#[Official] Hinterwilds
1 messages · Page 6 of 1
umm, there is no spell in the game that does more damage in a single cast than what melee do to it with mstrike/assaults
Okay I'll shut up, but I've seen what Rapid Fire can do. I've seen't it.
did you look at what geijon posted above? Rapid Fire is 1 spell in 1 second
I think at base, that's probably untrue, but with today's suped up gear, damage bursts form mstrike is much more on par. The difference is most that gear requires cash investment through alt currencies. The difference between Myharl swinging vanilla gear and Myharl using gear he's spent decades building is very noticeable (when we were testing plain gear for the wyrm fight to avoid the barriers it was pretty dramatic).
...man it's so nice we don't have to worry about using non-flaring gear anymore.
How many thousands of dollars in gear is it reasonable to require a pure spend to contribute meaningfully to this encounter
there's also disparity on that it's somehow not immune to stagger generated from manuevers, but it is immune to stagger from 711
I got breeze on one of my enhancives. Going to try it against the wyrm tonight. I’ll let you know
is this all on test server?
CS casters seem to get more difficulty than others in ascension.. How many Wizard bolt spells are there that don't do elemental damage?
Live in Prime/Plat. (Maybe shattered too?)
the gemstone quest no live yet though right? just updated wyrm mechanics
Correct. Just the wyrm encounter. The other aspects and the quest itself is not live.
That's how I felt the other day against the spectral wyrm which should have been a specialty as a cleric but 574 is pretty much out of the range of pretty much all but an elite few
does 1708 stop wyrms from casting sympathy? or u need level 10 and up spells to hit them?
I think that spectral wyrm was a detriment to itself. With the flurry of attacks that wyrms cause, my holy fire reactive flares were pummeling it along with my attacks. Felt a bit like retribution to see it maul itself trying to eat Myharl.
My cleric with 4/10 Transcend Destiny, 40 WIS ascension, 40 enhancive ascension, symbol of supremacy, mana armor tap, S6 staff and a quartz orb can cast at 585 vs undead. The TD being 10 less than that is lol.
Yea... also for something that's supposed to be a group thing this mech is pretty obnoxious
Reptilian cunning and rage glisten within a spectral cold wyrm's swirling eyes!
Venom sacs in a spectral cold wyrm's throat swell precipitously before she unleashes a torrent of corrosive acid at Myharl!
AS: +560 vs DS: +505 with AvD: +15 + d100 roll: +81 = +151
... and hits for 4 points of damage!
Splash to the arm hardly touches Myharl.
The bubbling ball of acid strikes Myharl, blossoming into a much larger sphere of acid upon impact.
Myharl manages to bring up his tower shield in time to deflect the elements harmlessly away from himself!
A burst of acid from a spectral cold wyrm's bubbling ball of acid flies off and hits you!
... 25 points of damage!
Spray of acid exposes the spine!
You are stunned for 4 rounds!```
Re-raising the petition for nature resistance to work for acid. Make ranger trinkets and rangers great(er) again!
Yea... I guess you gotta hope 240 goes off and you get a couple of pings in? That was the spectral wyrm I don't know how it applies to the regular wyrm TD wise but if its the same and you deduct supremacy have fun haha
Yeah. 240, acuity and ensorcell procs, and plink away. Meanwhile an mstrike does 700 damage to it
Yea I mean myharl is right we don't know the level of involvement that will be required for the quest and I don't think all creatures should be tuned for everyone so I'm cool with the wyrm sucking for certain classes, but if that's the case it shouldn't be a universally required quest component and there should be different start points for different classes.
but that's the thing as it is currently planned, it is needed by everyone to unlock gemstones
For sure, we're on the same side. I'm not in love with the setup as it currently is.
thus it needs to be reasonable to kill for ALL classes, or there needs to be an alternative, if it stays as it is, it will be a huge dramafest
I'm happy if they make an alternative that is much easier for casters to do, spams aoe dark catalyst or something, mainly casts spells, but needs things like dispel and weaker to magic attacks
Yea I think its really fun how much the squares are loving the wyrm so I'm not really asking for it to be tweaked down so my class can hunt it just give me a different start point option then.
An eyeless black valravn swoops down, extending its talons in a display of blatant threat.
[SMR result: 120 (Open d100: 77, Bonus: 1)]
An eyeless black valravn vaporizes into a swirl of cold, black mist that streaks toward you in a blur of shadowy, intangible feathers! The vaporous cloud penetrates your magical defenses and washes over you in a chaotic onslaught!
... 1 point of damage!
A frosty blow to the neck. Bet that smarts!
... 1 point of damage!
Small patches of right forearm disappear into red mist.
... 10 points of damage!
Your stomach muscles are ripped apart violently.
You are stunned for 2 rounds!
An eyeless black valravn dwindles back into its avian form.
A flayed gigas disciple points a flayed finger at you!
CS: +517 - TD: +351 + CvA: -46 + d100: +81 == +201
Warding failed!
Your right arm explodes!
Because this garbage is a regular thing, I have tended to avoid hunting in that area regularly. At least the new drops have provided enough reason for me to suffer through it again for awhile. I do get a chuckle when the oozes eating me becomes an unexpected escape, though (assuming I still have an arm to escape with).
Yeah, it really sucks, but there's something there I want, so I go in with a specific purpose.
[SMR result: 208 (Open d100: 168, Penalty: 1)]
An eyeless black valravn vaporizes into a swirl of cold, black mist that streaks toward you in a blur of shadowy, intangible feathers! The vaporous cloud penetrates your magical defenses and washes over you in a chaotic onslaught!
... 20 points of damage!
Elbow shatters under sudden decompression!
You are stunned for 2 rounds!
... 15 points of damage!
Minor muscle tearing on your left leg.
... 15 points of damage!
Your ribs warp and crack violently.
... 25 points of damage!
Bones in leg crack and blood vessels burst!
You are knocked to the ground!
... 5 points of damage!
My! You'll surely be stiff in the morning! Better ice down the bruises!
... 20 points of damage!
Elbow shatters under sudden decompression!
An eyeless black valravn dwindles back into its avian form.
You are still stunned.
that's the reason i open void at the start of a fight.. sometimes a void stun is the only thing that keeps me from eating those
that's 65% of my HP pool
granted that was earlier today and on an open roll 168, but... here is one at endroll of 111, not much better. this is with "Standard Maneuver Roll (SMR): -1% chance to be hit":
[SMR result: 111 (Open d100: 67, Bonus: 8)]
An eyeless black valravn vaporizes into a swirl of cold, black mist that streaks toward you in a blur of shadowy, intangible feathers! The vaporous cloud penetrates your magical defenses and washes over you in a chaotic onslaught!
... 30 points of damage!
Upper and lower leg shatter as they decompress!
You are knocked to the ground!
You are stunned for 6 rounds!
... 25 points of damage!
Blood in your shield arm boils, sending up a red mist.
... 25 points of damage!
Neck erupts in a gory spurt of blood!
An eyeless black valravn dwindles back into its avian form.
SMR is more punishing on pures than on squares, I don't think that's a problem - it makes sense. In terms of the wyrm the issue is casters ability to output damage on the wyrm with its insanely scaled (no pun intended) TD
They can be rough, especially as open rolls! My setup for disciples is always tackle, feint, mstrike. If there is any interrupt, odds are its not going to go well. But, I think what I was driving is that without the new drops, I wouldn't be wasting my time hunting there. With the wyrm, when the quest goes live, it's about figuring out a single encounter to get something desired, not turning them into a regular balanced hunt. If a team can take them down and that gets everyone involved what they need, it's served its purpose.
That's not to say I don't want to see it tweaked. I'm cool wit whatever, but just pointing out that there are encounters I avoid regularly because they don't work well for my character's build. When I have a few scales, I likely won't be frequenting Berserker's End untl I want more.
even with 715 and 413 lowering TD enough to land some hits... at 140HP taking a few SMR attacks is going to make it meaningless becuase surviving is going to be the bigger challenge
Yeah. Pures being squishy meatbags is kind of a huge issue when you have to survive long enough to attrition out a 40k hp mob.
Ha yea I mean my freshly capped warrior can reliably hit the wyrm for damage the stupid high TD is really unnecessary since it has so much HP and is uncrittable
granted i was not at all prepared for that fight yesterday and was frozen solid for most of it (was running a lot of scripts to track mob HP and whatnot), but i'm not sure there would have been much i could have done to live longer given the RT and stuns... maybe run away, heal and come back
and the most effective attack for a sorcerer is likely going to be 711 on repeat capped at 200 damage... not exactly game breaking like it was before it was capped. not being able to land 200 damage reliably is a bit silly
I'll have to take a peek back, but what's the consensus on the fight?
seems fun for squares, not as much fun if you use cs and have to be the top 1% of gear for your class to have a 20% to land a spell before getting instagibbed
I suspect people just haven't figured out their tactics yet.
It's been out for less than a week.
Also it's gated behind a rare drop 😆
I mean, maybe. I haven't done the fight so i dunno. If there's some mechanic that makes it hittable with spells by any reasonable measure i'm sure people would love to figure that out.
Manifesting +200 CS with the power of positivity
I think the best case for a sorcerer is doing 200 damage every 3 seconds after landing a 715, 413 and maybe 716 while just trying to survive the fight. Having an animate whack away at it will contribute.
this looks like more fun though (~1.4k damage)...
Geijon assaults a silver-scaled cold wyrm with an unrelenting fury!
Geijon swings a gleaming rune-scribed maul at a silver-scaled cold wyrm!
AS: +884 vs DS: +283 with AvD: +39 + d100 roll: +71 = +711
... and hits for 226 points of damage!
Surprisingly, Geijon manages to effortlessly reverse his momentum and strike again!
Geijon swings a gleaming rune-scribed maul at a silver-scaled cold wyrm!
AS: +884 vs DS: +283 with AvD: +39 + d100 roll: +4 = +644
... and hits for 194 points of damage!
Necrotic energy from Geijon's rune-scribed maul flares up momentarily!
Geijon appears to gain succour from the unnatural energy!
Geijon swings a gleaming rune-scribed maul at a silver-scaled cold wyrm!
AS: +884 vs DS: +283 with AvD: +39 + d100 roll: +7 = +647
... and hits for 250 points of damage!
Massive blow smashes through ribs and drives the cold wyrm's heart out the back.
