack of raid targets when they make a decision to eliminate half of their potential targets by picking a pretty unnecessary faction... the first level of the armor is pretty terrible, no matter what guild is embarking upon it. I'm done giving away sekrits though.

Not everyone chooses to join an established guild, formed from the ashes of other established guilds, with plenty of established and geared people.  Such people do not have the options to "just kill both".  That is a silly plan anyway, given my interpretation of Wiz's intentions, but that is an arguement neither here nor there.  Such individuals will be geared as myself, a scattering of tmap drops, maybe an adept piece, and the rest common grade low quality drop loot, mid level tradeskilled, and whatever they managed to wrangle on the cheap off a listsold.

This is of special interest in regards to tanks and clerics.  Low mana pool clerics cannot keep up, and I am sure even you noticed (and lamented, to me, in tells on several occasions months back) during your time of leveling up the tissue paper status of preraid tanks.  When the tanks cannot ride 8 seconds against a pair of Lasanath Mutateds or a Frost Giant Watchman, how are they supposed to fair against a real hitter?

So, yes, while it may be something you sneer upon, even the Stormforged and Draconic gears are real goals for people trying to dig out of the sub basement to the ground floor, much less anything worthwhile that drops along the way.  And yes, getting stuff faction bound is a real goal... a long term goal.
 
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
 
well it is abit unfair to say nerf all items they have outfarmed

Like old raid targets like HoM and PoT. They did thoose targets back when max lvl was 60.
Devastating blow for 5k on a lvl 60 MT thats a big hit. Therefor the rewards where greater.

They got nerfed not to long ago cause of now the max lvl is 65 and thoose targets are easier.

It is all about Risk vs Reward.
 
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