thinkig of comming back how hard is progression?

Magician related/specific quests.
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benhan
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Joined: Wed May 13, 2009 3:09 pm

thinkig of comming back how hard is progression?

Post by benhan »

might come back was wondering whats all new and how hard is progression?
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nylrem
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Re: thinkig of comming back how hard is progression?

Post by nylrem »

Underfoot progression has been well thought out for the most part in my opinion. You will need a decent group...not a perfect group for each task, but a decent group. Very good upgrades are available from a single named mob drop (a clay piece) combined with a high trivial TS template(tradable) and a vendor bought bonding agent, and there are several random drops throughout the zones and a MM mission which can fairly quickly equip a group with almost full 800+hp/m non-visible slot gear. Many encounters require CC of some kind, and most group content greatly benefits from CC. Since the mercs did not receive upgrades, they fall further behind their respective PC classes, also benefitting the group play environment and once again encouraging grouping with real healers and tanks.

If you prefer soloing or boxing your way through progression though, you probably wont like this so much.
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Danille
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Re: thinkig of comming back how hard is progression?

Post by Danille »

Basically 9 missions to unlock the content with approx 3 submissions for each of the nine. Took 2 weeks to gain access to t9 VH present endzone of group content.
The raid content is a bit tougher though. :mrgreen:
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Zacatac
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Re: thinkig of comming back how hard is progression?

Post by Zacatac »

nylrem wrote:Underfoot progression has been well thought out for the most part in my opinion. You will need a decent group...not a perfect group for each task, but a decent group.
Biggest problem for most people is finding that group. If you are in a guild full of people doing UF content, it's fine. If not, you end up playing boomerang ;)
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Calebe
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Re: thinkig of comming back how hard is progression?

Post by Calebe »

We did a few missions without much CC at all. We did Tannis Underbelly with 2 merc clerics and 4 mages. We did Fire in the hole with 3 mages, shaman, druid, rogue who pulled. Did the same mission one night with a mage call of hero pulling for awhile till we got a ranger to help.

Actually did the Fungal Bloom mission with 2 mages, a warrior, shaman, druid, and merc clerics. If you haven't done it there is a lot of mobs to kill and pull. So used call of hero pulling again and worked well. So an optimal group without crowd control is not needed. It will help a lot, but being creative works and is a lot of fun.

Be warned though the missions take a long time without an optimal group so plan on long play sessions at times.

Calebe
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