Geijon swings a gleaming rune-scribed maul at a silver-scaled cold wyrm!
AS: +884 vs DS: +283 with AvD: +39 + d100 roll: +23 = +663
... and hits for 255 points of damage!
Necrotic energy from Geijon's rune-scribed maul flares up momentarily!
Geijon appears to gain succour from the unnatural energy!
Geijon swings a gleaming rune-scribed maul at a silver-scaled cold wyrm!
AS: +884 vs DS: +283 with AvD: +39 + d100 roll: +8 = +648
... and hits for 240 points of damage!
Geijon swings a gleaming rune-scribed maul at a silver-scaled cold wyrm!
AS: +884 vs DS: +283 with AvD: +39 + d100 roll: +23 = +663
... and hits for 210 points of damage!
and while 884 is a silly amount of gear at 280 DS a more reasonable in asc of 600ish would, really, have done comparable damage lol
New meta is pures fixskilling into melee builds and having a paladin pull all the aggro. Get your checkmark for the quest, fixskill back to your real build and move on with life
I joked about this in the cleric thread but its probably cheaper to buy 2 fixprofs and beat it as a warrior and change back than it is to gear up to survive it
This is kind of what I've been worried about all along... trying to scale to people's high end gear. This isn't indicitive of what a square can do to it. It's indicative of what gear can do to it. Myharl caused 750 points of damage in 5 seconds (wich included two random bonus attacks from weapon bonding). That's comparing that to someone dealing 1,400 points of damage on just a straight mstrike with the right gear.
My understanding is that the Wyrm pulls five people in for a "final battle"; I wonder if the specs of that Wyrm (and consequently the strategy) changes based on the composition of the players pulled in?
i posted that as the extreme example of what's possible even at the highest end... before the 711 cap, it would have been terribly broken to use in this fight. is there any gear that would allow a sorcerer to approach that kind of damage output (asking out of genuine curiosity)?
i'm sure some broader discussions on how to optimize sorcerer damage in this fight are going to happen, but just in our brief conversation it seemed that after landing 715, 413, maybe 720 open and 125, 711 for 200 damage a pop every 3 seconds was likely to be the optimal damage output
not sure how 710 performs, likely not great with the potentially 20 level gap, 716. your animate. like some of the damage output is there but yeah, i mean i dunno i haven't tried yet i was just summarzing what others have said and that it seems the barrier of entry is still substantially higher for pures.
Right. I totally get that was an extreme example... but in Ascension areas, it's quite a bit more prevalent. Lots of big numbers going brrr up there. There may definitely need to be a discussion about potential damage output with sorcs. I only play Myharl, so don't have any substantial point of reference. I mentioned it in reply because it's been a genuine concern I've had: potentially effectively gating the encounter behind cash investment high-end gear.
i'm honestly not even that concerend about doing damage... i think the bigger challenge (at least for me) is going to be figuring out a way to live through the fight.
so my sorcerer has 1000's of dollars of gear, he can do some decent damage, soul wand animate + rapid fire + max spellbook and enhancives, but it's still unlikely to match the damage someone like geijon can do.
Post sorc review changes and all my same gear/abilities? I could probably match in damage.
BUT, I'll still die or be unable to cast after 1 or 2 attacks, so it doesn't matter if I can do damage, I can't live
When we make runs, we need to make sure squares are protecting/guarding pures. That will help substantially. I tried to make sure I was last night, but we can make it a "check" to do before engaging a wyrm as just one factor to help.
yeah but why? Tanking doesn't make sense when the people you're covering for also do less damage than you
like sure, in terms of getting to the goal and accomplishing it for players. but in terms of i feel meaningful to this encounter that's still not good
The GUARD skill, and I have Guard Mastery on Myharl.
At Rank 1, your chance to block an attack on your guarded ally is increased to 75% of your normal blocking chance (instead of the default 50%). At Rank 2, it is raised to 100% of your base blocking ability. At Rank 3, you no longer suffer the 25% penalty to your own blocking chances while guarding another.
With the flurry of attacks, it should help, I think.
Yes, i know what the ability is. I'm saying in terms of fulfilling the player fantasy all you're doing is brining around a class that needs your help and is also contributing less to the fight.
Tanking in in an MMO means you're guarding someone doing 20x your damage. Tanking here means you're carrying a pure to be a bro and you'd be better off just bringing another warrior.
sorcerers in general, will be pretty dang good at this fight for damage as far as casters go, post more of the sorc review changes, the summons will all be excellent as they'll be able to go against DS and help with pushdown
But like clerics, I'm not sure how they are supposed to contribute, empaths can heal which is actually pretty amazing in the fight, wizards if they are archery can do good.
Why would archery be any better than 515 + 510?
because it has much higher magic ranged DS than physical, for whatever reason
what was the td you were seeing for it? like after 413/715
post 715/413 I think I could lower it to 550/560, so about a 60% chance to land a spell without some of my many acuity procs
i only landed 715 (died before landing 413)... TD dropped from 578 to 553
Lol. My sorcs CS is like..522 (certainly not at the expected threshold for the fight, but still in "literally can't participate" range)
so that's really the point i see. You have, frankly, insane gear. lol So the abosolute best possible and you have a 60% to even hit. That doesn't seem reasonable to me.
The squares that have been testing have equally insane gear but with the margins normal warriors can still contribute. My sorc could literally land none of his normal attack spells, realstically.
this was the point I was trying to make, I have nearly the best possible gear (don't have double flourishes and didn't go for 15% acuity, only upgrades left for me)
I mean at 522 CS, you aren't hunting in hinterwilds either
which i think has been the point people have been making with every version of the wyrm: it's just simply not tuned for even reasonably highly geared at least CS pures (i haven't seen bolting numbers but you did say it's magic DS was off the charts for some reason)
I dunno why this keeps persisting through the iterations like, realstically if there is some other interaction we're missing that allows pures more agency. Cause from the looks of it it's mainly just taking up space and doing what you can just cause you're there. It feels subsntially less impactful.
Disagree 😆
Not solo, for sure. But he joins the party just fine
You can join me in just sitting there 117ing the non KS squares fighting
at least you have that, wizards can't even 506 them cause they all bought SKs already they don't need them.
and I'm not harping on the fight either, I think a cool boss fight is an AWESOME idea, heck I'm even cool with it being a super high-end tuned thing
what I'm not ok with is it being the gateway to gemstones as it currently stands, that's just not a reasonable situation to consider
I actually kinda hope we get like a super-lich bossfight or such sometime, that has crazy spells and is maybe more something casters are better at too, I think there's a lot of design space for "boss" encounters.
I'm not actually that worried about my sorc, to be clear - he's a mutant alt that is well down my priority list for achieving these things. But it's just a particular highlight of the flaw of the CS/TD system. It's an extremely rigid system that is apparently balanced around the upper echelon of gear rather than baseline training.
Honest question: Is there something in maneuvers squares can be doing to make the wyrm easier to hit with spells for folks? If there is some sort of synergy that would make things more effective, I'd be game to lean into that. If the issue is landing spells more than the effect those spells would have when they hit.
there is not, they did implement some FoF for CS spells, but only fellow CS casters help with it, and it's like -3 TD or something per additional person
I wouldn't say people getting 400+ endroll margins is any less binary than CS is 😄
why the melee engaging something in combat can't make it easier to hit with magic, I have no idea, the idea of FoF should be total number of combatants and apply evenly IMO
Agree, but there are way more systems/tools that allow AS/DS to fluctuate relative to CS/TD. There are like 84 +AS buffs, 92 -DS debuffs. And like... half a dozen of each on either side of CS/TD (even fewer if you exclude the top end P2W gear)
have we ever like, actually verified FOF is even working still? lol. Specifically on things that are level 120 since there's a level-component to FoF where things lower leveled count fractionally. get a team of pures to go spam 1700 on the packmother
Lately, no, but when we did wyrm testing a whileback I was able to verify that it did happen, but was only when multiple different users of cs spells used stuff, and the push down seemed very small
I think doing damage is going to be possible.. not insane damage, but between pets and landing spells it's doable. I think Sorc review is geared toward making fights like this more engagin between DOTs and skeleton army, etc...
At 140HP my focus is going to be on coming up with a way to actually live through the fight. Sadly, any damage is going to be an added bonus.
I think that gating Gemstones behind this wyrm is going to do a wonderful job of exposing the numerous gaping holes in the GS combat system
Oh for sure, I can do probably close to myharls level of damage today in my gear, that is until I take a single hit and am now unable to participate in the rest of the encounter
Pures are squishy and it's usually okay because combat is critical based, when you have to somehow survive long enough to attrition out something with 850 AS and tens of thousands of HP it's not excellent. And that's if you can even hit the wyrm. If I put my (currently 303 sorc ranks) sorcerer back to his Real Build his CS is about 550 even at 16m exp. If I efforted him some more enhancives I could probably get it into the 560s. At that point, if the wyrm is 212, 413 and 715'd I could maybe get lucky and roll an 80 and hit the wyrm for 43 damage
I don't think it needs to be balanced per se, but it should be fun for everyone involved and they should have agency and feel like they're contributing something.
none of your main combat spells working reasonably doesn't seem to meet that criteria.
Goat is going to come along, chortle in 900 AS lance, land a sick mstrike for 1200 damage and then die in one hit
The other problem is: players can be death critted. The wyrm can't. Right off the bat, succeeding in the encounter requires everyone involved is able to remain alive. If you don't have plate and redux, your DS better get to and remain at 1000+ or you're going to have a bad time and get critted and it's GG. Can't crit the wyrm
I don't think you really need to feel like your contributing if they want to make the wyrm melee centric and the wyrm hunters are having fun thats awesome but don't make it the barrier for entry to a locked part of the game then. Right now they could have just locked gemstones behind vvrael destroyers and it would have the same impact on most pures
That isn't true, you can learn gkick and spam that to kill a destroyer. New meta: gkicking the wyrm
Also I absolutely think everyone involved needs to feel like they're contributing. This is a game, it should be enjoyable. Maybe some people are into it but imo, having to get carried into the quest by four warriors is not fun.
As an empath, the tactic is to stay one room away and use solace on the main damage dealer. Have the others move to you one room over and get healed.
CHEESE
would that work or are you not able to get to the final encounter?
