Servant of Taraztu spawn rate

Bounta

Dalayan Adventurer
Ok, I know the spawning of nameds are on a randomized factor and I might just be having bad luck, but I've been in RSM bringing a full group of 6 here for the past two weeks or so, we've been spending anywhere from 3-6 hours here at a time, and I'm getting the ph for Servant about 85% of the time. Throughout the two weeks I've killed Servant around 10 times. I've gone 8 hour periods with seeing 8 ph's in a row. Most of the time I see ph every single spawn, and the only time I see Servant up is when we're done xping there and someone from guild goes in and tracks it being up.

Now I'm not exactly complaining about the pally spell not dropping, cause I know there's been people that killed it 15 times or so before getting it, it's just the fact that I've been here a couple weeks now and just about every single spawn is the PH. I'm tired of being there 5 hours a day seeing 4-5 ph's and no servant.

Is there any way the spawn rate could be increased? It shouldn't be this huge of a time sink to get a spell in an xp zone. Or maybe reduce the spawn timer on the mob to 30 mins instead of the 1 hour that it currently is, to be in accord with the other 30 min spawn timers in the zone
 
I think lowering the respawn rate on the PH would be a good idea. This mob does not drop any money loots, just no drop spells/mask, so I really do not see this as a big issue.
 
Argee

His Spawn time and massive amount of Phs is what has kept me from bothering with the spell currently. Lowering the spawn time to 30 minutes like the rest of the zone would help greatly.
 
His spawn rate always did seem a bit insane, and I want to recall his spell drop rates are just as insane but I might not be remembering correctly in my old age. I remember mask after mask rotting. I want to farm for the spells but I'm in no real hurry to suffer farming it just yet, though I tried testing my luck recently for just one PH/named repop before bed. Let's just say I should have went to bed instead of dragging peeps there.
 
There have been countless "please get me my spell faster!" posts in the past and all were denied. Without some new reasoning or evidence that it's worse, it would be rather bad form to change it now.
 
Thinkmeats said:
There have been countless "please get me my spell faster!" posts in the past and all were denied. Without some new reasoning or evidence that it's worse, it would be rather bad form to change it now.

What kind of evidence would you want? Without knowing the actual drop rate percentage, posting numbers to show that it's "worse" would be hard to do. I think the worse part about this camp is the long respawn timer, not necessarily the drop rate. It is one of the only mobs that is a non raid mob with such a long respawn timer (it is the only one I can think of with a timer that long). I really do not think that lowering the respawn timer on this spawn would cause too much difficulty. I think the long respawn timer makes it "worse" than other camps. :)

Also, I think the respawn timer makes this post different than "THE RNG HATES ME ZOMG" type of posts.
 
I don't think anyone's complaining about the drop rate so much as the fact that it takes 1 hour to get a chance at a chance.

The RNG is a cold and heartless thing, and we know that. All people are asking for is shorter amount of time between another fight against the odds.
 
I wouldn't be complaining if I could duo the camp. It's just the fact I have to drag at least 2 others down there with me for excessive periods of time to camp something over and over and over, with no results. It may be decent xp but after the first 20-30 hours people usually don't want to come back.
 
Thinkmeats said:
There have been countless "please get me my spell faster!" posts in the past and all were denied. Without some new reasoning or evidence that it's worse, it would be rather bad form to change it now.

... besides the fact thats its a 57th level spell that most 65s dont have?
... besdies the fact that its on a 1 hour timmer, for a non-raid mob with PHs and not a automatic drop thats just crazy.
... besides the fact that its not a solo camp (well some may) so you have to drag others down there. Like mention people get sick of being drag down there to camp something that doesn't like to drop.
... are there any other classes that have a 50s level spell that can only be gotten by camping a slow spawn mob with PHs? (other then paladins/wizards)

Heck... even decrease it to a 45 minute timmer might help. I would rather the mob always drop a quest item that you then gather a few other parts to turn in for your spell. Even if said quest might take a bit of time at least it would feel more like you were working towards something then just sitting in one spot camping.

Just out of curiosty has any of the Devs try to camp this guy themselves? (could be easy for them to force spawn him X times to see how long it would take on averge to get a spell drop) Prehaps it just totaly the RNG fault and he really does drop the spell at a decent rate. But its hard for the player base to figure that out with our limited ways of testingt hings like this.
 
Spiritplx said:
What kind of evidence would you want?

Evidence that circumstances have somehow changed since then. Say, if there was a large queue for access to servant due to increased server population or somesuch.

Kirin Folken said:
... besides the fact that :(

....

Just out of curiosty has any of the Devs try to camp this guy themselves? (could be easy for them to force spawn him X times to see how long it would take on averge to get a spell drop) Prehaps it just totaly the RNG fault and he really does drop the spell at a decent rate. But its hard for the player base to figure that out with our limited ways of testingt hings like this.

