Dec 26th, 2009, 16:47:15
|
#2
|
|
MTG411.6 consumer
|
It's possible to level NT without kiting, but it's not easy. I kited most of the time, though from about level 160ish I started doing team-missions in Broken Shores since for froobs that goes better then I think.
I'm only 174 (stopped the leveling to do some pvp) but soon I'll start again and a lot of team-mishes await me I bet :P.
As you probably have expansions you should have some more options. Though if you don't kite, you better get a team and it might not be easy to get a team. I get the impression that finding a team with expansion people might be very difficult since everybody either uses kiting or out-side tanking/healing/... and usually a combination.
Somebody tried it out a while ago and he explained it in this thread http://aofroobs.com/forum/viewtopic.php?f=13&t=7703 . Even though it's on AOfroobs, the person did have expansions.
|
|
|
Dec 26th, 2009, 17:34:59
|
#3
|
|
The Renaissance
|
Nt's are awsome damage so getting a team shouldnt be too hard. Kitting is indeed the best way to level but I can understand if you want to avoid that because I did the same.
157-180 - adonis hecks. lots of grinding and it will get your guardian faction up for getting to new zones. After reaching 160 you should make your way to penumbra and save there or even better get your key. watch for people giving away ice golem molars and grab one asap, this is what you need to gain access to inferno.
180-200 - pen missions. I know they are not done as much anymore but some do still do them and it is a good source of xp.
200-220 - at this point you should be able to get a inferno team. may take a while during the lower shadow levels but it pays off.
hope this helps and good luck with finding the teams.
|
|
|
Dec 26th, 2009, 23:03:58
|
#5
|
|
Phear Leet
|
You should ofc check out the new Dark Ruins instance, you have to first complete a solo questline but then you can/ must have a team. Good xp from 150-200, my org-mates swear by it
http://www.ao-universe.com/main.php?...&link=2&id=482
There are i think a few threads in the NT forum on tactics ( look for Dark ruins followed by whines  ) kiters are miffed i think, root and shoot( well, nuke) tactics are called for possibly.
Have fun
oh right, the team quests are on a 24h or so lockout so you can do them once a day
__________________
Haz typed fings here?
|
|
|
Jan 4th, 2010, 16:39:28
|
#6
|
|
Soleet
|
Dark Ruins seems to be designed specially for tank classes. I know that I have a real problem as an Engi trying to get the targets to stand in the correct spot so I can kill them. Problem is that the target must be in a specific spot, which means that I have to pull them to the spot, pass agro to my pets and make sure that the pets don't move out of the correct spot while I'm doing that.
It is painful to make all of that happen, without them killing me first. After much trial and error and found a way to pull them and often get them to stand in the correct spot. Seems that tank classes would not have to make any effort to make that happen.
I imagine that NTs have the same issue, roots aren't going to hold them there long, so they must have to circle back and re-root.
It just seems that FC has created a way to make it extremely painful for some classes by forcing them to tank instead of fight the way that they fight best. I really dislike them making anything that makes it harder for non-tank classes to fight in a solo setting. Not every toon is a tank, nor should they have to be.
|
|
|
Jan 5th, 2010, 15:11:34
|
#7
|
|
MTG411.6 consumer
|
Quote:
Originally Posted by Igri00
I imagine that NTs have the same issue, roots aren't going to hold them there long, so they must have to circle back and re-root.
|
As a decent geared lvl 174 froob* NT I didn't had too much trouble killing them as long as I had the tool to kill them once they drop below 50%. But without this tool I died half of the time to them so it was impossible to kill them all. The issue rose when I had to escort Luke (or whatever his name was): I didn't had the tool anymore because you have to give it back, but they were not all dead. And calming them (which is a pain with RK calms and frooby skills) didn't solve it either because Luke still attacked them. I suggest you kill all of them when you still have that tool and then it should be easy enough to succeed the Escort mission. Though once you get inside, the Godness and companions might still be tough.
You could always get a bunch of outside buffs to help you though.
Realize that if you leave the instance (through the door or by dying) all monsters will be back when you return.
(btw, if you get some evades and spam blinds as an engi you should probably be able to kill them yourself as well  .
* Froobs were able to enter when it was being tested on test. They can't now.
|
|
|
Jan 14th, 2010, 00:34:54
|
#8
|
|
Soleet
|
Quote:
Originally Posted by EdtaatdE
(btw, if you get some evades and spam blinds as an engi you should probably be able to kill them yourself as well  .
|
Well, killing isn't really a problem. They die just fine. The problem is attempting to kill them in a specific spot that is the problem. For a non-tank class, it is very difficult to pet pathing and monster pathing to pick the specific spot where the battle will be held. I imagine with a tank class, you simply stand where you want to fight and the monster comes to you!
I have to note that the main issue I was having seem to be the second from the back spot on the left side. The radius on that circle seems to be VERY small. I found if I lead them to any other circle, I could just be near it. On that one, they must be almost on top of it. (That is a difficult trick to pull off). Once I started avoiding that circle, I was able to finish it fairly easily.
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT +1. The time now is 13:14:56.
|