The only challenge is that you'll have to get into the final encounter, yeah.
If you needed to deal damage to the wyrm to get the quest achievement, would you be able to? Both with, and without, your 700+ AS plat melee setup
This is a game, what is f-f-fun?
I'll have someone with 50 telepathy lore use 1435 to summon me =p
Wyrm was kicking my arse, I spent more time in stun/eherb than casting.... atleast i was a good meatshield for the warriors
There must be a bunch of GM red tape I have no idea about (add it to the pile of stuff I don't know) preventing us from going Ruby Wyrm.TD -50and just kinda seeing how that goes for being approachable by pures
The wyrm loves empaths. I get so focused its ridiculous. I swear it knows the DS of everyone in the room and says nope to rogues and monks.
Can you damage the wyrm tho?
I think the Wyrm is a "you need to use all the tricks" fight.... so wizards should be wshielding the whole group and hasting melee ppl
all the group spells need to come out
Since its a group fight I'm not doing any damage really.
Do we know you can get the gemstone checkmark without actually hurting it?
I also as the wizard tried to limit the acid mist but failed many times, again a support role so our team doesnt wipe but important
I imagine it works exactly the same as existing group credit for bounties and experience. They fixed those issues awhile back.
What is a cleric's support role? 108, group casting 211/215? Just praying the RNG gods shine on me and the wyrm doesn't attack me while the warriors kill it
Clerics with 3/ day self rez are great tanks
Does Dev have a benchmark for an exp/asc exp total that they expect people to be at for the encounter? I think that’s likely another gaping hole that exists - the difference between a 12-15m square and pure is pretty astronomical in GS terms
Group bravery, group heroism, group 120. Might be a few other things I'm forgetting. 212 for sure
Honestly, everything from Hinterwilds onward has made me pleased I decided to refocus to my monk as my main. Pures run out of juice so early and are so bad at encounters like this.
You chant a reverent litany, clasping your hands while focusing upon the Ethereal Censer spell...
Your spell is ready.
You gesture at a silver-scaled cold wyrm.
Mana swirls into the visible spectrum and manifests as an ethereal, emerald green censer swinging pendulously through the air beside you. A bronze haze of incense smoke trails in its wake, quickly spreading in sinuous tendrils through the area.
[SMR result: 101 (Open d100: 72)]
A silver-scaled cold wyrm becomes enveloped in the incense smoke!
... 10 points of damage!
Corruscating glints of prismatic color race over a silver-scaled cold wyrm's scales, forming a lattice of protective energy!
As the fragrant haze settles over you, you feel revitalized.
Cast Roundtime 3 Seconds.```
I'm all in, full credit
Unstunning people is huge
To be honest though, I am not confident I could find a group right now and beat the Wyrm.... during the last prime test we have like Top 0.01% gear'd warriors
I guess if you enjoy getting carried being a pure for this is fine
Next Wyrm lets try an all caster group 💀
Nobody can find a group right now most hinterwilds hunters are afk for the most part
⚔️
sort HW hunters by lowest FKA count, that's your priority queue for looking for more
--- Lich: fka has exited.```Rare results!
The cold wyrm freezes in utter terror!```
Terror flares doing work
and to be clear: i love that these things are encouraged and required almost. But they should be additive with my own normal combat abilities, not all i'm left with cause nothing else works. That's not fun.
A suit of stygian rusalkoren platemail suffused with erratic caligninous whorls of azure partially deflects the onslaught of the puncture attack.
AS: +886 vs DS: +504 with AvD: +7 + d100 roll: +48 = +437
... and hits for 83 points of damage!
Strike connects with shoulder blade!
That one killed me. We were in an acid cloud.
I just made it to the last stand and got cheesed by the wyrm, lol
You swing a glowing veil iron katana at a silver-scaled cold wyrm!
AS: +794 vs DS: +498 with AvD: +17 + d100 roll: +65 = +378
... and hit for 342 points of damage!
Deep, bloody slash to the cold wyrm's right thigh!
A silver-scaled cold wyrm struggles to stay upright, but her weakened limbs cannot support her prodigious mass.
[SMR result: 130 (Open d100: 68, Penalty: 25)]
You stumble into visibility as you try to dodge the falling wyrm. You make a vain attempt to dodge the cold wyrm, but the fullness of her weight crashes into you as she falls!
A tenorite black x'aganjira sweater with a loose fold-over collar partially deflects the onslaught of the crushing attack.
... 10 points of damage!
Smash to the kneecap.
An unseen force entangles you, restricting your movement!
A silver-scaled cold wyrm falls to the ground grasping its mangled right leg!
** Your veil iron katana finds its mark, slicing deep into the cold wyrm's left leg! **
... 10 points of damage!
Banged the cold wyrm's left shin.
That'll raise a good welt.
You are in no condition to do that right now!
You try to return to the shadows, but find yourself unable to do so!
You come out of hiding.
You feel your ambush opportunity slip away.
Roundtime: 4 sec.
Roundtime changed to 1 second.
>
Quicksilver veins twist through a silver-scaled cold wyrm's eyes as they narrow with agony. Her wounds knit rapidly, as if being tugged closed by the wyrm's sheer force of will.
>
You feel a fair amount less skilled in Shield Use.
>
A silver-scaled cold wyrm convulses in horrified agony!
... 40 points of damage!
>
The cold wyrm's chest drips as she continues to bleed.
... 45 points of damage!
>sta
You don't seem to be able to move to do that.
>hide
You don't seem to be able to move to do that.
>
A silver-scaled cold wyrm clambers up from the ground, supporting her weight on massive scaled legs.
With a colossal flap of her vast wings, a silver-scaled cold wyrm's muscles bunch and she launches herself into the air! A mighty gust scours the area!
[SMR result: 251 (Open d100: 65, Bonus: 99)]
You are tossed about like an ill-made kite by the gust of wind!```
It fell on me and BOUND me. Absolutely diabolical. By the time I was out of the stun and out of RT, I was already sympathied. Then it was nighty night, sweet prince.
[SMR result: 196 (Open d100: 122, Bonus: 24)]
The slurry of icy acid consumes you!
... 50 points of damage!
Acid hole in the ribs makes it hard to breathe. Better get that checked!
As life leaves your body, the platform around you seems to become insubstantial, spiraling away in a shimmering maelstrom of color. You find yourself lying on cold, hard ground.
[Hinterwilds, Runestone - 28596] (u7503103)```
So you're saying that the wyrm should be rebalanced so it's just as deadly to warriors as everyone else?
Need that 25% acid resist =p
I learned two things. A) Kroderine is no better vs. the Prismatic Barrier. So don't bother. B) Don't put your acid resist shield away in the Final Stand phase to try and up your DPS via TWC.
No I’m saying classes other than melee should be able to do damage to it. You could take 50 TD off and it wouldn’t change anything about the encounter except pures could participate. They’d still die but they could at least do something.
I agree. It's not balanced.
There should be a mechanic that ignores redux and full plate.
Coming up with tactics to kill bosses is one of the most exciting part of MMOs... the 15 failed attempts at a raid boss as you refine strategies, assign tasks/timing to different roles/players etc was some of the most fun I've had gaming. But if the optimal group is 5 warriors and the tactical part of the only end game encounter in GS is trying to figure out how to carry non-warriors, that seems like a miss.
Requiring things like dispels, healing, burst damage, uncursing, DOTs, stunning/CCing adds, etc at specific points in an encounter to succeed is what makes group fights fun/challenging and more importantly promote diversity of classes.
That works if you can’t be death critted
but if a group of warriors couldn't do it alone no matter how hard they tried, you could tune the encounter to not be so punishing to pures...
phases that require spell damage, magical stuns, etc... would reuqire tactical changes that make it necessary to keep certain classes alive and participating
Feel free to use guard on me tonight
Just read through hours of conversation that seemed to imply that CS is the only option for (non-physical) pures. Do bolts and SMR spells just not work?
A ranger (Leff?) was spamming moonbeams the other night. Seemed to be working alright
Have beam, will travel.
You can hit with bolts when it's not immune to them.
You won't live in offensive stance, but ...
Okay, all I needed to know. As long as it’s doable, I’m set.
I am curious, though, how did bolts go against it?
I didn't get to bolt but SMR I had about a 25% chance to hit it with 320/309
Its DS seems pretty low in the log there.
What Transcend Destiny level?
none, not my bag but just giving you a reference point
Can we add the +sever spells based on training to make the wyrm fight a little more fair.
In a team when cripple/shield bash are used, it’ll be 60%+ and even more successful once it’s damaged. I’m not saying it’s as easy as hitting the berserk button, but it should be better than 25 in a group.
You have now achieved rank 1 of Transcend Destiny, costing 10 Ascension Ability points.
My cleric is ready! 💪
Thats a fair point
I tried to sandbag my bolt AS as much as possible to make Auchland feel sorry for wizards during the Wyrm fight
Bolts are, for main game content, worse than warding. Any non-wizard class with the option of using either has, generally, enhanced for CS. My bolt AS is like 470. So I don’t know.
That kind of goes back to my point that there hasn't been a lot of trying before asking for a change.
At ~555 bolt AS it was feast or famine, either the Wyrm had 500-600 bolt DS and i was shooting blanks or someone disabled it/it went full offensive and it was around 400-450 and I started doing better
So as long as they can land some bolts you’d be ok with pures having to entirely abandon CS? Being funneled into one attack style isn’t great. But if I have to do that to get my checkmark and never engage the wyrm again I’ll do it. I can borrow my mage’s spell aiming and dex set.
I was part of the initial test group on the test instance ... as a wizard.
What has changed?
There's no point in trying if it's still the same.
That being said I was between enhancives (due to DR) and no heroism/bravery/sigil armor/belt which would push me around 650
How are people meant to get reps in against a fight that you either have to happen to be logged in at the right time and find a group or find a rare drop to trigger?
Multiple Test options, for one.
I'm also happy to open up Test for continued attempts.
I'm looking forward to Gemstone Raid Nights.
Yes, I am fine with having one fight require a specific tactic.
It is an optional boss that will be a content gate. Killing it once with post-cap skills appears pretty doable.
If it is legitimately not doable, I've always proven willing to adjust.
Then I guess there’s no point to continuing to talk about this
It's not optional if it's a content gate.
