Here's a riddle for you: What do you call people who play the game for only a day and apparently know everything?
90% of the time any attribute damage is completely nullified. The other 10% of the time the attribute damage gets through and acts normally. It doesn't care what the source of attribute damage is.Originally Posted by knightgf
I remember a long, long time ago. Module two, to be exact. No, not update... module. We had some great little Lore write ups leading to the release of the Titan raid. One in particular about the Gyroscopic Boots, and the lore behind them, was really cool.
I miss those bits of supplemental story telling.
Might be useful information to include their alignment, since aligned weapons play such a big part in DDO combat.
Also, why the note about sneaking? To say that they're susceptible to sneak attack? If a rogue sneaks up on a frost giant, the rogue is going to end up having a pretty bad day, after it pokes the thing for 1/100th of its HP and then gets knocked around for 40 minutes. And the ones we have so far are immune (I believe) to assassinate, so that's a no-go there.
Further, the ones in Prey are either required kills, so sneaking doesn't help, or in a location where you necessarily have to not be sneaking.
So, why the comment?
And I disagree with A_D here about their HP...they have too much. The fights are incredibly dull. Their HP is not scaled well to the DPS of characters in, or beyond, their level. The fact that they are infinite just exacerbates this problem; it is not in itself the issue.
For comparison, many mobs in Epics (epics get lots of complaints about 'overinflated HP') have under 4000hp, and the highest HP other non-epic mobs I can think of, the Elite versions of the quori in the Dreaming Dark chain (the ones that are aligned to one of three elements, can't think of their name) have about 5000hp.
Even with the significantly increased player DPS these days, many level 20 players run that quest frequently on Casual (sacrificing their chances at +2 tomes from the chests) just to reduce the Frost Giant HP. People don't run Monastery on casual for runes because (on Normal and Hard at least) the mobs die fast. In addition, players have access to Firewall which deals double damage and *still* find the frost giants take ages to kill.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
Keep these monster updates coming!
Am loving every bit of it
But they are pretty much immune to the ancient vulkoorim dagger...regular and epic versions... which kinda sucks...
Ghinsuu, Spikey, Preying, , Pyroclastic
Khyber, Jesters Court
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I wish Scrags still needed Fire and Acid to kill though..
A few others that come to mind.
Frost Giants (since this is a thread about them)
Sprites! (real ones)
Illusions! (revisisited, fixed....and let us cast them too.)
Phase Spiders. (but tone down the phasing.....for all creatures with this ability)(actually, its ok if they phase often, but they need to reappear and stay corporeal a bit longer than they do....none of this in,out,in,out in less than a second stuff they do now.
Druids. (would like to see this all over Stormreach! )
That's all that come to mind right now.
Monsters I never want to see again:
Earth Ellies (I'll let you slide a little here...especially with Stone Giants)
Love these Monster Manual entries though. Thx.
Would like to see more details that will help non-D&D experts fight them effectively.
I found this interesting:
■Many frost giants are clumsy, sporting a Dexterity of 9. A combination of Exhaustion effects and Dexterity damage can swiftly render them helpless.
Does this mean Maladroit/Bonebreaking weapons work normally on them?
orth’ bháis’s bethad
do chél dénmha
3400 hp on a big monster means that the party kills it in only a couple seconds. Three players doing 300 DPS = 3.8 seconds (and many players have more DPS than that), or enough time for the giant to make 1-2 attacks. Allowing a big monster to be killed any faster than that would've been a design mistake, similar to the problems in the original version when you could Finger them.
Now that Dungeon Scaling and Casual mode are in, the Frost Giants often die before they finish even one axe swing.
As explained above, what makes combat in Prey on the Hunter seem tedious is not the design of the monster stats, but the quest design that has big monsters respawn rapidly and endlessly. For the majority of the Prey frost giants to attack them is a tactical error.
Last edited by Angelus_dead; 01-11-2011 at 01:03 PM.
Is it only me who thinks that Frost Giants are a extremely random choice for the second Monster detailed?
When Sahuagin were the first Monster it made a lot of sense, a Sahuagin been the first Monster you kill in the Game and then you fight through an island of them, therefore Sahuagin first. So I was expecting Spiders, Ice Mephits or Kobolds next. Most likely Kobolds, due to the large numbers of these you kill in the Harbour. But no it's Frost Giants, very unlikely to be the first kind of Giant you meet In-Game.
So in preparation for next week I shall be opening the Monster Manual at a random page for what to expect.
Dwarves also stand a much better chance in battle against Frost Giants, with their natural dwarven armor class bonus against giant-kind.
I'm glad that this was mentioned since, you know, AC is so relevant in high level quests.
Plus in most situations we fight 4 or 5 of the giants at a time. 2000 hp would have them last long enough to get attacks off (as long as their attack speed isn't in slow motion)
Since the rune changes, running Prey without a full group of six people is just stupid, unless you only need the essence, so scaling isn't a factor. As for Casual - well, what other quests do level 20 highly geared players run on Casual?Now that Dungeon Scaling and Casual mode are in, the Frost Giants often die before they finish even one axe swing.
[quest]As explained above, what makes combat in Prey on the Hunter seem tedious is not the design of the monster stats, but the quest design that has big monsters respawn rapidly and endlessly. For the majority of the Prey frost giants to attack them is a tactical error.[/QUOTE]
That's not the main factor. If they never respawned, people would still zerg past them, because fighting them would still be a waste of time. Some groups that currently kite giants at the shrine might kill them there instead, but I prefer to kill them with the respawns anyway.
Edit: Oh and do people remember when this came out, and strength-based TWF characters put away the Shroud weapons and pulled out WoPs for these giants, or (if they didn't own WoPs) they used plain wounders? Even with the stat damage partial ward these mobs had, it was STILL quicker to stat damage them with mediocre stat damage weapons than it was to use the best DPS weapons in the game.
I wanted to see Frost Giants in the game for a long time, but the current implementation of them has made them the most dull and boring mobs to fight in the entire game.
Last edited by sirgog; 01-13-2011 at 01:41 AM.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
Every time I run Prey it bothers me that I am supposed to run like crazy and not attack the bad guys. It just seems wrong (I run it with my Paladin).
I really wish the quest was different such that you could kill the giants and have an effect, maybe even reduce the number you face in the final fight if you kill enough. The entire quest could be timed if urgency is the idea, but having it be pointless to kill the 2,000+ hp behemoths really annoys me.
Last edited by Ponza69; 01-16-2011 at 05:24 AM. Reason: sorry - wrong thread
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