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  1. Don't really know how to say it, but I want to announce that I'm leaving NT team as GS. The reason is that I have some issues IRL that got me busy, so I'm not going to be able to be around as much as I should. I had a really good time and I did my best for this community, and I hope that you appreciate it, at least the most part of you. Hope to see you again in game or in forum when I can. Regards: Ex-GS Perse
    2 points
  2. Hello, my name is Shinryu, the Silver Dragon of the 2nd Era, Vyzer Deathoniak, the Dark Dragon of the first era's brother (RPing), ok lets get serious now. Being in the first team that cleared the dungeon, I will be writing this guide to give you an idea of what you will be expecting in this dungeon. To respect my friends who are doing this for rankings i will NOT disclose our clear strategy, nor the strategy that is leading them to clear this in the minimum time possible currently. There is some minimal things you need to know before you are attempting this dungeon. The Dungeon is designed to not be like an EE dungeon but an actual raid approach coming from harder games unlike EE's ''raid'' which always has been braindead. This means you have to be geared to a certain degree, have a proper knowledge about what you are doing, proper boss skill timing, and have multiple classes geared for it. Don't be afraid to test classes, there is many classes that can clear the dungeon, but the fastest requires some specific classes which like i said above i will not disclose here. Both Mdps & Pdps can clear the dungeon. But at various time frames. There is something new into the dungeon stat wise that has been added to the bosses, called ''True Resistance''. This works exactly the same way as Resistance but since resistance can only go to 70 and can be reduced to drastically get you a damage increase, This resistance has been added to maintain the bosses from not being killed too fast. Example if a Boss has 40 True resistance, means it will always have damage reduced by that amount of resistance. It cannot be decreased. If a boss has 40 True Resistance + 60 Resistance, This means the boss has 100 resistance, and will take 0 damage from the player, Thus you will be needing reduction accessories to reduce the 60 resistance to be able to do damage. That said, there is lots of compatibility with the - resists. Reducing all the resists will not always benefit you. You will need to test out and see till how much reduction you will need for your party to provide the best damage/time. This dungeon bosses have many mechanics implemented into them as much as EE's engine allows it. This means you cannot braindead the dungeon like any previous EE dungeon, you need to pay attention to the boss buffs, your debuffs, your HP, your positioning etc. Discord Shotcalls, help a lot here to help with the team. Each boss has a certain type of damage received greatly reduced when attacked with that type or completely Immune to that type of damage. Example First boss Nasci is Immune to Pierce Damage & Nature Damage. Most bosses are also immune to auto attack damage, which means only skill damage matters for them. Each boss has an extreme soft enrage type of skill which triggers at 30-50% HP. Beware of those skills, they will instant wipe you if you don't pay attention 1. Nasci Elite Form Nasci Elite Form is pretty basic and straightforward, It has knockups after 50 % HP. Heal & Kill it as you normally would for other types of bosses, but in a harder state. 2. Nasci Dragon Form To note each boss has a constant aura debuff that applies to everyone nearby. In the case of Nasci it is - mov spd, - cast spd, - healing. Two Green Circles will appear when Nasci goes into Dragon form, example: Standing in those Green Circle will give the player - 40% damage Dealt but will also prevent them from getting knocked up by Nasci's skill, which can be devastating to the players combined with its Soft Enrage skill + Dots. Like i said i will not post how our team cleared it, so you do your positioning and discuss with your party how will you attempt it. After 50% HP, Nasci will get a buff that will make it take 0 Damage, which needs two players to be at the NPC after 50 % HP in order for them to do damage to the boss. This means you will have to discuss which players will do NPC, who will heal and who will do damage to the boss. You can also kill the boss with dots, but this will take you over an hour just for this boss, thus not giving you enough time to clear the dungeon which ends automatically in 3hrs. After 30% HP, he will cast his Soft Enrage, which will deal massive raid-wide damage to a player he marks with a Sniper debuff. This part demands a lot of heal and survival. If your healer misses even 1 heal on them at that time, they will most likely die. Find your strategy, and discuss how to kill it. 3. Eis Elite Form Eis has a reduced damage taken from strike/slash, It is also immune to Ice and a few others. I don't have the SS of the exact buffs they have, so please check accordingly. It's Elite form will spawn 4 adds every now and then, it will be like this, provided you keep the boss at its original position: Each Spawn heals the boss/gives the boss immunity/damage reduction/player reduction in resistance. Also note the aura here constantly reduces your ice resist by a LOT. So beware. Eis Elite form will be also surrounded with an ICE AREA which will freeze anyone who goes into it. For this, you will need 1 player to do a NPC, which will give immunity to the NPC to get frozen, and the NPC will be given 1 skill to remove frozen status from the frozen player. To note, this skill has a 3 second cooldown, So this means you cannot put all players to go inside the ice area at the same time. By paying those two things into attention, You will need to efficiently kill the boss, while killing the add spawns. Be sure to watch well when your team mate is frozen. 