I’ll just do the quest on my square and my pures won’t get it. Is what it is. I’m not changing my whole build for one fight. This isn’t Elden Ring it’s gemstone lol.
I am sure Alastir will be offering "full service Wyrm carries" for 10m on Merchant 😛
I'm not a warrior. I'll be dying with all the other pures/semis.
I can't mstrike/berserk with 800-1000 AS (Doing 1400 damage per round) and tank hits with my redux/plate.
I can't wait for the all Halfling Wyrmslayer team to assemble. I need to recruit Fropple.
Why are semis dying? Is the wyrm's TD against paladins/bards too high?
(My current notes jotted down are spamming 1615 and 1030 on those professions because there's no way they'd survive in offensive.)
I will say that the attitude of "I tried it for a few seconds and didn't immediately steamroll it, so it's impossible" doesn't help.
Especially when people then complain that there's a lack of challenge.
challenge my wallet lol...
I would much rather figure out what's legitimately impossible and what just requires a change in tactics.
It's impossible for most people to live through an 800+ AS attack. Unless they're wearing full plate with redux.
In most other parts of the game, a semi/pure could spell tank. Because of sever, that's now impossible.
Can't underestimate the halflings. Dabbings single-handedly ended a protracted world war. They drove back a council of liches. If there's a problem, odds are one solution somewhere will be to chuck a gaggle of halflings at it. 😄 Worked for Tolkien after all.
Imagine if one of the Wyrm phases was attracting the attention of all the halfling cannibals in the area and then 10x are in hiding waiting like the stalkers
I mean, think about it. The most inhospitable wintry wastes, filled with endless dangers and dark magic, the abode of towering bloodthursty giants, ravanous giant wargs, and wyrms. One glance from the halflings and they're all, "Why yes! This is perfect. I'll make my home here and call it Cold River."
📝
Let me go into stance offensive with a paper bag for armor and 500 DS. It’ll be great. Also I’ll do 10% the damage the warriors doing. Lol
I haven't tried the latest wyrm, but just based on what I'm reading, these are my notes for first attempt strategy:
Paladin 1 - evoke 1615 with 1618 up
Empath - 111 backed by 240 and 117
Wizard 1 - attacks backed by 506 if group can lock down/distract/guard, otherwise 917
Bard - 1030
Ranger - 611 and 616
Sorcerer - 719 backed by 413 and 715
Rogue (borrow paladin's plate; this is if I ever care to abandon the locksmith pool) - Hamstring backed by qstrike, spending as little time in offensive as possible
Monk - Fury and/or Flurry (I haven't figured out from comments whether it's still immune to UC, but doesn't matter since she can use TWC katars too)
Wizard 2 - 917
Warrior (borrow paladin's plate) - berserk
Paladin 2 - needs two more years before shifting to 100% ATPs anyway, so doesn't matter because she won't be fighting it```
Still much to be learned about the Wyrm, I dont know if stance dance helps or if it attacks constantly.... i need to look at logs, also be nice to estimate its HP (community checklist)
I'd like to see a response about this disparity. Is this just an acceptable imbalance?
Need paladin with what is it 1608?
Need to test some other fringe stuff like sancting the room or meteor swarm
Recasting this also grants a 60 second Beacon of Courage effect that will redirect attacks made on the paladin's party members to the paladin.
Need automatic success for this and guard, protect
I like that suggestion, it would help to mitigate some of the issues.
My question then would be, is part of the wyrm fight requirement to have a warrior/paladin?
What if 5 pures wanted to tackle it?
- Currently they couldn't output enough damage.
- If they could even live through all the offensive attacks.
Good luck, bad party design is the same as any other MMO when looking at bosses and raids.
One of the things I really enjoy more about the phased iteration is that the final stage mitigates swarms (in addition to just being a cool concept). Aside from having to engage the wyrm's frenzy, how traffic-heavy the encounter space is has a fairly substantial impact.
Another job for prideful casters! keep the trash mobs off the DPS 🧌
Someone needs 5 capped empaths to imprint the wyrm party.
Turtle armor empath
Any monks tried to land mindwipe on the wyrm?
Reducing its effective level would be the single best TD and DS debuff
Auchand, we need a wyrm training dummy area set up like the warrior/rogue guild where there's a few rooms with a training dummy that has the same stats and HP as the wyrm but it just sits there.
Give folks a chance to test stuff.
I do like the transition in focus. It's like a cacophony building up to a crescendo, and then there's this amazing fermata that leads to a fairly epic break.
It was interesting to see the different stages the other day when we were hitting it, for certain.
For me, sympathy is probably the biggest issue with the wyrm as a whole. It basically takes me out of my ability to control what my PC is doing and counteracts the group interplay making it a danger to be grouped with certain professions. This is why Missoni and I don't work at them together anymore, it's basically suicide since I can't wear TD enhancing spells with spell sever.
I don't think the current version of the wyrm need sympathy. That needs to go
Sympathy should wear off the second the thing that cast sympathy at you ATTACKS you
... now hold on...
Haha, not a bad idea.
I will give it a fair shot later on with my sorcerer if people have a spot for me, but nothing I can do is going to allow me to live vs 900as attacks. Like there is no trick available, even with wall of force which can't have 100% uptime anymore I am still gonna die to those attacks.
But I'll try and post my results.
Look, when my best friend, cool auntie Wyrm attacks me? That's a party foul. That's a toxic relationship and not okay.
Or just put a huge stack of ||scales|| in village center on Test.
Granted if I get sympathied I'm probably killing everyone that's there
It's way easier with a good sized group as it disperses the attacks more equally.
Yep! That suppression makes a huge difference.
But only 5 get credit going into the final phase.
The difference is notable at even 2, honestly.
I mean I've never tried to solo the thing, even in a group of 5 I died most of the time on test previously.
Yeah, five is the largest group I've ever had. Usually have 2-3. Used to be if you had more than 5 there everyone would get slammed with a skill burst thing. Don't know if that's still a thing or not. I'm thinking maybe not with the final stage teleportation seeming to promote that limit.
I'd readily try the wyrm on a regular basis if not for sympathy with Missoni. I often try to jump in on it when Myharl is doing it since he and I have taken a few out together before and sympathy isn't as bad warrior v..s. warrior.
Prior to the wyrm going bonkers on it's change before last, I was working out how to solo them. After that change they were just too overwhelming to solo IMO. Now they seem doable, and I like the stages they have. I haven't tried to solo one since the last update though.
Always better to do with a group in any case, just gotta find the right mix and hope sympathy doesn't blow everyone up. If the Sympathy had a wind-up telegraph that let me know it was about to sympathy, even then I'd be more able to deal with it with certain maneuevers and block abilities.
I've been able to solo 3/4, and 2/2 with a group of the newest iteration. The tactics I worked out on the version of the wyrm prior to the last, roided out one, also seem to work well on this one, just FYI. There is definitely more emphasis on resource management as the fight is MUCH longer. Frostling Slush is a must, for example. Being able to rotate between a ranged combat style, and melee, is also pretty important. If you are forced to wait between cycles for it to land, it's going to heal itself up quite a bit before it returns to ground.
I think you are so far outside the average that none of your results are useable.
Okay.
What Jaired can accomplish by himself can be accomplished by a party. That's the whole point. A strong melee, a strong ranged, someone to replenish resources (1107 empath + healing).
Ranger would be good here with barkskin and group resistance as an example. A timely group celerity by a wizard when the wyrm lands.
There's a huge amount of options available that we simply haven't really thought about because there's never really been a need to think about it.
Activated with BESEECH. The standard's deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark's abilities. Can be activated while incapacitated or in roundtime. 1 use per day.``` Ton of stuff that could definitely have a use during one fight.
I soloed more than a few before the last most recent iteration, which was just impossible to engage (only one of those I ever felled was with Warclaidh in the group). This current iteration, I haven't tried, but just gauging on how it feels, I think I might be able to with some good luck, except for the transition between grounded and flying. Would have to invest a bit into hurling to even consider it, but really it's not even a goal for Myharl. The times he did solo the wyrm were more a result of just not being able to find anyone to go with him.
When cast, the target of Templar's Verdict is subject to a warding roll. If the target fails to ward off the spell, they will take minor/moderate plasma damage and receive a 30 second debuff of -5 DS/-3 TD/-5 SMRv2.
A paladin could definitely lower the wyrm's TD by 9. Again, can a monk mindwipe it because mental CS is lol. That could be a drop of 30 if mindwipe lowers it 10 levels. Then you can land a 212 and how many other TD reductions spells.
Im getting messaging about leeches feasting on me, but nothing in my debuff/health outputs. Anyone know what causes them and how to get rid of them?
Disciples, get out a dagger and PRY leech. They throw them at you. 😄
is it in your inventory, like a lodged arrow? hehe
that's hilarious.
I mean... serious... very serious.
ahem
ahh ok thanks. Guess I need to kill them faster then. Ha no I didn't check my inventory, that'd be a good one though
They will eventually get full and fall off, but it can take awhile sometimes. I always just pry them off when I find an empty room. Sometimes they'll nail you with them as soon as you walk into their room.
yeah i don't think Im quite ready for mutant hunting full-time; back to Eldurhaart for me
I usually just let them eat, but I can refill my hp to make it not that big a deal, but yeah it's an SMR attack disciples have
@stuck blade and @earnest spire if there's a time on Friday or Saturday we can plan around I'll tank your wyrm and see if it goes better
Taunt mechanics actually a thing??? SEEMS FUN
it's my identity!
There is a lot of damage, 800 AS attacks clouds SMR , with the amount of damage my warrior took I am not sure my wizard would survive
any idea if the animated shield maiden bug was ever fixed? I had animated one a while back and she used her guard ability to step in front of her own attack... would be infinetly more helpful if she actually stepped in front of me 🙂 i bugged it a year or so ago but haven't tested it in a while.
