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Vorago Teaser - June 24th


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#41
Saru Inc
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Saru Inc

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Hope it actually takes a bunch of people and isn't duoed on the second day. I don't see how they could do this without just tacking on extra lp or some ridiculous entry requirement but would love to be proven wrong.


What about an attack that does damage inversely proportional to the amount of people fighting it. So perhaps he simply CANNOT be beaten with less than 5 people, because each hit would be like 10-12k LP. But, with 10 people the special attack only does 3k lp, with 20 people it does 1.5k lp, etc.

But yeah I hate those bosses where it's like well, you tried to make this unSOLOable, and now it is just obnoxious.

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#42
Ambler
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Time to sell all my melee stuff methinks. :lol:

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#43
Urza285
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I can't find that DAMN thread with all the stuff Mod Chris said about the upcoming boss. I'm getting irritated...



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#44
Hedgehog
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Furthest I could get

#45
Urza285
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I got exactly at the same point using the magic ability. I found that there is a glimmer of light in the rocks where there is no spacing. That is presumably the actual entrance to his lair.



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#46
Hedgehog
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Yeah, that's what I used (see the action bar and my glamorous pose). Not possible to get any further because of the rocks.

#47
iBe
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Don't forget, magic weapon is only half the equation, there is still the T90 magic damage we are missing.

I would fully expect that the t90 magic weapons, if released, to make it so that your t80 spell to inflict t90 damage.

Enhanced Ancient staff: 1912 damage
Chaotic staff: 1951 damage
(this is with blood blitz, level 80 magic)
With shadow rush (level 50) it's 1453 versus 1492
With ice barrage (94) it's the same as blood blitz.
The difference is 39 damage either way, no scaling with weapon tier at all :(. There was/is a rumour that something got fixed here, that magic was good in dg again (admit I thought so too).

Godsword: 1824 damage
Chaotic maul: 1936 damage

Royal crossbow: 1936 damage
(with royal bolts)

So it appears lower tier magic weapons are better because they can use stronger spells? Level 40 mystic lava staff gets 1639 damage w/ barrage, level 60 dragon spear gets 142nd89 damage.

This makes no sense. Either the interface is really buggy, or the system needs (another) rework. Spells should just be changed to equippable ammo made with runecrafting or something. Remove combat spells from the spellbook altogether and integrate spellbooks.

It was good in DG until the most recent update (knives/wands/etc.) iirc. Sag short is still the best secondary weapon.

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#48
pulli23
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lol the way you stand looks like chester in the end
(....Pushed as far as I can go....)


Can't use a macaw to spot there?

First they came to fishing
and I didn't speak out because I wasn't fishing

Then they came to the yews
and I didn't speak out because I didn't cut yews

Then they came for the ores
and I didn't speak out because I didn't collect ores

Then they came for me
and there was no one left to speak out for me.


#49
iBe
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Lol pulli

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#50
Hedgehog
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lol the way you stand looks like chester in the end
(....Pushed as far as I can go....)


Can't use a macaw to spot there?

You might be able to but there's not really anything interesting

#51
brunokiller
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It better drops upgrade kits for virtus book/wand.

#52
Hedgehog
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It better drops upgrade kits for virtus book/wand.

I really, really hope that it doesn't.

#53
Urza285
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It better drops upgrade kits for virtus book/wand.

I really, really hope that it doesn't.

And I'll laugh at all the people who broke bank on the wand and book.



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#54
iBe
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It better drops upgrade kits for virtus book/wand.

I really, really hope that it doesn't.

And I'll laugh at all the people who broke bank on the wand and book.

and the kits are purely cosmetic*

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#55
Quyneax
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let's make the quest stories of ancients & lunar completely void of anything shall we? The story clearly tells about the choice of different means of living to get to lunar/magic levels. It is indicated quite often that you can't use lunar magic while not being "enlightend"... Don't forget that roleplaying is still a large part of an role playing game.

Yes, let's. I think it makes no sense at all, and it certainly doesn't work for the combat triangle - giving up virtually all magic ability to be able to farm properly? Giving up all enchantments just to be able to mage properly? Farming, enchanting (smithing!) and combat are not things that should be mutually exclusive in any way.

In the end, we only pray at an altar to switch spellbooks. There is absolutely no 'different means of living' (I think you mean ways of living?) - people on lunars can still massacre non-magic bosses plenty well, and they do, and it doesn't affect their ability to cast lunars at all. It's more likely that the Moonclan firmly believe that pacifism is required for Lunars because of historical/ideological reasons, and you, as outsider, come in and have no such compunctions about using combat magic with lunars. Sure, the Moonclan may not like it, but who cares, you got the spells, no need to enforce that pacifism on players.

Now Ancient Magic, that's different, because Zaros actually affects you directly, but there's no reason he couldn't give you access to Ancients while keeping your normal spells intact, it's just a matter of convincing him you're worth it (there are probably some magical secrets you can figure out combining Ancients with modern magical insights).
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#56
kamil1210
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Hope it actually takes a bunch of people and isn't duoed on the second day

It will be: solo, day one (if jagex will not add instant KO mechanic from KK).

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#57
Fallstar
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I would like to see a boss fight made difficult through use of actual mechanics, rather than an arbitrary amount of HP/damage or cheap tactics like constant stuns and 1 hit insta deaths no matter how much defence/lp you have.

Also it would be nice for shields to basically be a necessity for this boss. As in you need to use shield abilities regularly to make it through a kill, not just a quick switch every now and then.

Chris L also posted on the HLF that the drop mechanics will have a bit of a twist that would favour FFA teams.

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#58
Hot Nana
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better not be more melee weapons

90 mage gear pls

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#59
iBe
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I would like to see a boss fight made difficult through use of actual mechanics, rather than an arbitrary amount of HP/damage or cheap tactics like constant stuns and 1 hit insta deaths no matter how much defence/lp you have.

Also it would be nice for shields to basically be a necessity for this boss. As in you need to use shield abilities regularly to make it through a kill, not just a quick switch every now and then.

Chris L also posted on the HLF that the drop mechanics will have a bit of a twist that would favour FFA teams.

Favour FFA teams?? I can't think of anything that would make FFA preferable other than items being worth more than listed in GE, which they usually always are on release.

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#60
PolarBearBlue
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I would like to see a boss fight made difficult through use of actual mechanics, rather than an arbitrary amount of HP/damage or cheap tactics like constant stuns and 1 hit insta deaths no matter how much defence/lp you have.

Also it would be nice for shields to basically be a necessity for this boss. As in you need to use shield abilities regularly to make it through a kill, not just a quick switch every now and then.

Chris L also posted on the HLF that the drop mechanics will have a bit of a twist that would favour FFA teams.


I'm not a huge boss hunter, so forgive me if I sound rude or ignorant. But could elaborate on what mechanics would make a good boss? I thought KK was good and that RS players were just so resourceful that they figured out how to duo him. Obviously he was not, so I wanna know, what actual mechanics do you have in mind?
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