4. Eis Dragon Form Eis Dragon Form resembles Tienro from Skeleros Ice Abyss a bit, i.e there is similar mechanics. There will be many Ice Spirits all around the area he is on, 1 player will need have to take 1 NPC which will be available when Eis Elite is killed. Each Ice Spirit will constantly heal Eis if it is left on the area, Thus the NPC will need to constantly clear the ice spirits while the other players kill Eis. At around 35% HP, Eis will empower his Ice Rails skill with a buff that gives itself +100% Attack, this will do massive damage to anyone hit, Being hit multiple times by it will cause the player to get frozen and die. So avoid getting hit from this multiple times here. Note this can also kill the player with the NPC buff up, so make sure you be careful. While he has his buff up, players hitting Eis will get a damage down debuff which reduces damage dealt by -2% stacking 50 times. At 50 stacks, you will stop doing damage to the boss. You will need to stop hitting it then, for the debuff to go away. Keep going, until Eis Dragon form is dead. 5. Holy Thundor & Thundor Shadow Before Thundor's Dragon form appears, there will be two of his elite forms, which NEED to be killed at the same time or within a few seconds, else the other form will respawn. Again here, they have their own immunity to certain types, mostly Slash & Strike. Each of them has different ones, so be sure to check them out, and assess what is best for you to kill them. They will be assigned like this Holy & Shadow Thundor cannot be too close to each other, else they will receive a buff, making it harder to kill. Make sure sure you check them well, positioning is important here. Every few seconds, A holy circle/dark circle will appear at random places in the arena. Putting the elites in there while killing them will give them a damage received increase, But they need to be put in the opposing attribute circle. Therefore Shadow = Holy Circle, Holy = Shadow Circle. Kill them as appropriately as your team wishes to. Shadow Thundor will debuff a player with a debuff that will heal it, so be careful. Once both are killed at the same time, Thundor Dragon form will spawn, with another set of mechanics. 6. Thundor Dragon Form Thundor Dragon form deals mostly thunder damage, as its name says. So be sure to get high thunder resistance before attempting this. His Soft Enrage skill will spawn sands which have a lighting puddle AOE, standing into that will deal massive dot damage and explode, killing the player. The placement for the boss will be as follows Every few moments, upon killing the crystals, they will reappear. These crystals need to be killed asap. Else they will give Thundor a Damage received reduction and Heal its HP. AT THE SAME TIME, when you hit the crystal, the player hitting the crystal will receive a yellow debuff, which when hitting Thundor while that debuff is up, will heal the boss and reduce its damage taken. So make sure to stop hitting the boss until the debuff goes off after you kill the crystal. The boss will also have a debuff skill like Asmodeus from GoP, where if this debuff stays for long, it will kill the player. It takes around 7 seconds to get the NPC buff again (V.I.P Buff). Using this NPC on the player will prevent the player from getting that debuff, but will also give the player -20% Damage dealt and this is stackable. So do not accidently double use the skill on the player, they will deal significantly lower damage, and wasting your time to apply it on another player. You will have to check the player debuffs constantly for this. So NPC, don't be braindead. The entire parties life relies on you. There are various strats to attempt this boss, but this is how the boss mechanics is supposed to work. 7. Bushi, aka Nejuro This boss is more about paying attention to your debuffs and boss buff very well, rather than doing mechanics. There will be a NPC before it where you will be buying 3 different types of potions, Each removing a specific debuff from yourself. Holy & Dark Potion share cooldown, so be careful on which debuff you are using the potions on Each debuff will have its own effects like HP/MP drain, damage received increased. This is crucial to be removed, Bushi can instantly kill everyone from full HP no matter how tanky you are. I will not mention which potion removes which debuff, i will leave this on the player to test out. After 50 % HP, Bushi will cast, Bloodsword Shockwave. You need to stop hitting the boss here, it will get a purple buff while using this skill every now and then. Having a stack more than 5 will already result in critical damage to the party. Having more than 13~17 stacks depending on how tanky your team can sustain will result in instant wipe. This damage goes by millions as this boss debuff aura constantly reduces your physical attributes of your character. It is somewhat the easiest boss here, provided you are paying attention. 