This is a freaky, scary place.
(Click pictures to enlarge. The pictures, that is.)
This is what you see when you enter.
I put on my "heavy suit," just in case.
Once I figured out how to get out of the firebase, I went to "The Chantry." One of the first things you see are these nasty bitches.
Wednesday, June 27, 2007
Shadow Shard
They're called Netterlings, and they go down easy enough unless they're in a group of 20. The LTs are Bull Netterlings and have a nasty hold.
Yeah, and they fly, too. Don't fly after them, though, or you may run into a HORDE of things called Watchers. I din't get any pics because I was too busy RUNNING FOR MY FREAKING LIFE. And I ran around the corner into a bunch of "Shadow reflections" of other villains - Rikti, Council, Crey, Malta - all in one place. Not fighting, just standing there and waiting for someidiot to come flying around the rock so they can cream him.
So, with all of that, I died twice. This is all within about ten minutes. And I never even traveled past the horizon line from the entrance. Oh, and nothing I encountered was above level 45.
Regular strategy is not going to work here. If you're not afraid of multiple wipes, I suggest we go. Stock up on wakies.
Posted by Anonymous at 1:28 PM
Labels: Costumes, Gameplay, Screenshots, Shadow Shard
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3 comments:
Oh, this is going to be fun... These bitches also have a number of attacks that do pure Psy damage, which as you may (or may not) know, is the Achilles Heel of just about every Tank primary. The only ones who have any kind of protection are Stone Tanks running Minerals (a toggle). That toggle doesn't work in Granite form, so even that is situational.
Mantlet's gonna get schooled without the proper backup. I suggest whipping up a temp power or two before we go and (like Eric indicated) bring Awakens. Or maybe just get VD to come, the portable rez terminial... :P
Wow! Looks like entering the Eternal Chaos of Limbo in D&D or parts of the Umbra in Werewolf the Apocalypse.
K. Wakies, temp powers, then off to the shard for fun with death. This is going to be a great Thursday. I might be on a little later than usual. Charlynn got stranded with a 5 hour flight delay in San Fran and decided to stay the night. She'll be hitting JFK tomorrow (Thursday) at rush hour. Meaning she'll either need me to pick her up on a lengthy excursion or if she gets a cab she'll be getting home right around my usual entrance time for the game.
Some advice for Cacaphony and Orleans...
You guys should build temp powers that give Mez resistance before we go into the Shard. Word from the forums is that the residents of the 'Shard will Hold and Mez the living crap out of you. Several Blasters/Defenders mentioned that it was a death zone for them soloing around.
The good news is that Tanks in general (and particularly the Invulnerability set) are virtually immune to Stun/Hold/Mez and significantly increase survival for the other ATs in the group while in the zone.
Mantlet will get a Psy Resist temp power, you guys get the Mez Resist temp powers, and we'll be good to go. Caca's bubbles will also help a LOT, as their increased Defense boost means less hits/damage/mez for all of us.
We may have to develop some modified tactics to handle the local fauna, but that's part of the fun...
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