Friday, June 29, 2007

End Game Foes

You know, last night I started to reflect on the Rularuu and general level of danger present in the Shadow Shard content we experienced. In a way, the somewhat insane lethality that they represented makes sense...

When you get close to the level 50 cap for characters, it would make sense that since you're not going to be running into +5 mobs, that the +3 mobs you run into are more powerful. I was exceptionally surprised by the various "tweaks" that the Rularuu showed in fights. Specifically, their AI was a LOT less stupid than most of the foes we fight. They tended to scatter and run around, making targeting difficult. Other than Brutes, the Wisps, Natterlings, and Observers didn't hang around. They flew, circled, ran and came back, and otherwise just made it a pain to get at them. The Wisps were perhaps the most terrifying enemy Mantlet has faced after the Master Illusionists. Their Psy attacks had a DoT component to them, they healed and buffed the spawns, and they hover, so knockback/knockdown has virtually no effect on them. It was very exciting, as Mantlet hasn't been "pwnd" like that in quite a while.

In a way, it's too bad. The rest of the mobs we face on a regular basis (Council, Freakshow, etc.) seem downright dim-witted in comparison. The more sophisticated AI and pace that the fights took place at definitely took some getting used to.

We'll have to go back. Now more than ever, I am convinced that Mantlet needs to start building Impervium Armor enhancements for his Resistance powers. Their set bonuses offer BOTH Psy Resistance and Defense. With his Invulnerability passives, I have a LOT of sets I can slot up with these... Damn expensive though. We'll see.

2 comments:

wolvensense said...

I think that particular thrill was due to our being forced to work in a 3D environment. The AI scatter, yes, but a scatter into all three dimensions around us. Our own flight powers, just to get in range, were almost a necessity for at least two of us. I actually thought some of the lower level stuff we encountered outside, stuff that did us almost no damage at all, was harder to take down than the proper difficulty stuff in the caves. They flew into the sky, out of range for some blasts, out of range for Mant' to pull big aggro. Crazy! In the bigger caverns in the caves it was the ame stroy. To a degree, they were even a tad nerfed in tighter corridors, but that's all relative. At least in the caves the knockback bought some time, forcing a few around a nearby corner or two, they then needing to reapproach for LOS. Outside, no such luck. PLus, it was nice to see sonic doing something other than making noise for a change.

Despite the fun we've had taking on other gangs, including gangs that included flying members, I think we are just used to operating in a relatively 2 dimensional layer. Fly has always been a travel power and only infrequently used during battle...sometimes for no other reason than the end' drain. In a way, I'd always wanted some neat aerial battles and last night gave that to me. I can't imagine our non-flying toons negotiating those geysers.

Yes, we definitely have to go back. It was uber fun. Please tell me there's a story arch or arch villain in there somewhere!

Garthamatic said...

There are several task forces and a bunch of mission contacts there. I got burned out on the ones the General was giving us "Rularru are about to invade! They're staging in a cave nearby. Go stop them!" After about 5 of those I wished they'd hurry up and invade already :)