8. Draconem Elite Form Before attempting Draconem, i would like to mention there will a green set of circles that will appear in the area where Bushi was and Draconem will be. Standing in those circles will instantly kill you, and you cannot get back without dying if 1 member dies. So life leafs is recommended here or just simply do not die here. It will require a lot of practice to get it right. So maintaining tankiness is important here. It looks like this , except it is green. The boss will be in the middle, and a set of crystals will spawn every now and then, The crystals need to be killed asap as they will give Draconem a less damage taken as long as the crystals are up. The structure looks like this Draconem Elite is relatively a quick going boss, its difficulty is more or less that of Eis Elite. So just follow anyway you wish to kill it. The Crystal Spawn order is random so, choose which you want to kill first. 9. Draconem Dragon Form, aka Riri This boss is not entirely difficult but requires a knowledge of Nasci, Eis and Thundor's mechanics, because all those 3 bosses mechanics will be spawned at the same time. And you will need to dodge all of them. Similar to its first form, Draconem will spawn a mini add of Nasci, Eis and Thundor at the same time. Each of them Either slowing down the player/knocking the player back/HP Dot and the mechs they had. It will look like this without the Circle Spawns which i will go onto next. There will be a massive amount of Circles that will CC you every now and then. They look like this: Standing on each of these circle will apply a different CC to the player upon the timer goes off. Blue Circle = Will freeze the player Green Circle = Will knock up the player Thunder Circle = Player will be stunned You will need to dodge all these circles while killing the boss, and the dragon spawns. Now before attempting all of this, you will have to talk to the NPC to spawn it, the NPC also gives a player a NPC buff here. This NPC is very important to help progress through the fight The NPC should not get any CC circle, else this can wipe the entire party. The NPC gives the player 3 skills to use. The first two will remove cc from players getting hit by the circles (example being frozen like on Eis, on Blue circle). After 50 % HP, Draconem will cast his Enrage skill (it has an aerolite animation if you wish to put fx on). Before the cast goes off, the NPC player will have to use the Skill 3, else he will instant kill everyone in the group. You have to do all this at the same time, to kill the boss, It is also the most tanky boss among all, So optimizing this boss will take time. --------------------------------------------------------------------------------------------------------------------------------------------------- This is an overview guide of the most important things you need to know. Each parties has their own strategies to beat this dungeon. Some of my friends are doing the ranking, so to respect that, i will not post the full clear video. Nor will disclose any info about how we cleared it, until the ranking is done for them. We have taken hours and hours to optimize ourselves to beat this dungeon, At first it looks undoable. But to this point members of our team has been able to do it in under 30 minutes while maximizing score. I will not disclose how they did it. This strategy is confidential to our previous static team. As well as the current one who is doing it. I promised everyone i will write a guide myself in around 1 month from release, There you go. Full unedited Video to be uploaded about it will be debatable depending if my previous static team agrees or not. Have fun clearing this dungeon, This was to give you a very in depth overview about the dungeon. Good luck. And i hope Jordan releases more fun raid tier dungeons in the future. It brings a lot of challenge and teamwork. Thank you again. --------------------------------------------------------------------------------------------------------------------------------------------------- Update: I have edited our first clear video but cut parts to respect the classes being used by everyone. Some parts you can still see some of the classes, So it is to give you a vague idea. Have fun.
    1 point
  3. Hello, it's me, Sirocco. I'm writing this topic in order to talk about how our content is developed, and to discuss some ideas around future content. Most of the people is waiting for a new set to come in. Be it a Lv105/110 set, a Lv100 awaken set, or anything in that line, we all know the next content probably involves a new set. Still, it will bring more stats to the game, and it might be paired with a new level cap (125? 130?) to keep our status in check (so we don't have all stats at cap). Also, I know our content developer Jordan likes to gives us multiple options when it comes to set (Lv95 awaken / Lv100 golden), but that's where my topic comes in hand. We don't need to keep adding the same status in the same order as older content. There is room for creativity. Keeping adding new level caps don't sustain the population for a long time. I know we can code stuff to work VS boss only, and we can have some status to trigger on certain maps only. We have lots of unused content, so my topic will be covering lots of stuff regarding new ideas for future sets or even contents in general. My Suggestion: 1) New status: - Tenacity: Lowers amount of time you spend on crowd control (Stuns, Mundane, Fear etc) in %. - Endurance: Lowers DMG taken on PVP maps (Arena, Sakura, GvGs, TWs etc) - Might: Extra DMG VS Boss monsters - Protection: -DMG Taken from Boss monsters 2) New Lv100 PVP set - Based on Arena sets, but activated on GvGs, Sakura and TWs - Base status lowered - Bonus +DMG, -DMG taken and -ACC on targets, like Lv95 awaken sets, but on PVP maps only. - Bonus MoveSPD in PVP maps - Extra gem slots like other PVP sets (6 on chest, 3 on other pieces) 3) Reworking Elysian Gems - Tenacity and Endurance Gems added, only working in PVP maps - Adding a new PVP-only currency to build those gems without relying on RNG only - Adding those currency to 3v3 and 10v10 arenas, both winning and losing team winning some coins - Balancing gems that are considered broken for TWs/GvGs 4) Reworking Arena Enchants - Some of them are extremely broken for GvGs or TW, so balancing them will be needed to have a "pure PVP set" with all gems and enchants being PVP-map only, without ruining PVP experience. 