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Post by berylgreen on Sept 16, 2021 18:38:00 GMT
I have been soloing there, a little - nibbling around the edges of the first map. It was crazy last night, with 12 CR, so maybe? Also Something something of Hellish takes no damage. I fled.
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Post by jarrod on Sept 17, 2021 10:06:32 GMT
Been playing on Avarice more and got to 300 shards. I find it very variable. Sometimes its easy to solo other times the map has crazy number of spawns so its really impossible move. On the third map where i usually run past on the west side i got quickly blocked and surrounded by twenty of them. twenty is too much. even ten is too much to handle solo. ibb.co/s5ZYvXcI got warned last night by a player that spot is now nuts and to avoid it by going to the east side. Really odd how the maps can over spawn. I dont see how any players can handle that unless your a SD or got long lasting ii which i dont have. I wonder if its the map spawning so many or its people creating trains and pulling from all parts of the map to one place and then leaving the area. When i was on there was just two other players and they looked like they were not on Avorice.
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Post by kalmeb on Sept 17, 2021 21:55:45 GMT
No, it's not trains. The maps in avarice just spawn a lot of monsters.
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Post by jarrod on Sept 17, 2021 23:41:38 GMT
Was on the 3rd map with a Berylgreen on cleric and Glen on his wiz who farms this map all the time solo.
Entered 3rd map and crazy number of spawn that it was like the whole screen was full of them. Too many to count. I used to be able to run this map to the next.
So after trying to get our stuff back from that team wipe it was team wipe again and we concluded that this map is broken and we wont go back.
We used to be able to play here but today something different on this map today.
Honestly death vault was easier and lasted longer there.
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Post by jarrod on Sept 18, 2021 10:43:48 GMT
So been thinking more about Avorice strategy after all these variable experiences which are good ones and stressful ones.
Starting to form in my mind some strategies that take into account all the crazy random chaos that happens there.
Only come here if you have a decently built char with good equipment. It is not a forgiving area.
CR I'm not sure that CR has an impact on how hard or the volume of the spawns yet but i suspect CR probably does as it seems harder at higher CR with faster/bigger/harder/crazy spawns. What i like about Avorice is that on a low CR i still get decent and sometimes very nice drops as well as shards. So its a draw to farm there as it does not seem such a waste of time when the CR is low. Also the monster variety and some of the mini bosses on the 7th map are fun to deal with.
Positioning The big thing on all of these maps is positioning and pulling (universal on 3t but really important on Avorice). Maps that have wide open areas or long open corridors are super dangerous due to the crazy volume of monsters. Really managing invis / GS use to bypass the crazy areas is a must.
Open areas with crazy spawns are for dc casters/bards to shine Now if you are a caster type with uber equipment and skill then the bigger the spawn the better. In fact a whole map packed together can be an advantage as they cant move to get to you and its faster to farm. I have started to think in detail how to deal with crazy spawns and i think it requires a strategy of disable them and then aoe kill them all. So my go to spells would be a combo of WoF, Mass Blind, Sunburst, Wierd, Stone hold, Tentacles, Confusion, HoG, SoV. And then follow up with the single disable spells for the stubborn ones. You want to disable them so they cant cast at you. When i say combo you really need to as they have all different random stats so reflex/will/fort/SR can be all over the place and Mord and Natures Balance should be used to help. Another strategy would be to wall them off. So this would be using flesh to stone to create a barrier between the mob and your team by finding a choke point and flesh to stone a few of them and then you can cast from behind the this monster stone wall. As a tank you will get surrounded so then very high AC/saves and some DR i think is better than a DR tank and i think what may work well would be a sheather.
There are some maps that have more cover or parts that are open:
1st map going slow from behind rock towers. Many casters and archers and sneaks. Easy to draw a crowd around you and a caster sniping you down. 2nd map the entry area and side rooms has cover and doorway choke points. 3rd map has many open areas north side. The monster CR XP jumps up a step compared to the first two maps. Good luck. 4th map is empty and rest/return to start area. Monsters will follow you to this map. I have arrived here thinking phew i am safe only one or two followed and ill clobber them. Then standing on the AT get surrounded and dead super quick. Dont stand on the AT keep on running round the corner out of sight. Some monsters arrive hidden. 5th map lots of cover except for a few open areas north. Be careful not to get trapped in the tight areas. This map can pop pretty bad so be near the exit or able to run there. 6th map long edge corridor with high top areas. They will come down from the high ground to the long low corridor if you run too slow or fight. Only fight in the map corners to not pull. This map has some crazy large spawns. 7th map along the edges and high top areas are like islands. Best is not to go to the middle as the boss and mini boss hang out there and you will pull their entorage. The monsters here are super tough but are grouped smaller so its doable as you have some freedom to move.