I liked the phases, suggest a fun pause for healing/regrouping
Just tested once I get 101 Dodging, I'm sitting at 770 DS in guarded as a wizard. so, I'm very clearly willing to say definitively. No
I mean cast wizard sheild use a statue , but if you are stunned/floored in RT, you will not make the phase change
It may just mean players need to find a strategy to counter the dangers. It is a good way to charge your ranger trinket though
Can rotate in a ruby amulet as well, but still have some vulnerability
I could see 919/ruby amulet offsetting going into offensive to dish out some damage and that vulnerability, but needing that on top of camping in defensive to not be hit... if there are no clear sequencies to capitalize on, would be rather rough.
yeah I can only hit a bit above 800 with WoF running, which isn't gonna last the whole fight, an an 880 AS attack will just crush through me
I'm gonna give it a fair shake next time there's a spot and I'm around, but I'm pretty sure I'm gonna die before phase 3 unless I get super lucky
I'm not sure why the AS is 880 anyway, it's not going to kill the warrior. It's only going to kill the semis/pures. Unless that's the goal?
And then my question is, which of the wyrms attack is supposed to kill the warrior?
Killing the semi's and pures is always the goal... right?
sympathied sorcerers, cause a sorcerer tried to participate will kill the warriors
but we'll find out I guess if anyone lets me tag along
why would we bring a sorcerer along when we can bring a warrior?
It's funny because it's true.
heh.
Are we sure this isn't all a grift to sell fixprof? Just fix to warrior, get your quest done, fix back to the class you want
I'm sure this isn't a grift.
This is the unintended (or more likely intended) consequences of allowing a pure-hater to design end game content, which is showing obvious bias against pures and advantage for squares.
A pure hater? Need to chill on the hot takes man
I don't think that's fair
That's a bit far. And I think it's moreso that someone who lived the square life turned all the dials and removed all vulnerabilities
The air/ground phase can just focus on damaging a type of player, ramp down one damage type, ramp up another. Adding debuffs per round for a dps check
I mean... Lets ask the question a different way. "What do warriors die to uniquely that semis/squares live through with no recourse"
what has happened, is a lot of testing with mostly squares involved, and tuning to try and make something that's dangerous with attacks and smr, it just resulted in something that's super deadly to pures.
I mean based on watching myharl, he has a much harder time with gigas disciples than I do on my sorcerer
It feels like a lot of testing was also done with characters with incredible gear and more than the "decently post cap" experience that gemstones were likely intended for but maybe I'm wrong
but spells generally are what can kill squares, they have overall lower TDs, and even KS can only stop a couple, if something was chain casting spells that they couldn't just kill, they would get hurt
So, is that the answer? AoE casts at 400 CS every 10 seconds?
would probably need to be like 450-500 CS but yeah, if you wanted something that killed squares that would be pretty brutal
I dunno, I'm only sporting a 439 ETD and 380 STD as a wizard. 450 STD would hurt
This is sort of what I was asking earlier - would be helpful to know what regular/asc/total experience and gear level it’s intended to be designed for. 2x cap, 7x gear? 7x cap, 10x gear? Char.name =~ /Myharl|Jaired/? 🤣
but yeah replacing some of the smr and AS attacks with magic attacks could balance things a lot I think
Also it’s likely not intentional, but it does feel bad that the ranger service apparently doesn’t play a meaningful factor in the capstone boss fight. At least make the Cold Wyrm do cold damage so my resist aura is valuable
Leff took a 980 AS claw to the head..... no one surviving that haha
Since he deleted his account it's hard to find quotes, but this made me laugh out loud.
[12:12 PM] SpiffyJr: If I was ever to level a pure, I'd hit cap with 1x PF + 1x Perception, max out my most important magical skill, max out perception, then go straight to Ascension and skip dodge/CMAN.
[12:14 PM] SpiffyJr: Dodge and CMAN has a horrible RoI for pures at cap, and I'd rather put that towards potential Ascension growth in the other tiers.
[12:14 PM] SpiffyJr: Be honest: does 1x CMAN and dodge really matter at that point?
Do any of you pures not have Dodge or CMan training. Do you feel like it really matters?
I died because Warclaidh knocked down the Wyrm and it landed on me like those dam Illoke!
I haven't started dodge yet. But my DS check of 770 in Guarded was with a 1x dodge
I do not think that this fight would be even remotely approachable without 1x dodge as a pure
CMAN? Honestly, with the changes to the SMR calc/etc... I can ignore it. The only reason I'd want it is to buff SideBySide
I get to 20 ranks in cman haven't gonna back
My wizard and cleric are both 1x CM/dodge
or at least rotating it in
A silver-scaled cold wyrm plants her feet wide, her immense claws digging into the ground. She draws in a deep breath as the venom glands to either side of her neck swell precipitously. Reptilian visage twisting with contempt, the cold wyrm opens her maw and sprays a frigid slurry of caustic sludge!
[SMR result: 478 (Open d100: 87)]
The slurry of icy acid consumes a sleek tabby cat!
i'm 1x CM/Dodge... fun slog. hindsight, probably should have put that exp into ASC
Not the cat!
THEY'RE EATING THE PETS
I hate them. 😆 It's just raining kindred limbs up on the Angargreft.
Craggy debris explodes from the ground beneath a silver-scaled cold wyrm!
[SMR result: -24 (Open d100: -44)]
She dodges out of the way!
(Not my best Boil Earth but seems like SMR is a no go vs. Wyrm)
What's your wizard ranks?
127
That's good for like level but I had 200+ a few years back. It definitely continues to increase
You won't maintain the DS with 75 less ranks in MjE or MnE
You summon a wild tempest of thunderous wind at a silver-scaled cold wyrm!
AS: +610 vs DS: +337 with AvD: +34 + d100 roll: +58 = +365
(So bolt defense does fluctuate on Wyrm and it can get down to hittable levels)
But your mana supply means you'll never kill it solo.
I'd likely plan on just casting 950 once I've confirmed DS is low, and rely on fire lore bolt AS buff
If you are heavy fire and 950 with cs spells you can ward it
I almost double 912 it but the second one failed, not sure how long Wyrm would stay ice cubed
Actually dam, most of my bad stuns vs Wyrm were warriors knocking it down onto me like Illoke, THANKS guys
I want to see if my 110 can hit wyrm. Stagger rt for win
Where we part ways is that I don’t think anyone should be able to solo it, I’m completely good with it being a group exercise, I just want it to be a good encounter for the entire group
Been crunching numbers for a while with COMBAT DEFENSE and this is where I've landed for my characters.
The numbers not in parentheses are what they can reach on their own plus small statues and the two allowed spell sever spells that I currently have set up in my spell sever aliases (which might sometimes change for wyrm-specific hunting, as the far right column indicates where I felt I might want to shore up something).
The numbers in parentheses are ceilings if they have quartz orbs where applicable, 240 where applicable, and bards/clerics/monks/paladins/warriors joined for respective groups buffs where applicable. 1007 and 1617 are assumed as 27 AS and 47 AS since those are numbers I can achieve.
...so I'm going to have to somehow survive a fight with an 800+ AS creature to access gemstones?
I support the no solo. I agree it should be a group fight. My issue is that it's NOT a survivable group fight for many professions.
TWC enhancives or ascension? My offhand is proportionally lower with katars and hand crossbows, 202 TWC
Which character? All three of my TWC characters have lower offhand AS than main hand to varying degrees... I got rid of Ascension TWC on my paladin and bard once Transcend Destiny came out since it's more effective at improving hit rate and I don't care about the AS as much.
Leafi still has Ascension TWC, but her offhand is a lower enchant and it's a katar, so not getting full Edged Weapons benefits like her main hand falchion.
I’ll have to check next time I’m in game I feel like it’s like 25 AS drop for me
Gonna stream a wyrm fight with me and JD in plat
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 230 130
Shield Use.........................| 201 101
Combat Maneuvers...................| 251 151
Blunt Weapons......................| 264 164
Multi Opponent Combat..............| 120 30
Physical Fitness...................| 302 202
Arcane Symbols.....................| 150 50
Magic Item Use.....................| 201 101
Spell Aiming.......................| 302 202
Harness Power......................| 201 101
Elemental Mana Control.............| 105 25
Mental Mana Control................| 105 25
Spirit Mana Control................| 300 200
Elemental Lore - Air...............| 205 105
Spiritual Lore - Blessings.........| 165 65
Spiritual Lore - Summoning.........| 200 100
Mental Lore - Telepathy............| 275 175
Mental Lore - Transference.........| 150 50
Mental Lore - Transformation.......| 3 0
Survival...........................| 302 202
Perception.........................| 302 202
Climbing...........................| 201 101
Swimming...........................| 201 101
First Aid..........................| 302 202
Spell Lists
Major Spiritual....................| 100
Spell Lists
Minor Spiritual....................| 100
Spell Lists
Empath.............................| 100```
``` Evade, Block, Parry, and Defense Strength (DS):
Melee:
Evade: 12 DS, 1% avoidance
Block: 96 DS, 26% avoidance
Parry: 174 DS, 18% avoidance
Total: 834 DS, 40% avoidance
Spell:
Evade: 32 DS, 1% avoidance
Block: 165 DS, 0% avoidance
Total: 772 DS, 1% avoidance
Ranged:
Evade: 32 DS, 1% avoidance
Block: 165 DS, 46% avoidance
Total: 707 DS, 46% avoidance
Unarmed Defense Factor (UDF): 1034
Standard Maneuver Roll (SMR): 0% chance to be hit```
So when I'm trained for wyrm, what I consider trained atleast, wyrm fight was cake walk for Jaired and I.
AS: +580 vs DS: +487 with AvD: +22 + d100 roll: +17 = +132
... and hit for 10 points of damage!
Flames tickle left eye. Eyebrow singed.
The roaring ball of fire strikes a silver-scaled cold wyrm, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Minor burns to chest. That hurts a bit.
Roundtime: 5 sec.```
Didn't have spell aim before either. This is 3rd phase
15 damage for 5 seconds in RT in offensive, sweet
I'm like almost a warrior! rawwrA silver-scaled cold wyrm's eyes whirl with glints of furious amber and sullen crimson! Her hind legs bunching powerfully, a silver-scaled cold wyrm sweeps her immense tail at you! Some glowing mithril double chain lined with thick grizzly bear fur partially deflects the onslaught of the crushing attack. AS: +906 vs DS: +659 with AvD: +46 + d100 roll: +15 = +308 ... and hits for 63 points of damage! Blow to your back cracks several vertebrae. !IPJR> A silver-scaled cold wyrm's eyes whirl with liquid silver. Concentration twists her scaled brow as her wounds scab over and close.
@sharp raptor I think I stole your spot.
>attack
Pearly light flares up suddenly from within you, lending strength and focus to your attack!
