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  1. #51
    Player
    Quanta's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    194
    Character
    Quanita Starfire
    World
    Excalibur
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Onidemon View Post
    Well that's what i keep telling everyone. Since 1.19 GLD seems very broken... not only their attack has been reduced by more then half but even defense wise i feel weaker but that may also be due to the fact that my HP also got cut by half.
    The solution to GLD damage is to let them wield a 2nd weapon in their offhand instead of a shield. Do damage and look badass doing it. :3
    (1)

  2. #52
    Player
    ArcheustheWise's Avatar
    Join Date
    Oct 2011
    Posts
    290
    Character
    Kazek Natasch
    World
    Mateus
    Main Class
    Monk Lv 80
    Quote Originally Posted by Xoo View Post
    First off, this isn't a complaint thread - I just want to know why DoW can't get comparable EXP/hr. I'm currently Lv32 THM, and at Wandering Wight camp in Mun Tuy, I can bottleneck/deaggro/AoE these mobs into oblivion. I've been using this same method of solo since Lv20. Of course, with DoW that number is at the very most halved, or in this case, divided by 7 as the highest chain I'm able to manage here.

    Why can't we get AoE spells/nukes on DoW?
    Its..... over 9000!!!!!!

    Sorry.. But yeah, this is clearly broken lol.
    (0)

  3. #53
    Player
    Drako's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    939
    Character
    Drako Lombardi
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Well they could go back to what they had before, where when the mob was going back, it would heal at a incredible rate. for some reason I recall people getting really upset about that. Now that it has been removed... Mobs STILL have the problem of running away from you if you aren't doing enough dmg to them. So if they restore it back to that mess, i don't think people will enjoy that at all.
    (0)

  4. #54
    Player
    Quanta's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    194
    Character
    Quanita Starfire
    World
    Excalibur
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Drako View Post
    Well they could go back to what they had before, where when the mob was going back, it would heal at a incredible rate. for some reason I recall people getting really upset about that. Now that it has been removed... Mobs STILL have the problem of running away from you if you aren't doing enough dmg to them. So if they restore it back to that mess, i don't think people will enjoy that at all.
    I would say that regular mobs shouldn't leash if you're actively doing damage to them, regardless of the distance from their territory. Them healing to full when they do leash is fine though; I don't mind that at all.
    (0)

  5. #55
    Player

    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    928
    Quote Originally Posted by Quanta View Post
    It sounds to me like they're taking advantage of leashing to minimize damage taken while maximizing damage output, so you can kill swarms of skellies in a few casts with little danger of dying.
    The most efficient way to do this really is to find a group of mobs that aggro sound (flytraps, wolves, skeletons), and well, aggro the lot of them. If you're gonna push it, you will target a group that is +3-4 your level, and because of this, the initial damage taken (and even x10 ranged on return nukes) even with Stoneskin up is very high and the risk of death is still very real. That's the reason the EXP gain is so massive - because even running from them is risky.
    (0)

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