The knockdown was working nicely. Thanks for showing the Portable Hole, don't normally see that one... I know the feeling of the windows popups, interfering with progress. Everyday, several times a day, they keep popping up - wanting some sort of update of something I updated just a few days ago. It never stops. Thanks for the show!
I don't need popups to play badly, but it's as good an excuse as any :) Yes the knockdown is strong - all the way to the cap - and followed up with the other aoe while things are floored it can make quite a mess of a closely positioned group
I'm having fun with it too - have seen all the quests now and yes i agree a little more on the teleport side would make travel in there somewhat less of a chore. It's not such a big deal for me but for those running potions i can see how those substantial treks could be a turn off.
Mitigation To defend versus knockdown, increase your AC and miss chance so that the attack does not land. Once down, Balance can help you get up faster.
All noted with thanks matey - Red has a half decent ac for a non melee from martial past lives, but his dodge as a warforged is pretty crummy, something to do with the way they implement the docents. I know that in light armor at cap he can have 10 points more dodge as a fleshy than as warforged with mithril docent. Seems a little strange re balance - feels like it should help avoid being knocked down rather than getting up :)
I have used the paladin imbue in the past to good effect on a bow build - particularly like the fact that as it scales with RP we don't have to gear for it, unlike the electric imbue Red is using this time around which necessitates a spellpower investment on the gear. I guess i was Dark Hunter in name only as i used very little from that tree. For Red's last bow life i did T5 deepwood plus capstone in there with horizon walker trance. The problem i had there is the DH imbue, which was the only one available to me with that build, was (maybe still is?) not working correctly so likely not even worth having. On that side yes an AA one would have been far better - i like the thought of a force imbue but never got around to trying that. I've never actually done an AA T5 build - one of our Bear Party was just setting off down that road to see what kinds of crazy numbers the slayer arrow could generate when paired with hunts end in shiradi, but they nerfed hunts end before he could test it - c'est la vie :)
@@jackatthekilns ahh yes ok i see sorry i'd missed that - those aoe come nice and early and as was mentioned in a recent forum thread i read, it seems aoe possibilities are among the top considerations for many builds nowadays (particularly if playing mostly solo) because of the nature of many of the quests.
Good episode. I like the Myth Drannor expansion. Some of the quests are a little long but I’m sure over time we’ll find quick routes. I have been kind of lucky getting items that I don’t currently need. I have two belts, two weapons, three augments. I’ve not committed to using any of them yet. I tend to be patient. My best gear is my Ravenloft sets and I started converting some items to epic since I only recently started taking epic a little more serious. The quests you ran this episode are quests that came out after I had taken half a year break from the game. Reaper mode had also come out so I was getting dragged through those quests, by guildies, in mostly soul stone form so they just gave me an aversion to running them. Suddenly I needed to have UMD and spend all my plat on 100 stacks of cure serious pots just to get a smidge of HP back. Modern reaper questing is a blessing and goes a long way to making it approachable. It would be nice if they cut down the monster group size in some of those quests. It seems like you get groups of nearly a dozen high power enemies so it makes some of those iconic quests a bit of a time sink to run. The exception for me was Temple of Elemental Evil. I two manned that quest with a guildy and we went for 100% all Will Wheatons on Reaper mode with crummy gear and it felt like a supreme challenge. I think it took us 3 to 4 hours. But at least you keep getting XP while you eliminate enemies. Splitting it was still probably a good move though because that is such a beautiful iconic quest. Anyway great episode. Your damage seems really impressive. Although it’s tough to compare my minion artificer to a pure solo. My damage is spread across several hirelings so it’s quite different since I try to keep them and myself strong as a team. Can’t wait til the next one.
The knockdown was working nicely. Thanks for showing the Portable Hole, don't normally see that one... I know the feeling of the windows popups, interfering with progress. Everyday, several times a day, they keep popping up - wanting some sort of update of something I updated just a few days ago. It never stops. Thanks for the show!