You thrust with a triple-tined ghezyte harpoon at a silver-scaled cold wyrm!
... and hit for 129 points of damage!
Strong strike, punctures lung!
Belching a toxic mix of acid and blood from her maw, the wyrm struggles for purchase on the disc, but her titanic musculature has no more strength within it. The wyrm topples over the side, dissolving into motes of color as she plummets out of sight. Her death throes manage to upend the platform, and you fall into the abyss, hurtling after the dying wyrm.
[Angargreft, Sanguine Grove]
You notice a silver-scaled cold wyrm (dead), a quivering sanguine oozeling (dead), a quivering sanguine oozeling (dead), a quivering sanguine ooze, an ebony serge coat, a tar black tourmaline, a brilliant snowblind diamond, a blue-violet chunk of kornerupine, a scratched silver chest, some dark ivory aranthium-bloom, a heavy quartz orb, a lambent gold warg's eye quartz, a vermilion damask hood, a sturdy monir chest, a virescent nephrite shard, a scratched steel trunk, a cylindrical red beryl and a stormy grey lynx.
Also here: Ralkean (prone), Archean (prone), Raythiel, Zenmagic, Myharl
Obvious paths: northeast, west
A silver-scaled cold wyrm appears less intimidated as a haze of grey mist rises from her and dissipates.
** Necrotic energy from your ghezyte harpoon overflows into you! **
You feel energized!
Roundtime: 4 sec.
Roundtime changed to 1 second.
Can this count when it goes live.
Yep, it grabs folks in opposite of room order, leader always gets teleported last. I noticed that when I'm always the last one to teleport.
Some deep-graven etchings decorate the edifice's wall, depicting scenes of strife and violence in a primitive technique. Near to the wall, something has breached through the hard earth, leaving behind a collapsed tunnel that has sunk the surrounding ground. As of yet, it has not challenged the integrity of the structure's facade.
Obvious paths: east, southwest
Ralkean, Archean, Raythiel and Zenmagic followed.```
```A smaller spill of glowing motes drifts to the ground, materializing into Zenmagic.
A smaller spill of glowing motes drifts to the ground, materializing into Raythiel.
A smaller spill of glowing motes drifts to the ground, materializing into Archean.
A smaller spill of glowing motes drifts to the ground, materializing into Ralkean.
A smaller spill of glowing motes drifts to the ground, materializing into Alastir.```
Wyrm SMR attack
A silver-scaled cold wyrm tenses her vast musculatures and breaks free of the bounds that root her to the ground.
With effort, a silver-scaled cold wyrm lurches into motion, unfettered.
Folding her membranous wings against her back, a silver-scaled cold wyrm plummets toward the ground in a breakneck dive and strikes with the fullness of her mass! The ground bucks wildly as dirt and debris erupts from the point of impact in a radiating wall of devastation!
[SMR result: 104 (Open d100: 19, Penalty: 2)]
Ralkean is thrown about by the rapidly advancing wall of displaced earth!
... 1 point of damage!
Strike to back throws Ralkean off balance momentarily.
Ralkean hesitates, his assault broken, then returns his remaining arrows.
[SMR result: 61 (Open d100: 20, Penalty: 3)]
You manage to avoid the tide of displaced earth!
[SMR result: 76 (Open d100: 5, Penalty: 3)]
Archean manages to avoid the tide of displaced earth!
[SMR result: 68 (Open d100: 24, Penalty: 3)]
Raythiel manages to avoid the tide of displaced earth!
[SMR result: 125 (Open d100: 59, Penalty: 3)]
Zenmagic is thrown about by the rapidly advancing wall of displaced earth!
... 1 point of damage!
Stomach strike knocks Zenmagic backwards several feet.
Wyrm AS vs DS attack
A silver-scaled cold wyrm clambers up from the ground, supporting her weight on massive scaled legs.
A silver-scaled cold wyrm lashes out with a scythe-like talon at Ralkean!
AS: +756 vs DS: +724 with AvD: +27 + d100 roll: +36 = +95
A clean miss.
thats going to be annoying LOL
feel like I was bound and prone in RT for a good chunk of that, heh
A silver-scaled cold wyrm's eyes whirl with glints of furious amber and sullen crimson!
A silver-scaled cold wyrm lashes out with a scythe-like talon at Ralkean!
Some glowing mithril double chain lined with thick grizzly bear fur partially deflects the onslaught of the crushing attack.
AS: +906 vs DS: +674 with AvD: +27 + d100 roll: +22 = +281
... and hits for 27 points of damage!
Blow leaves an imprint on Ralkean's chest!
A silver-scaled cold wyrm's eyes whirl with glints of furious amber and sullen crimson!
Her hind legs bunching powerfully, a silver-scaled cold wyrm sweeps her immense tail at Ralkean!
Some glowing mithril double chain lined with thick grizzly bear fur partially deflects the onslaught of the crushing attack.
AS: +906 vs DS: +659 with AvD: +46 + d100 roll: +15 = +308
... and hits for 63 points of damage!
Blow to back cracks several vertebrae.
This after the teleport is pretty dangerous while you're locked in RT.
That would wipe out pretty much anyone else in one shot.
my 14% crush resist doing work there!
All I'm getting out of continued posting of logs is that a vanishginly small percentage of the playerbase is going to be able to access gemstones
A silver-scaled cold wyrm struggles to stay upright, but her weakened limbs cannot support her prodigious mass.
[SMR result: 106 (Open d100: 56, Penalty: 16)]
stumbles into visibility as G tries to dodge the falling wyrm. Ralkean makes a vain attempt to dodge the cold wyrm, but the fullness of her weight crashes into him as the wyrm falls!
... 1 point of damage!
Broken finger on Ralkean's left hand!
Ralkean's form is entangled in an unseen force that restricts his movement.
A silver-scaled cold wyrm falls to the ground grasping its mangled left leg!
Raythiel's attention shifts away from a silver-scaled cold wyrm's critical weaknesses.
Some weird typo's here.
Seeking teammates for Wyrm Hunt.... must have atleast 600 enhancive score plus 1,000K BS total scripted gear. (If not get lost)
I'd say we need to reverse engineer the DF of this tail attack, but padding or even just Constitution could mess with that effort.
https://gswiki.play.net/Natural_weapons
(And no, it doesn't appear to be the tail swing we've known, given the AvD. Although... hmm, a pound type attack lines up AvD-wise.)
As a side note, when the teleport left me behind, I did try to rush to see if I could meet you all there in the final phase. The runestones don't allow for it, so that's good to confirm.
||```You lay a hand on a silver-shot ancient black runestone. With a sudden lurching sensation, the world dissolves in a flash of colored light. A sense of incredible scope tugs at your being, as if you are being spread over a vast distance, but abruptly, you materialize, hale and whole.
[River of Color, Island]
A circular disc of hammered metal drifts amidst a vast void, gleaming as if freshly polished. Riotous spills of color ripple and crackle everywhere beyond the platform's boundaries, forming an expansive nebula that stretches beyond the limits of eyesight. Pulses travel along the threads of hue, seeming rhythmic and incomprehensibly chaotic all at once.
Obvious paths: northeast, east, south, west```||
Dang how did it feel to get left off? Not even a participation gift....
The wyrms fear you.
The teleport is the last phase right? I imagine the start of gemstones is going to be like 20-30 ppl clubbing the heck out of the Wyrm.... 5-10 might die then 5 get a chance at the final phase relatively fresh.
The wyrm sings, "It's my party. I exclude who I want to."
Like the final phase might come up super fast with 30 ppl right?
⚔️ Got to fight a wyrm, watched it run away to the aurora. Glad it was a successful hunt! I don't mind that I missed the last phase, I'll just catch the next one! Was useful to both confirm the teleport order (including non-grouped folks), and check the runestones to see if that could be strategic option.
no no like thisCold rage blossoms in a silver-scaled cold wyrm's slit-pupiled eyes as she focuses her fury on you in a flurry of vicious attacks! A silver-scaled cold wyrm folds her wings against her back and plummets down from the skies, aiming her bulk at you! Some undulating kroderine platemail partially deflects the onslaught of the crushing attack. AS: +896 vs DS: +492 with AvD: +32 + d100 roll: +89 = +525 ... and hits for 29 points of damage! Jarring blow to your back. The reinforcement of your kroderine platemail shields your back! ** Gangly black tentacles sprout upward from the ground and wrap around a silver-scaled cold wyrm, constricting her with brutal force! ** ... 25 points of damage! Blood in the cold wyrm's weapon arm boils, sending up a red mist. A cascade of needle-like appendages punctures your flesh beneath your kroderine platemail as you are suddenly healed!
Is the final phase harder than the other phases? I imagine large group gets the younger ones into that phase by RNG and then its up to them...
Dang, the reactive flare did almost as much damage as the 500+ enroll. Dope
If the wyrm breaths acid in phase 3 it sucks
Not really with the current strategy. However, it does lock you down to one room and completely isolated which could potentially cause some issues for some.
A Call wind imbed disperses the acid cloud. Tested that tonight
Next time I test the Wyrm will have to tryhard the "use everything".... Pylons, 3 cloud wands, meteor, sandstorm 950, double 512
what other items are the tryhard stuff?
I picked up another scale. Want to test it ? 😬
I totally forgot about the cloud wand
How is one person finding all the scales
Let me dig through my locker
Headshot mutants into coughing up scales I guess
It might be a good idea on wyrm summons to restrict the zone teleport to the group that summoned it. I can imagine someone saving up a scale and getting bumped on random
Warded off!
Wisps of black smoke swirl around a silver-scaled cold wyrm for a moment, then dissipate.``` 519 CS TD both wow
Happy to join a Wyrm squad if needed
What happens if group 1 summons a wyrm, and then group 2 comes along and attempts to summon the wyrm
I'd be up for wyrm time too
Are you guys just hunting this thing for funsies and learning, or will any wyrms killed now count later when gemstones go live?
I am here for funzies, no clue on the answer to that
Since summoning prompts the gigas ballista and the ballista appears in a random room in the given area the wyrm spawns, and then the wyrm can only be pulled by firing the ballista, I don't think there would be much chance of a conflict with multiple wyms summoned simultaneously. I suppose it could suck for those that just happened to be hunting (or where currently engaged with their wyrm) in an area if two got pulled to the same region and had to deal with the dazzling presence of two flying overhead at once.