5) New Lv100 Awaken set - Higher base status compared to PVP sets, but no pure +DMG dealt or -DMG taken on bonuses - Might bonus on INT/STR sets - Protection bonus on WIS sets - Elemental Blind VS Boss on AGI sets 6) New Tenacity and Endurance gems (Elysian Gems): - Head Gem: Titan [Lowers duration of Crowd Control by 25%, but lowers DMG dealt and G-Healing -25%] - Head Gem: Berserker [Lowers duration of Crowd Control by 15%, but DMG taken +5%] - Head Gem: Martyr [Lowers duration of Crowd Control by 15%, but DMG dealt -15%] - Body Gem: Iron Skin [DMG Taken on PVP maps -10%, but DMG dealt and G-Healing -5%] - Body Gem: Rock Skin [DMG Taken on PVP maps -5%, but MoveSPD -5%] - Body Gem: Toughness [DMG Taken on PVP maps -5%, but DMG dealt -5%] Conclusion / Insights The idea behind those sets is to gate a bit of how much status we can get, and how we should build towards both PVP and PVE. Not only that, we should be aiming at using already existent content to cut work, and build smart around the game mechanics. A full PVE set would be aiming at Boss DMG (both dealt and taken), and reaching higher (near cap) base status, such as Crit Chance, DMG or EVA/ACC. A full PVP set would be aiming at PVP DMG (both dealt and taken), and focusing on PVP mechanics such as cleansing debuffs, staying less time in CC-locks, and mobility (MoveSPD takes a huge part on PVP) A new PVP currency will bring a new life to arenas. Even if people lose, they will still get an amount of that currency, so people will be queueing up more often. Using honor stars will only force people to POD, and that's not going to help bringing more PVP activity to the server. Reworking some of the Elysian content might bring people there in order to farm for faster gems (if they don't want to buy it with the new currency, they can rely on RNG and try to build it via Elysian). All suggestions are up to discussion, as long as it's for refining the idea and not completely dismiss it. Thanks for reading!
    1 point
  4. Hiya and welcome back to EE! I'd suggest taking a read over our patch notes here: https://forum.vendettagn.com/index.php?/forum/7-patch-notes/ as quite a lot has changed since official stopped development of the game!
    1 point
  5. We cannot make things VS boss only. There is also a lot of limitations on what we can make and what we cant make in terms of stats. Like honestly speaking something like Tenacity I'm 95% sure isn't possible as a buff effect and a buffs timer are completely un-related and the timer is done earlier than the buff effect itself and no there isn't really a way to peak at the buff to check if it's CC or not CC. There is a 5% chance that it's possible as I'd need to look into it to 100% confirm it, but I'm almost certain it's not without massive system changes which just isn't a viable option. I do like this idea though as its a successful mechanic from other games. As for sets, I also think keeping them the same for PvE and PvP is the better approach as from my experiance when playing at a time where PvP sets where actually viable. People didn't like the fact of having to make 2 different sets of PvP and PvE. It allows the 2 groups of players work towards a common goal together and party up so theirs less chances of people being stuck without being able to gain the drops / medals they need from trials and stuff. I mean just look at when normal class TW's came out, people where unhappy about making a new set for that (probably still are). I was already in discussion with someone in possibly in future sets adding a new stop here or there to the sets in places where there isn't super broken tower gems in place (The one we discussed was 2 for body, 2 or 1 for belt and 1 in gloves/boots [not both, one of them i just cannot find the note i made atm]). New PvP currency is something I've been debating for a while. So I'm glad that someone else has brought it up. Elysian does need a rework 100% regardless of the gems. It's just something I haven't really prioritised since people have been hammering on for awaken weapons since this server came out and more so since custom content came out. Then now people are back on the awaken set train since awaken weapons came out so that is my next plan. I do however have to release gold's first so thats whats in development atm. I do like your ideas in this post but there's a number of limitations on the stats part of things. As a run down: Tenacity: 95% sure not possible without massive system changes but will have a look, Endurance: Might be able to cheese this but honestly speaking the worst mistake I made when reworking classes was continuing the trend of +DMG and -DMG. Might: Not possible to differentiate between a boss and a player when it comes to +dmg (MAY be possible to cheese it like i did with true resistance but honestly if we're adding it in mass scale its kinda dodgy to cheese it). Protection: the above.
    1 point
  6. Or you could farm pod for EP, you can get it pretty fast that way too.
    1 point
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