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End fight: Zuggtmoy's Chambers
The entire room is covered by an damage-over-time effect dealing acid damage and stacking up to ten times. Occasionally a Toxic Mushroom spawns which probably increases the damage, kill it. Occasionally a purple Cleansing Mushroom spawns, interact with it to remove the stacks.
Zuggtmoy spawns trash multiple times per fight (at 75/50/25% hp?). She usually has a shield up until trash dies. First wave is dretches, second adds some hezrous, third includes a red named Goristro.
She has an AoE special attack, high damage and stun. There's a tell (MoD style waves on the ground). You can avoid the attack by getting behind the blue Sheltering Mushrooms. PLIS and similar effects block the damage, but not the stun.
Zuggtmoy's Earthquake spell can get you completely out of the equation. Bring high reflex save or knockdown immunity (e.g., from Unyielding Sentinel stance). Also note, arcane casters can dispel the effect by casting Gust of Wind onto the area.
In short, bring Acid resistance AND absorption and a means of dealing with the stun and earthquake.
-CLEANSE YOUR DOTS asap with those cleansing mushrooms
-when she's about to do her massive one-shot wave? get to those mushrooms asap.
Do that, and she's not bad.
LEARNING to do that mid fight.. um.. well.. the duo I ran kinda.. failed it three times in a row :D
What's a reflex save? I know what a saving throw is but wouldn't an earthquake be save vs.spell? Reflex saves are new to me.
DDO has 3 basic saves: Fortitude, Reflex, and Will. Fort is anything your physical strength and endurance might prevent, Reflex is anything you might dodge, balance, or tumble through, Will is anything mind-affecting (in broad strokes). A spell might be resisted by any of the three. A poison spell by Fort, a ray spell or AoE by Reflex, a charm or hold spell by Will. In this case, avoiding falling down during the 'earthquake' spell is done based on successfully making reflex saves.
You know that parses both ways, right? So, in the faux-concern (but really just want storytime)... are we talking A Hero whose determination, reflexes and valour saved you from dying? Or An Hero whose determination, reflexes and valour tried to take you with him :P
'cuz I've had party members determined to snatch defeat from the jaws of victory, and sometimes managing.
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Grizzk - from 3rd edition onwards they simplied, streamlined (and from 4th on, dumbed down) everything. No more fun of "Wand of DragonBreath is a spell, but from a rod, but a breath weapon..but only faking it, so use Save vs Rod/Staff/Wand but get your dex bonus"
It's pretty much: can you dodge it, soak it, or concentrate through it? No more determining source and hierarchy, only resultant effect.
The other major change is 'higher is always better'. To keep with 'earthquake', a balance check would be rolling your balance skill and trying to beat some difficulty, as opposed to the old 'roll under your dex with penalties' style.
That said, almost no MMOs have any real RP elements to them... probably why MMORPG dropped the RPG part of the name. Sadly, we seem ages away from having an equivalent to a flesh'n'blood (or is that dorito'n'sprite?) Dungeon Master for games.