Don't let more than 1 foes grant invulnerability exist at the same time in IA

Lykeion
Lykeion
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One thing I learned about game design when I started playing Frozen Throne a long, long time ago: if there's a foe that grants invulnerability, don't let more than one of them exist at the same time, or they'll grant invulnerability to each other.

Now the problem with IA is that there are too many enemies that grant invulnerability to other enemies. In the previous version, we only had firesong druid, which is not hard to deal with. But in U43, lightbringer and brewmaster were added to IA, applying invulnerability hardly or softly to their companions. When there is more than 1 of them it often results in all enemies being invulnerable. At high Arc most of the healing comes from Pale Order, and the consequences of all foes being invulnerable are often disastrous. Sometimes I can kite to unprotect some monsters, but at high Arc, more often I lose my thread before I succeed in doing so.

Please consider improving this before the U44 PTS goes live
  • Necrotech_Master
    Necrotech_Master
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    both of them can be dealt with easily by LOSing them to force them to move out of the areas of dmg reduction

    the enemies only get dmg reduction (brewmaster) or invulnerability (lightbringer) when inside of the respective aoes

    the lightbringer aoe is really really small and pretty easy to do this with

    the brewmaster is more annoying because when he shrinks you, it also greatly reduces your self healing to the point of it doing basically nothing, along with having a powerful self heal, so i usually try to kill them before they drop their bubble, if they do drop the bubble, i might try to kill everything else outside of the bubble, or LOS to kite them out of the bubble

    overall i agree that the bremasters bubble is highly unnecessary with all of the other stuff they do, the lightbringer cant heal and its aoe of invulnerability is also a lot smaller so its easier to deal with
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Theist_VII
    Theist_VII
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    both of them can be dealt with easily by LOSing them to force them to move out of the areas of dmg reduction

    75s4ccukd13t.jpeg
    Good luck LOSing that.
  • Necrotech_Master
    Necrotech_Master
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    Theist_VII wrote: »
    both of them can be dealt with easily by LOSing them to force them to move out of the areas of dmg reduction

    75s4ccukd13t.jpeg
    Good luck LOSing that.

    thats some luck right there lol

    i dont know if the meteors have a max range to outrange them, normally mystics are the first enemies i focus if they spawn so i kill them before they even drop the meteors

    thats one of those cases where having an emergency magma shell would help lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Theist_VII
    Theist_VII
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    thats one of those cases where having an emergency magma shell would help lol

    Yup, my Templar has a few of those in their pocket, I’ll be sure to remember that next time.
  • luchtt
    luchtt
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    Theist_VII wrote: »

    thats one of those cases where having an emergency magma shell would help lol


    Magma shell cannot mitigate Meteor damage, and it kills you no matter what above around arc 4-5 ish.

    The only way to mitigate it is to use major and minor cowardice, or weakening enchant.
  • Necrotech_Master
    Necrotech_Master
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    luchtt wrote: »
    Theist_VII wrote: »

    thats one of those cases where having an emergency magma shell would help lol


    Magma shell cannot mitigate Meteor damage, and it kills you no matter what above around arc 4-5 ish.

    The only way to mitigate it is to use major and minor cowardice, or weakening enchant.

    good to know

    usually try to kill the mystics before they even drop the meteors, though i know thats harder to do at later arcs
    Edited by Necrotech_Master on 9 September 2024 19:14
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Wuuffyy
    Wuuffyy
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    Theist_VII wrote: »
    both of them can be dealt with easily by LOSing them to force them to move out of the areas of dmg reduction

    75s4ccukd13t.jpeg
    Good luck LOSing that.

    THIS! Number 1 thing I complained about myself with the new IA update. Someone said "luck" but I promise you- the higher you go up in arcs, the more you'll see this.

    I've seen this about 5-10 times now farming a few class sets and it's an absolute death sentence on the later arcs. For me, I have found the toxic meteor invul combo more with the brewmaster's bubble.
    Edited by Wuuffyy on 10 September 2024 06:45
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Dragonredux
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    Lightbringers were a mistake. Damage reduction is manageable but actual immunity is annoying especially when you can't do anything about it. Druids I can at least stun.
  • ForumSavant
    ForumSavant
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    Lightbringers and brew masters are very fun and engaging!
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