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03-Jul-2013 - Vorago: High-Level Boss Fight


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Comp cape just needs to enter the boss room, although apparently you need to actually kill it or reach the final phase at least once for trim. Considering how much whining there was over the comparatively trivial fight kiln requirement, I'm sensing a lot of upcoming tears :P

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I am a bit proud of myself. In my little barrow gear with bonfire boost and rocktail I boosted to 9.9k hp to fight. And I didn't die too bad. Problem is there was so much [bleep] going on I couldn't focus long enough to do anything.

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5 drops doing to the top 5 in battle? GF anyone who isn't utterly maxed at getting any drops and thus making it worthwhile.

New armour degrades to zero? Unless that stuff is epic common GF T90 armour you tried but average joes probably aint gonna be using ya.

 

Also the comp trim req? JFEIOHEVWOUBF4PIHF23IHPEVWJOBNVW

Guess I'll have to get some pvm practice in.

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Comp cape just needs to enter the boss room, although apparently you need to actually kill it or reach the final phase at least once for trim. Considering how much whining there was over the comparatively trivial fight kiln requirement, I'm sensing a lot of upcoming tears :P

 

FML

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The 50k limit is explained by Vorago actually challenging fighters, which is nice (the KK for example wouldn't care about challenges at all).

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Tried playing on ye olde college computers, 0.1-0.5fps.

Let's not try again. :lol:

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From what I could tell melee/magic worked better than range. Note I didn't use thresholds for range because I was saving my adrenaline for a shield ability. I tried surge but it didn't do too well for me so I just used barricade. When not moving the bombs hit for 2k I believe. And even in Tetsu you get hit lot. I saw praying mage so I'm not sure what protection prayer is best.

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Missing from patch notes:

 

Bandits (in the Bandit Camp) now give 6 combat XP less per kill.

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R.I.P. oO000oO0oO00, RS2 range pure transformed to a maxed PvM char in EoC, ten years of time completely wasted.
Good to be gone :)

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Missing from patch notes:

 

Bandits (in the Bandit Camp) now give 6 combat XP less per kill.

GET RED ROBES WE PAY WE SAY AMFG TACO WTF
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Fourth phase you need to get behind waterfalls on fire, and wont hit normal damage until stone versions are dead

best drops (reasonably accurate/up to date): 1x Elysian Sigil (LS), 1x Arcane Sigil (cs), 4x Armadyl Hilt (solo at 100m, 100m, 50m, and 5m), 2x Saradomin Hilt (solo at 25m), 5x Draconic Visage (34m,1.2m,1.2m) and various cs/ls/ffa Nex splits.
Drygore Drops: 7 Longswords, 3 Maces, 3 Rapiers, 3 Off-hand Rapiers,  5 Off-hand Maces, 3 Off-hand Longswords

ROTS Shields: 12  Seismics: 16

Ascension Crossbows: 6  Spider Legs: 10

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I asked Mod Chaose what success rate they were shooting for - he didn't bother to answer.

 

I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Vorago's trump card :P

Well he is the living embodiment of the world right? So DC'ing everyone is kind of like his equivalent of being a telenoob?

I'd have to say so, yeah.

I asked Mod Chaose what success rate they were shooting for - he didn't bother to answer.

 

I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.

 

Really? Considering the bulk of people ONLY use shield abilities to tank.. Encouraging the use of shield abilities for everyone and not just the tank.. is more variety then everyone using the dual weilding ones, for sure

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Nex gear market is craycray atm... Lots of flips to be had.

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I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.

 

What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

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R.I.P. oO000oO0oO00, RS2 range pure transformed to a maxed PvM char in EoC, ten years of time completely wasted.
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Surprised nobody's mentioned it, dunno if duel arena is still a big thing but if it is ddos attacks are probably going to spike.

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I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.

 

What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

which simply makes them useless where they matter most; so why bother putting them into the game at all?

 

 

also, jagex seems to have poured coffee on their servers again, as worlds seem to be going up and down like tennis balls; my friend almost lost 600m dking due to world going down for 5 minutes... and then dardan got world-tank-- VORAGO TRUMP CARDED.

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I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.

 

What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

which simply makes them useless where they matter most; so why bother putting them into the game at all?

 

As I said, from the design perspective they are perfectly good abilities, but they are OP at bosses. If you can completely block 2k-7k damaging hits for a certain amount of time, that is the only ability you will be using instead of risking everything for a 1-2 hit KO just to deal a little more damage (since you can freely deal damage while immune).

That is exactly what the 'ability variation' comment meant.

savormix.gif
R.I.P. oO000oO0oO00, RS2 range pure transformed to a maxed PvM char in EoC, ten years of time completely wasted.
Good to be gone :)

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What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

That's just pants on head retarded. When I play final fantasy do I put up barrier, shell, or wall on every random encounter? No, I use them during boss encounters. I kind of assumed that was the point of those abilities as well, but leave it to Jagex to get it completely ass backwards. How about instead of prohibiting them you balance them better.

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I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.

 

What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

which simply makes them useless where they matter most; so why bother putting them into the game at all?

 

As I said, from the design perspective they are perfectly good abilities, but they are OP at bosses. If you can completely block 2k-7k damaging hits for a certain amount of time, that is the only ability you will be using instead of risking everything for a 1-2 hit KO just to deal a little more damage (since you can freely deal damage while immune).

That is exactly what the 'ability variation' comment meant.

 

Maybe if they actually designed a boss that wasn't based on 1hkoing and instead on dps barricade wouldn't be op.

 

Here, I'll pull one out of my ass right here. Every 20 seconds and after a warning, the boss uses a version of unload that hits you regardless if you move for 70% (reduced by 1% for each level your armor is over 60) of your lp every 2 seconds and lasts for 10 seconds. You can have a friend provoke him off of you which will cause them to immediately take the next hit as well as the bosses attention (no 2 second delay), or you can use barricade/immortality and it will instantly switch to the player with the lowest lp. It's a mechanic that rewards skill (as much as rs can), can be done with as little as 3 players (2 when level 95 armor comes out) though obviously a bigger team is an advantage, and doesn't ignore any of the equipment/levels you've worked so hard for.

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Vorago's trump card :P

Well he is the living embodiment of the world right? So DC'ing everyone is kind of like his equivalent of being a telenoob?

 

So glad to see that Chris L used the pushed back date to iron out all those engine problems etc that he mentioned yesterday...

34gU8.png

ezk120dg_zps0de40221.png

zP2k8Ej.png

7d95f5db02.png

Reacting impulsively and saying what's on your mind feels oh so good.. for a little, until you realize you just started WWIII.


2672nd person to reach 2496 total.
Thanks to Wicked for the awesome siggy :D

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