I don't need popups to play badly, but it's as good an excuse as any :) Yes the knockdown is strong - all the way to the cap - and followed up with the other aoe while things are floored it can make quite a mess of a closely positioned group
I am really enjoying the MD pack. The only complaint I have is it's missing maybe 1 or 2 more teleport spots. But the landscape is nice to run through
I'm having fun with it too - have seen all the quests now and yes i agree a little more on the teleport side would make travel in there somewhat less of a chore. It's not such a big deal for me but for those running potions i can see how those substantial treks could be a turn off.
Mitigation
To defend versus knockdown, increase your AC and miss chance so that the attack does not land.
Once down, Balance can help you get up faster.
All noted with thanks matey - Red has a half decent ac for a non melee from martial past lives, but his dodge as a warforged is pretty crummy, something to do with the way they implement the docents. I know that in light armor at cap he can have 10 points more dodge as a fleshy than as warforged with mithril docent. Seems a little strange re balance - feels like it should help avoid being knocked down rather than getting up :)
I think you might have had a better experience with AA instead of Dark Hunter for the bow. 2 rogue/3 pally/ 15 ranger is very fun
I have used the paladin imbue in the past to good effect on a bow build - particularly like the fact that as it scales with RP we don't have to gear for it, unlike the electric imbue Red is using this time around which necessitates a spellpower investment on the gear. I guess i was Dark Hunter in name only as i used very little from that tree. For Red's last bow life i did T5 deepwood plus capstone in there with horizon walker trance. The problem i had there is the DH imbue, which was the only one available to me with that build, was (maybe still is?) not working correctly so likely not even worth having. On that side yes an AA one would have been far better - i like the thought of a force imbue but never got around to trying that. I've never actually done an AA T5 build - one of our Bear Party was just setting off down that road to see what kinds of crazy numbers the slayer arrow could generate when paired with hunts end in shiradi, but they nerfed hunts end before he could test it - c'est la vie :)
@@airedaleone5542 I meant more air from AA and pally. Between inferno shot l, scatter shot, and exalted shot, that's 3 AOE attacks.
@@jackatthekilns ahh yes ok i see sorry i'd missed that - those aoe come nice and early and as was mentioned in a recent forum thread i read, it seems aoe possibilities are among the top considerations for many builds nowadays (particularly if playing mostly solo) because of the nature of many of the quests.
Good episode. I like the Myth Drannor expansion. Some of the quests are a little long but I’m sure over time we’ll find quick routes. I have been kind of lucky getting items that I don’t currently need. I have two belts, two weapons, three augments. I’ve not committed to using any of them yet.
I tend to be patient. My best gear is my Ravenloft sets and I started converting some items to epic since I only recently started taking epic a little more serious.
The quests you ran this episode are quests that came out after I had taken half a year break from the game. Reaper mode had also come out so I was getting dragged through those quests, by guildies, in mostly soul stone form so they just gave me an aversion to running them. Suddenly I needed to have UMD and spend all my plat on 100 stacks of cure serious pots just to get a smidge of HP back. Modern reaper questing is a blessing and goes a long way to making it approachable.
It would be nice if they cut down the monster group size in some of those quests. It seems like you get groups of nearly a dozen high power enemies so it makes some of those iconic quests a bit of a time sink to run.
The exception for me was Temple of Elemental Evil. I two manned that quest with a guildy and we went for 100% all Will Wheatons on Reaper mode with crummy gear and it felt like a supreme challenge. I think it took us 3 to 4 hours. But at least you keep getting XP while you eliminate enemies. Splitting it was still probably a good move though because that is such a beautiful iconic quest.
Anyway great episode. Your damage seems really impressive. Although it’s tough to compare my minion artificer to a pure solo. My damage is spread across several hirelings so it’s quite different since I try to keep them and myself strong as a team.
Can’t wait til the next one.
Whoops went in the wrong spot. It’s what I get for using the phone app.😢