Having crazy spawns that fill a map should be expected to happen in the open areas and also if you stick around too long.
Usually in battle reconnaissance is used to figure out the battle plan, but farmers rely on past game knowledge of what they typically expect should be there. Since the spawns are random and sometimes over spawn this meta knowledge does not really help and its easy to fall into a false sense of security or have plans based on when you were successful there.
So instead you need to assume that in the open areas there are crazy spawns and take the correct action. Use II/GS to bypass. Know how long it will last and if you can make it across the map. You need TS/Spot because being stopped by some sneak can quickly get you surrounded and killed.
Playing in a team: Be a good team mate and play as a team. Don't run off thinking you can solo any part of the map like Leeroy Jenkins without backup because you can get cut off and you just left your team mate to possibly handle a local spawn that goes for them. If they do rescue you they may be low on resources and possibly you will team wipe. I seen it happen many times now. In a team you really need to communicate where you are going, what you see and keep an eye on each other at all times. Dont go all around the map as you can get cut off from back spawns. You should always have a quick exit via the trans and be pulling to where you want to fight near the safe exit. Also pick up all the trash and put it in the trashcan as the loot does not expire and this can cause map problems/lag plus its annoying to accidently keep checking the same loot bag and find crap.
How to take on a too big for you to handle spawns. 1. Know when to run back and dont hang out in the open areas. 2. Have casters that are ready to disable them over a large area. 3. Use the AT raid strategy where you go back a map, buff and call in a fresh pet (dragon) and drones and cross over and try and clear. Retreat and repeat. On the 5th, 6th and 7th map they dont follow you over the trans. This fact is your lifeline and can also be used to avoid large spawns you cant deal with. 4. I noticed that quite often just leaving the map from a quick exit and then return 30 seconds later after buffing the strong monster that chased you to the trans disappears for good (its not a summons kind). Kind of annoying as i wanted to wipe it after getting ready to take it on but also useful to know. Return to fight another day is quite possible.
I dont know any others but possibly the hellball and run strategy may work but i never tried that.
If you die no biggie, you have some fun to get your shards back and the drops there easily cover the cost for it to be worth it.
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Post by fingers on Sept 19, 2021 6:31:15 GMT
Large groups of enemies are a part of avarice. Always expect one around every corner. This is due to several factors. Number one being the difficulty factor. It is supposed to be really hard number two is the fact that it is linear. there is only one path to the end maps and that means mostly running invis through the beginning maps. That can pile up the enemies with true seeing and even ones that dont by the AT's after chasing you as most of the time they don't cross the AT. number three is the size of the maps. you can really only cover one half of a map at a time usually when farming or passing through. While you are there, random spawns are not only spawning near you, but on the other side of the map as well where you haven't been causing a pile up. number four is the factions. there is still some beef between some of the factions (over shards i assume ) so sometimes a random mob will spawn in and aggro all the other mobs within sight. So they all rush over to fight and leave a big group standing around after they kill it. possibly other reasons i have not mentioned as well. I dont feel like the random item drop CR bonus has any effect on the spawn number or rates that I have seen. After farming endgame on 3t for many years, I have noticed little trends that seem to come and go like waves. Most likely attributed to the RNG. Take an area like testing pit for an example, most of the time I would go there and it was somewhat predictable. Never spawned to heavy and good time between spawns. Then every once in a while there would be days, sometimes several in a row, where it liked to go nuts on you and kill you over and over. then like a switch, the next day it was calm and collected again. Same thing with loot. I have had the experience and have talked with others that have as well where we find multiples of the same t11 (or i guess any item) in a short period of time. So when "random" variables are added in like say time between spawns, number of mobs, what loot they have, etc the RNG seems to have its moments where it is almost "stuck" and likes to pick the same numbers over and over for a while or for that whole reset. If any multipliers or restrictions are added into the mix then it could make it even worse. Sometimes i have even noticed the AI acting slightly differently from day to day. Not sure of the root cause there. Lag might not help there either. I also believe using the AT hopping strategy and not cleaning up bags greatly increases the probability of a map breaking. I have seen it many times. There are of course other factors that can lead to it as well but those are two I definitely point my finger at. I have stumbled upon the fissure of pain map (and others in avarice) with the regular mob spawns and bag cleanup broken several times. In each instance it did seem like the random mob spawn rate on the map was increased after it was broken. Maybe has something to do with the number of mobs on the maps since the regulars arent spawning back. dunno. My two cents from my observations.
