Please use this thread to discuss the Storm Horns Quest: Lines of Supply.
Please use this thread to discuss the Storm Horns Quest: Lines of Supply.
Another above average quest in my opinion. Certainly an interesting take on the defeat x mobs/waves. Dropping the boulders on them as they passed was a neat idea, but a bit too much for someone soloing.
Mob variety was nice, those gnolls were tough to catch!
Frost Giant boss needs hp scaled way down (seems to be a theme in Stormhorns that red names have a ton of hp). Otherwise it was enjoyable.
Need more hints or something to attract players to doing the other optional, otherwise they could be ignored. Perhaps in the starting quest text?
Magical Rings are well... magical. - Gandalf
Interesting setup - it was really hard to defeat all the gnolls, but the giants were dead easy - they're so slow and don't fight back. It got hectic for a while - trying to destroy all the carriers while getting held at ever turn by casters.
The end fight had another super HP giant on EN - I'm starting to think from the experience with red named in all the quests that the HP amount is way off.
First off, I liked this quest as it is a bit different from other quest patterns.
The camp at the end of the valley has one or two ledges the end boss jumps onto, where you can not hit him even if you are standing inside his target marker circle. You can jump up too, but then he moves away. Not terrible, just mildly annoying.
On Argo, Mustard comes free with all of these toons: Mustardseed, Temmple of Cogs, Dareios, Homunkulus, Omegara, Tritanium Onslaught, Mincepie, Bycycle Repairman, Stoutpole
I enjoyed this quest. Very nice design and a fun fight trying to catch them dang gnolls lol. But the end boss fight is kind of backwards. I was going to bug report it but the tool was down. The frost giant boss is immune to electric but takes cold damage. Kind of odd seeing how he is a frost giant. Other than that, great quest.
WOW! This quest was a breath of fresh air. It felt almost like playing an rts. More quests like this please!
I soloed on eh with my arti but I think this would be a really fun quest with a group, having someone kill gnolls, someone do harpies, boulders ect.
These quests seem too easy but maybe it's just designed for less geared or lower level characters.
I noticed a few issues however. I killed every single mob on the map and I don't think the optional for killing all the carriers updated. The opt for killing the gnoll archers certainly didn't finish.
Another issue was the harpies. I sent them off to aid me and they became invulnerable. When the boss showed up I ignored him as I ran around hunting gnolls.
By the time I got to the boss the harpies were surrounding him and he was at like 70% health. I could have just waited for them to kill him if I wanted. Surely the harpies should have lots of hp but they really shouldn't be immune to damage.
I second what was said about the optionals - there seemed to be no way to complete them.
Harpy leader had too many hp given the 3-1/2 minutes or so you have to defeat her and make her an ally. I also agree the end boss had too many HP, but by that time it didn't matter - he was going down regardless.
I did not see the harpies being immortal - one appeared to die during the end fight, the other two showed damage.
It doesn't appear possible (currently) to complete all the optionals solo. Also, the harper lady needs to be deactivated or given a new line when the quest ends, since she still repeats her opening lines.
On caster, this is way fun and easy.
Looks like you have to choose which optionals to finish. The harpies will wipe out the camp, then move onto the carriers. Nice there for soloers. If you stay up top and clear the gnolls, you miss the orc and gnoll carriers, leaving only the giants.
End fight boss is easy but long for caster/ranged. Pain in the neck for melee.
Over all I like it. Different spin on things, plenty of space to move around in.
I did it as a lvl 28 on HN.. and couldn't do the optionals.. Didn't even see some of them when the boss spawned. Took me forever to figure out to run to the end of the line to fight the boss, though the harpies knew where it was at.
Didn't the harper in the beginning say she would update our map as stuff was happening? I didn't see anything, and it would be a great way of telling people to go the supply camp on the other side of the map. Or maybe that was just the little purple dots marking the camp and harpies?
Did it on EH: 2 fvs, 1 was a fighter mutt as well. Was challenging to take the harpies out and then get down in time. Though we managed to catch the 1st wave half way and take them out. Noticed that when the boss spawned all the carriers just disappeared, and we were not near the end of the path; though we did have some escape. The optionals said something about the 5th wave out of 9.
* * * Koneka * * *--- Lunarko ------------------ Koneka ------------------ Lunako ---
As much as I have disagreed with the way some things have been handled in the past I have one thing to say......Loved it. This quest was far too much fun, even though I soloed it and could only do EH I found it LOADS of fun and would repeat this one for hours and hours on end.
What I found most fun was the tactical element to the quest, using choke points to set up ambushes and using resources in a smart way, unlike the normal "Hulk Smash" methods used in most other quests. The only thing I didn't like was the end boss, the basics of the quest were a hoot and a half but the end fight left me feeling like I had won a hollow victory. The end boss wasn't anything special, just a resource sink. Tons of hp and nothing really special about him, his damage was way too low to feel like I was ever in any real danger and I never once received a trip, greater command or anything that would leave me helpless and screaming "Oh save me sweet little 2lb 3oz baby Jesus, hes comin' right fer me!"
I completed (didn't look at the time, was feeling kind of let down by the anti-climatic end fight) with a level 28 WF Archmage Evoker in Shiradi and just did a "Loot and scoot"
Like everyone else, I love the quest concept. Defintiely challenging for solo, but thats a good thing imo. I wasnt able to discover any opts other than the archers, which I wasnt able to complete, so a bit more guidance for the first part so that people know where to go would be great. Other than some clarity in knowing how to maximize fun on this quest, its oretty much awesome all around. More likt this would be great!
Loved this quest, lots of things to do, different options to solve otional (Harpies), archers, boulder... everything was fun.
I found a couple of bugs though: no chest after completion; I was soloing with a hire and had activated the harpies, after the giant died I went all around the map but the chest was nowhere to be found. Another thing was related to the toon I was using I guess: on the Shadar-kai, the chain attack (both) were not effective at all on the Supply Carriers - no hits, no damage, nothing. Is this WAI?
This one and breaking the lines are IMO definitely the best of the new quests ... gonna have to rerun it on heroic to try to find all optionals^^ ... on epic hard I only managed to take down a few gnolls and kill the harper queen before the timer expired and I had to drop down to start killing carriers ... IMO very cool that it is not a required objective to kill every last carrier ... so if you miss a few the quest just gets extended a little ... anyone know if you can extend the quest indefinitely? (aka indefinite amount of waves until you kill enough carriers?) or is there a hard set limit on when you have to finish the required amount of kills?
Myriellah (Stargazer II), Xryn (Pale Master), Ryaleen (Air Savant), Mayeena (Assassin)
Leader and founder of the ShadowThieves guild
I ran this quest 3 or 4 times and regarding the chests the one in the lower camp after killing the boss was always there. However, when killing the carriers the dm would say "the harper has a chest for you up in her camp" (happened twice I think) I have yet to see a chest up there.
Join Date: Nov 2009
Absolutely loved this quest!
Next time you make a raid, definitely think of this quest.
IF I wanted to make a fun raid, I would definitely extend how large the map was, more optionals (like a lot more) maybe have troops that you can order around instead of just delegating with other people where you stand etc
look at me rambling again
What happens is that there are one or two chest placed at the beginning of the quest.
These are extra optional type chests.
However we cannot go back to the beginning of the quest to get them,
the invisible rock thing or whatever blocks our way.
So players have been using the following:
Dimension door to get loot.
Finish out, step back in, wait to loot till everyone is present.
Bugged Reported....carry on.
Last edited by Silverleafeon; 01-23-2014 at 10:04 AM.
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