Unless there's a global cool down with the summon. That might be.
But could also happen summoning one while the regular 8-hour interval one was in flight, I suppose.
Totally reasonable nothing to see here,
Multiple wizards casting meteor = multiple meteors?
oh man, that's a monstrous CS to be so ineffective.
[SSR result: 89 (Open d100: 6)]
Oh right, we all should have picked warrior 😆 They're the best at all things
Because of SSR?
oh, warrior warding is not the only reason. I was just poking fun that a guild skill with 0 additional investment is so much more effective at connecting than a monstrous CS driven by ascension/enhancives/gear
With no tradeoffs
Okay, but it can't actually do damage.
Neither can a failed 519 cast.
i use CS spells as setups, it's not like the TD changes
Sure, but the 519 could have succeeded and then done damage.
In my previous experience, it does not do good damage.
If you still want to go got all my stuff
I'm willing to be wrong, but I'd need to see how SMR spells do before I totally write off (non-empath) pures. If anyone has clips of those ot share, that's a much closer comparison to SSR.
(Empaths need an SMR, as I've been saying basically ever since the Hinterwilds came into existence. Fully willing to accept that they might be lost causes against the wyrm other than minor chip damage from 240+117 bolting.)
Previous Wyrm
>incant 519
Mana surges through you in a brilliant display of silvery motes which skitter across your skin as you prepare Immolation...
Your spell is ready.
You gesture at a silver-scaled cold wyrm.
CS: +599 - TD: +544 + CvA: +25 + d100: +24 == +104
Warding failed!
Wisps of black smoke swirl around a silver-scaled cold wyrm and she bursts into flame causing 3 points of damage!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
The flames around a silver-scaled cold wyrm continue to burn!
Cast Roundtime 3 Seconds.
Tijay needed to roll a 75 or so to hit with 320
Do the wyrms stil heal off wounds repeatedly? (Not health, but the actual wounds to keep SMR bonus low.)
That’s rough if that’s right because 320 has an extra SMR bonus compared to 309
smr is much easier to impact and lower than CS/TD, which is why I paralleld it to SSR. I don't have any clips of SMR spells since the changes though
I forgot it just ate casts of 519 in the previous/current? version
That’s what happened last time I hit one with 1115 before I wisely abandoned the Empath profession.
I will see what this is like as a monk first and later a cleric (my MA fu is too weak to bring both) when the encounter stops being by invite only
Curious how spikethorn fares now. It was pretty solid many moons ago when I got my Wyrm kill
Especially if I can just get constant open rolls like this:
Dozens of long thorns suddenly grow out from the ground underneath a silver-scaled cold wyrm!
For some reason, you feel extremely lucky.
[SMR result: 250 (Open d100: 173, Bonus: 3)]
Several of the thorns jab into the wyrm!
... hits for 32 points of damage!
The murky haze surrounding a silver-scaled cold wyrm seems to attract some of the thorns.
... 40 points of damage!
... hits for 33 points of damage!
The murky haze surrounding a silver-scaled cold wyrm seems to attract some of the thorns.
... 25 points of damage!
... hits for 37 points of damage!
The murky haze surrounding a silver-scaled cold wyrm seems to attract some of the thorns.
... 35 points of damage!
Nature's blessing of vitality departs as your arcane prowess returns to normal.
Cast Roundtime 1 Second.```
ez.
(this was old mode Wyrm, do not use for reference :P)
Maybe we do need that wyrm test dummy on the test server, heh.
Auchand decreased the health regen on the test server.
Just doing some research, sharing it, and giving others a chance to take a hack at it. I don’t see a point in stockpiling the scales and Myharl and Raythiel are always game
Okay, but the wounds stay so you can eventually bury it in rank 2s and have 60+ SMR bonus?
Yup!
You have stored enough holy magic for 11 out of 11 empowered casts of Condemn, with 0/7 toward your next charge.
When to pick my spots...
So I just need to wait until the final phase to unleash boil earth?
[SMR result: 226 (Open d100: 18, Bonus: 125)]
You feint high. A silver-scaled cold wyrm buys the ruse and twists awkwardly to block the blow that never came!
Roundtime: 3 sec.
Roundtime changed to 1 second.
There was a lot less scroll on the test server and we could actually see what was going on. Myharl and I took the wyrm down twice with just the two of us. That was the reason why I was saying its doable. Sure, you might get flatlined by an mstrike, but thats the game, heh.
Okay, so it basically sounds like you need to survive until the final phase, weathering the storm when it's relatively fresh and hitting its hardest by being surrounded by a slew of meat shields allies who can take some of the attacks and pile on wounds to weaken it, then hope to be in at least a reasonable final five to pick it off at its lowest point.
your ally can start off with a cripple and shieldbash right at the get-go and that will net you an immediate SMR bonus to use your spells.
Im not saying its an even experience across the board for all classes. All im trying to say is that with teamwork, its doable
I see, I see.
Time to commence far more detailed wyrm planning than I'd been doing so far since I assumed the wyrm would still be healing off wounds... 😄
yeah, I think for SMR/Physical attacks there are plenty of options and the group dynamic helps it a bunch. I was simply laughing at the hill CS casters need to climb, and the warcry I saw drove home how far apart the ends of that experience spectrum may be.
I am taking a look at the CS/TD part of this, but I don't want to give people false hope.
They were roughly the same result 320 and 309
You chant a reverent litany, clasping your hands while focusing upon the Condemn spell...
Your spell is ready.
You gesture at a spectral cold wyrm.
[SMR result: 46 (Open d100: 21, Bonus: 9)]
A nearby rasping hiss gives a spectral cold wyrm pause, but nothing comes of it.
Cast Roundtime 3 Seconds.```
If nothing else, lift some teleport restrictions please 😉
Wait a minute, Cripple actually works? Status effects work?
Have we potentially found the best use case for Dizzying Swing?
was that inferno always there?[Eldurhaart, Bonfire - 30021] (u7503349) A raging inferno blazes from a stone-ringed pit dug into a basin within the village's perimeter. Tree trunks are stacked high a safe distance from the fire, but several have intact roots, as if the boles were ripped from the ground whole in a feat of incredible strength. You also see a stormy grey lynx, a grim gigas skald and a raging inferno.
That’s what we threw the scale in bro
I think I've come to a good compromise regarding the scale.
Mutants will stop dropping scales in favor of an idol that will summon the wyrm via the current means.
Not yet live: the wyrm will be dropping some additional treasure, a healthy amount of field experience, and a wyrm scale for each person that slays it.
Those will specifically be alter fodder.
cool
special treasure drop is a nice touch
I think this is beneficial for a couple of reasons.
It'll keep people who want to farm scales available to help others with the wyrm.
And it'll make it less of a crapshoot to try and get a piece of alter fodder.
Cool! I generally skip the wyrm encounters because I’m lazy. But with extra experience and treasure on the line, I’m game
It. Is. Happening. 🫨
Stupidly stoked at all this news.
oh I really like this idea, especially since it is actual alter fodder now.
I have said but will repeat that the wyrm should be viewed as a model for other bosses. I will likely review the sybil once the wyrm is totally good to go.
I'm not unsympathetic to some of the concerns about pures vs. squares that have been brought up. Remember that I main a wizard.
are you the shepherd of sybils? hehe.
What I can say is that I always try to offer different experiences with different creatures, so hopefully you get to see some variety.
The last iteration of the wyrm, acting like a raccoon on crystal meth to this. Amazing man, amazing updates. Thank you
Of course! It kinda took gutting the whole thing and starting from a totally different approach.
But I can't promise that we won't get a boss that is a raccoon on crystal meth.
Will the other creatures unlock gemstones
Understood... However... Counterpoint. If this is meant to he the keystone boss that unlocks the ability to obtain Gemstones, it's a tough pill to swallow that 'at some point there may be another boss where the scales are so tipped'. Pun intended. And how much of a leadtime will that put some classes above other class' earning ability
If the wyrm isn't the only key for the gemstone gate, then idc what you do tbh. As long as I have an option that's all that matters.
Think I found something!
||You search the reptilian mutant.
You discard the mutant's useless equipment.
She had 258 silvers on her.
She had a small platinum nugget on her!
She had nothing else of value.
While rifling through the mutant's belongings, you find a silver-veined black draconic idol wrapped carefully in rags as if it were a precious trinket.
Whatever unnatural processes maintained a squamous reptilian mutant in life run amok in her cooling corpse. Her flesh sloughs from her bones, revealing pus-riddled, jellied muscles underneath, and soon nothing more than a grim stain is left of the mutant.
You gather the remaining 258 coins.||
Do we know which of the following work on the wyrm (when grounded) as knockdowns:
- Bullrush
- Hamstring
- Tackle
- Twin Hammerfists
Perhaps there can be two wyrms, one more tanky, one more magicky so all get a fair shot into gemstone quest.
Emperor and Empress come as a set!
Here's what it looks like:
||>l idol
Carved crudely from strange, slick stone shot through with veins of silver, the idol is carved in the shape of a spread-winged reptile with an open maw. Here and there, a hint of detail in an intricately shaped scale or a lifelike tooth hints at a decadence of once-skilled craftsmanship.||
Haven’t tried hamstring yet. I’ll let you know tomorrow
If there's a wyrm landing in the next hour or two, we can use this thing and give it a go. Or sometime tomorrow!
It's used to summon the wyrm when there is not one organically spawning.
Respectfully - it's not just the CS/TD. It's also that casters can't drop the magic immunity shield it has. Casters are limited by mana, and someone with a staff with every conceivable improvement can drop 700 mana into it, be totally drained and unable to do anything else, and still not have hurt it at all.
If I'm talking about a previous iteration of the wyrm and it doesn't do that anymore, I withdraw that objection (and gratefully so)
Oh nice. In that case, I'll see if I can get some interested folks together in about half an hour. Dinner time for me first 🙂
-Redacted-
lol
Hah!
Okay, so...
Are you saying a caster can't do it solo?
That seems reasonable to me, but I am trying to parse the concern and not put words into your mouth.
I've tried to fight it repeatedly grouped with Myharl, and only he's ever been able to do any appreciable amount of damage to it, I've drained myself of mana very quickly (and done next to no damage doing so), and that's only when I'm not permanently mind controlled.
The Sympathy fires pretty rarely now, no?