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Post by taloncsl1 on Oct 3, 2021 14:34:45 GMT
I have been defeated to the amount of roughly 100-120 shards, on one occasion it included a bag drop loss. Defeated means although you may have tried, you could not recuperate your shards. Map density, as with all areas with burst spawns, is a result of how long you have stirred the area. I will be more careful with garbage and AT hopping, the latter is only reserved in life or death situations. Turtle beats the hare: be brave Sir Robbin when you have to, that includes caution being the better part of valor and heading back when you have 20-30 shards to turn in. Top turn in ~50 shards.
As an air elly my non-melee danger is dispel and a death type spell (so yes I like DW and SS pots) for melee I prioritize as follows (after killing dispel and death spell casters): Short dual wielding dudes with band of shadow type armor look (high AB/EB damage high AC) Hellions (high AB/EB damage high AC) PM dual wielding summon looking dude from trighon (high AB/EB damage medium AC) Pit/Chamber Guardian (high AB/EB/dmg crazy AC-I hate these dudes) I usually only fight the vampiric (does it regen them too?) GS ice crystal and trighton fist fighter guy when there are the ultimate or penultimate mob left)
I like Avarice for the wide variety of mobs and in the 3500 store you can buy a jacuzzi full of dryads and nymphs item of wondrous power for 555M
Happy Easter
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Post by kalmeb on Oct 3, 2021 21:29:54 GMT
Small update to the list.
Abyss = Deaf (immune to curse song) Black = True Seeing Chaos = ? Dread = ? Deep = Extra hitpoints Evil = ? Fear = Immune to sonic damage Gloom = Concealment (weaker version of shadow I think) Great = Acid Sheath Greed =? Hell = 50% immunity to elemental damage, at least to sonic damage Horror = Immune to physical damage Immortal = Invulnerable for a set amount of time (60 seconds?) Legendary = ? Pain = ? Shadow = concealment between 45 to 60% Stygian = Immune to KD Terror = ? True = tough? Uber = ? Undead = Immune to critical hit Vile = ?
I think one of the these gives the monsters extra attacks but I'm not sure which.
I also noticed that one title gives the monsters a buff that looks like Premonition. It seems to be rare, I haven't noticed it since I saw it on a Puppet Master.
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Post by jarrod on Nov 19, 2021 21:33:47 GMT
Any idea if you can dispell any of these guys or its a perm kind of buff?
For sure there are ones you can dispell like the casters and bards. I can see the buffs stripped off.
The purple hue that some have that looks a bit like etherial visage does not come off with dispell/mords.
So i guess its a cosmetic trait for Avorice.
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perfiddy
Arakan Scribe
Logon: Glen Levy
Posts: 95
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Post by perfiddy on May 4, 2022 16:52:44 GMT
I noticed that you can complete Sendauntra NPC Qs (leg and fang) whilst farmning Avarice. If you have the Qs just farm away, there are plenty of sendaunts and the requisite updates happen pretty quickly.
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Post by freedud on Jun 13, 2022 15:40:46 GMT
Any specific weapon damage types that work better than others in Avarice, or does it really matter since there are so many different types of creatures? I am thinking magical and cold for a weapons. Or elect/cold as then I get double damage against forge types and the golum types
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Post by jarrod on Jun 13, 2022 22:27:07 GMT
Good question. I don't know what elemental damage works best there. I got the impression that as its all random so probably anything works there. That concept is probably wrong and there is probably some elemental combo that has an edge over the others. I recall Chree say a while back that if he made a new area (and then along came Avorice) that he would make them not to be so acid immune (and maybe more vulnerable?) . So i would guess Acid could work better than you think. On Trighton a while back i wondered what was the best weapon to use there. I came up with a way to test weapons that looked at hits per kill as in the end thats what you should care about even more than damage output. Its always hard to say what weapon is best as there is a mix of monsters and its all random spawns. But i found a way to overcome the randomness for weapon testing so it does not matter if you test it this way. Play for an hour or so with a weapon. As long as its a typical play session on the same maps. Use a program called Genty Battle log analyser to count up the kills and hit stats. Divide the number of hits by the number of kills to work out average hits per kill and then compare weapons. You can see how i did the testing on Trighton if you scroll down to the bottom on this thread. You can do the same on Avorice with different elemental damage to see what works best. There is a mace that does on hit slay undead. Could be good to test on Avorice too. threetownsboard.boards.net/thread/1514/client-battle-log-analyser-working
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