Yes, besides all of those facts. It was originally placed in the game to be a rare thing that not everyone had. Changing it now would be hugely unfair to everyone who paid their dues and got it the hard way. Making it so not "not every 65 has it", that is, so all 65s have it, would completely defeat the purpose of the spell.

As for your latter point, back when I played I personally got servant to cough up more spells than you have letters in your username, but I spent waaaay too much time in RSM for other reasons (ie money and xp). Even so, using just my duo, I got spells for two or three paladins and a wizard (and saw many more rot). Not too many takers for the wiz spell, which is really too bad; it got an upgrade a while ago, but it's still pretty lacklustre.
 
Thinkmeats said:
Yes, besides all of those facts. It was originally placed in the game to be a rare thing that not everyone had. Changing it now would be hugely unfair to everyone who paid their dues and got it the hard way. Making it so not "not every 65 has it", that is, so all 65s have it, would completely defeat the purpose of the spell.

If thats the intention of this spell.. then its fine as is.

However I would request that Paladins be given another 57 level spell then. Haveing an entire level be"not every 65 has it" spell seems out of wack.
 
Kirin Folken said:
If thats the intention of this spell.. then its fine as is.

However I would request that Paladins be given another 57 level spell then. Haveing an entire level be"not every 65 has it" spell seems out of wack.

You do realize this spell was not in any way in the original game and did not replace any spell when it went in?
 
Wiz said:
You do realize this spell was not in any way in the original game and did not replace any spell when it went in?

.. so paladins simply didn't have a 57 level spell then? before this one was put in.

as to the trap :D Gonna make it spawn 10 dragons? ;)
 
Not sure if it was sarcasm or not, but the trap is not a trap, but the wizard spell that Servant drops.
 
Thinkmeats said:
As a bonus, Taraztu's Infernal Trap will be seeing a boost next patch :toot:

I definatly support this for a number of reasons.

1) I greatly enjoy stand out items, or in other words items that are hard to obtain and have greater stats then other similiar items and/or unique abilities.


2) In comparison to the paladin spell which has very nice utility on raids AND groups, the former taraztu's infernal trap was practically useless.
-For raids, some mobs are immune to root, and even if rootable, could start summoning.
-For exping: a large portion of wizards group rather then solo as there are numerous benefits to grouping over soloing on SoD, and that usually entails no or little point to root mobs which also very well could start to summon. Also the summoning issue is again present on higher teir xp zones. Furthermore even if the wizard solo, he is likely going to snare rather then root rendering the spell rather useless and even if he were to root the lvl 62 wizard spell shackles of earth is as good if not superior.

I'd really like to see something that helps on raids and xping as much as Taraztu's Healing Flames does for paladins, or helps in just one aspect more so then Taraztu Heal does for the specific use in order to make the time investment in return for utility fair between paladins and wizards.
 
2) In comparison to the paladin spell which has very nice utility on raids AND groups,

Honestly I think the Paladin spell is to powerful.... *waits for the rest of the player base to start throwing stones*

The Wizard one does need some love.
 
Correct me if i'm wrong, but it heals for slightly more then the former one, and has a longer recast. Also faster cast.

In a chart:

Taraztu:
.5 second cast
heals for 1005 pre-mod
5 minute recast

Blessing of Malath:
2 second cast time
heals for 875 pre-mod
30 second recast

Yes, taraztu casts faster and heals but only heals for slightly more. Its also only a once a fight use. Blessing of Malath on other hand can be used multiple times per fight. Also have to factor in, it takes a spell slot for an ability u can only use at max to heal for 1500ish every 5 minutes, versus Malath can heal for about 10k in 5 minutes.

I wouldnt call that overpowered and needing a nerf.
 
stope21 said:
Correct me if i'm wrong, but it heals for slightly more then the former one, and has a longer recast. Also faster cast.

In a chart:

Taraztu:
.5 second cast
heals for 1005 pre-mod
5 minute recast

Blessing of Malath:
2 second cast time
heals for 875 pre-mod
30 second recast

Yes, taraztu casts faster and heals but only heals for slightly more. Its also only a once a fight use. Blessing of Malath on other hand can be used multiple times per fight. Also have to factor in, it takes a spell slot for an ability u can only use at max to heal for 1500ish every 5 minutes, versus Malath can heal for about 10k in 5 minutes.

I wouldnt call that overpowered and needing a nerf.

If your numbers are correc, thent I stand corrected.. I was under the impression that it was 2000 pre mod. 1000 pre mod is indeed fine.. and considering what I tend ot have sloted for spells only really useable under certain occaions.
 
Thinkmeats said:
Changing it now would be hugely unfair to everyone who paid their dues and got it the hard way.

Not to derail, but this has continually been listed as NOT being a reason not to change things (ala CMal gloves, etc.). If there's a problem (and I'm not saying there is or is not in this case), it should be, and on many occasions has bee fixed regardless of impact to those who came before.
 
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