The dragon is mastered and you are only a middling spell caster obviously. You must study more Arcana .
It has been some time since I've fought it (a month or two?) but it's always this:
** Tendrils of celestial energy lash out from your storm surita runestaff toward a silver-scaled cold wyrm and cage her within bands of concentric geometry that constrict as one, but dissipate harmlessly right before impact. **
Your mental command surges outward, echoing your need to the stray spirits nearby...
CS: +541 - TD: +560 + CvA: +25 + d125: +98 == +104
Warding failed!
A nebulous haze shimmers into view around a silver-scaled cold wyrm, plunging inward to envelop her chest!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Cloudy tendrils writhe throughout the wyrm's form, ravaging her for 2 points of damage!
Cast Roundtime 3 Seconds.
Abruptly, you sense the attention of your spirit slayer focus upon a silver-scaled cold wyrm. The pattern of your spell is wrested away from you as the mote of white light flares with blinding brilliance.
The force of your spirit slayer's power warps the air as it surges toward a silver-scaled cold wyrm!
CS: +582 - TD: +560 + CvA: +25 + d125: +96 == +143
Warding failed!
A nebulous haze shimmers into view around a silver-scaled cold wyrm, plunging inward to envelop her chest!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Cloudy tendrils writhe throughout the wyrm's form, ravaging her for 29 points of damage!
The force of your spirit slayer's power warps the air as it surges toward a silver-scaled cold wyrm!
CS: +582 - TD: +560 + CvA: +25 + d125: +73 == +120
Warding failed!
A nebulous haze shimmers into view around a silver-scaled cold wyrm, plunging inward to envelop her chest!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the offensive energies!
Cloudy tendrils writhe throughout the wyrm's form, ravaging her for 13 points of damage!
>``` Pages and pages and pages of spending tons of mana and doing nothing.
So, that is actually doing a ton of damage to the shield, FWIW.
Every time damage is dealt to the shield it loses integrity.
2, 29, 13... tons? heh
time to adorn your armor in wyrm scales
Tactical Wyrmscale Sweater. Soon.
Revised tactical planning based on ongoing discussion:
Bard: 1030, 1040, Hamstring (if it works)
Cleric: 309, mstrike
Empath: 217, 240, 1110
Monk: mstrike kick, Twin Hammerfists (if it works)
Paladin: 1614, 1615, 1630 if room fills up, Dizzying Swing (if it works)
Ranger: 611, 616, 635 or Volley if room fills up (depending on what the other things in the room are)
Sorcerer: 413, 709 (if it works), 711, 715
Warrior: berserk, focused mstrike if room fills up, Carn's Cry (if it works), Tackle (if it works)
Wizard: 525 (if multiple meteor storms can be raining), 917, 950
Do dispel spells damage the shield?
I like that idea.
So if it has been months since you fought it, it is a very different fight now.
I will try it again and see how it goes. 🙂 Thanks. ❤️
I an really looking for feedback based on the fight as it is.
I don't expect to do it solo but I would love to be able to contribute decently.
If someone gets a wyrmscale item made, and they didn't help slay it, will that be considered Stolen Valor?
or alchemy to create a wyrmphage to help deplete the shield as well
Is the Wyrm out there tonight? And, also, is it a singular Wyrm, or is it lower case wyrms?
Does this mean every instance of “coruscations of color etc” is damaging the shield?
Yes.
While shielded, the wyrm is more likely to do its special attacks than normal combat.
Okay, so there's no sense in sitting on this idol and having it burn a hole in my pocket. Anyone want to see if it works? 🙂
I would join you in a few minutes if you're looking for wyrm help
Oh wait a minute. I hear a roar
So, used an idol to summon a wyrm with Leff, Archean, Tijay, and Ralkean. Landing Just outside the arch to Fjallarhaart. We pulled it with the ballista and went to work. It died and turned to stone after the first phase, no loot or fodder. We also got the final phase death messaging. So something's not quite working.
I'm checking the log now, but it seemed to just be triggering the end of the first phase, but it jumped to the end of phase four.
Sometimes combat stuff is a bit of a mess under the hood.
A wash of colored light consumes Myharl.
A wash of colored light consumes Archean.
A wash of colored light consumes Tijay.
With a sudden lurching sensation, the world dissolves in a flash of colored light. A sense of incredible scope tugs at your being, as if you are being spread over a vast distance, but abruptly, you materialize elsewhere, lying flat on your back.
[River of Color, Wyrmreach - ] (u7503991)
A circular disc of hammered metal drifts amidst banks of prismatic mist, gleaming as if freshly polished. Ribbons of color ripple and crackle in the distance, stretching beyond the limits of eyesight. Pulses travel along the glowing threads, their rhythms as regular as the beating of a heart. You also see a silver-scaled cold wyrm.
Also here: High Lord Tijay (Cle) (prone), a stunned Archean (prone), Myharl (War) (prone)
Obvious paths: out
Roundtime changed to 12 seconds.
Roundtime: 15 sec.
PHJR>
A sudden flare of coruscating energy within the haze sears the cold wyrm for 13 points of damage!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the attack!
Belching a toxic mix of acid and blood from her maw, the wyrm struggles for purchase on the disc, but her titanic musculature has no more strength within it. The wyrm topples over the side, dissolving into motes of color as she plummets out of sight. Her death throes manage to upend the platform, and you fall into the abyss, hurtling after the dying wyrm.```
I had similar problems with vampires. It's hard to just block something from dying when other things are saying, "Kill it no matter what!"
Thanks for taking me Myharl.
||```Pulling her wings in close to her back, the cold wyrm streaks downward at an incredible speed, obliterating the ballista in a spray of icy acid. Evidently dissatisifed by such bloodless vengeance, she slams to the ground and lets out a challenging roar!
(a bunch of phase one battle)
The wyrm lands. Battered and weak from the prolonged assault, the wyrm looks as if she is about to topple, but a sudden prismatic radiance builds in her eyes before washing across her scales. Renewed, The wyrm throws her head back, clad in an aegis of scintillating mana!
A silver-scaled cold wyrm focuses her gaze upon Archean and lets out an ear-splitting roar that spans multiple octaves!
[SSR result: 163 (Open d100: 122)]
Unnatural terror descends upon Archean!
Archean's body resists the disruptive damage and lessens the severity of the attack!
... 30 points of damage!
Gaping hole torn in Archean's back exposing ribs.
He is stunned!
Eyes whirling sluggishly, nearly insensate from the ravages of battle, the wyrm lifts her head and raises one gleaming claw. Staggering from the effort, she braces herself and roars with a fury that makes the surroundings shiver. Power crackles along her scales in wildly dancing threads of rainbowed light. She spreads her wings wide, and a river of color surges through the surroundings, emanating from every direction. The wyrm vanishes amid the torrent of hues.
With a sudden lurching sensation, the world dissolves in a flash of colored light. A sense of incredible scope tugs at your being, as if you are being spread over a vast distance, but abruptly, you materialize elsewhere, lying flat on your back.
(Transported to Wyrmreach)
A sudden flare of coruscating energy within the haze sears the cold wyrm for 13 points of damage!
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the attack!
Belching a toxic mix of acid and blood from her maw, the wyrm struggles for purchase on the disc, but her titanic musculature has no more strength within it. The wyrm topples over the side, dissolving into motes of color as she plummets out of sight. Her death throes manage to upend the platform, and you fall into the abyss, hurtling after the dying wyrm.
(dead wyrm)```||
Looks like it triggered itself? I cut out the phase one battle stuff, but after that is literally all that happened before it died.
We'll all go on many, many more of them!! ⚔️ Thanks for joining the hunt!
Just for the data types like @tribal quarry this was using 309 once it was in combat and beaten around a lot so it does get more functional
You hear the soft tinkle of rolling dice, followed by the sound of coins dropping!
[SMR result: 151 (Open d100: 79, Bonus: 25)]
** Tendrils of fiery orange energy lash out from your ghezyte walking stick toward a silver-scaled cold wyrm and cage her within bands of concentric geometry that constrict as one, shattering upon impact! **
... 30 points of damage!
Bones shatter in the cold wyrm's weapon arm.
[SMR result: 132 (Open d100: 84, Bonus: 25)]
The pungent stench of decay fills the air as mist rises from the ground around a silver-scaled cold wyrm!
Skeletal appendages burst from the ground and tear into the cold wyrm, inflicting 13 points of damage!
... 10 points of damage!
Strike to the chest breaks a rib!
Cast Roundtime 3 Seconds.
>
You notice your companion Ralkean slip away into hiding.
>
The wyrm lands. Battered and weak from the prolonged assault, the wyrm looks as if she is about to topple, but a sudden prismatic radiance builds in her eyes before washing across her scales. Renewed, The wyrm throws her head back, clad in an aegis of scintillating mana!
Roundtime changed to 12 seconds.
Roundtime: 15 sec.```
Heh, I teleported first this time because like a dolt I berserked out of the room when clearing the ballista's gigas force and had to run back.
similar success chance with spike thornDozens of long thorns suddenly grow out from the ground underneath a silver-scaled cold wyrm! SMR SvD: +64 + Bonus: +12 + o100 roll: +43 == +119 One of the thorns jabs into the wyrm! ... hits for 12 points of damage! ... 5 points of damage! Minor puncture to the right leg.
yeah, SMR seems to perform alright at the start and keep getting better as the fight progresses.
open rolled that smr attack and then it croaked after the corruscations messaging
Hopefully that's fixed now.
within you are two wyrms
The only reason I typically survive is from the empath healing me, 50 point bubble flares, 20 cer damage padding and 10-15 cer crit padding. Along with 260 health.
Jaired is the cannon, Daena heal/shield. I’m just the moral support and extra target. I think I’d have lived if I had my acid resists going the last time. (Give monks guard and protect please, I’ll feel like I’m contributing 🤣)
Next one though is mine.
Does the shield impact physical attacks or does it only hamper magic users?
It blocks everything. It goes up at the beginning of the 2nd Phase, or "Rage Phase"(tm).
While the prismatic barrier is up, the Wyrm becomes more aggressive, and it's attacks and maneuvers get stronger.
Having the mindset that, "Oh boo it's immune" is incorrect. Your attacks are damaging the barrier, and shattering it is part of the fight.
Think of it as an extension to its health bar.
A savage fork-tongued wendigo closes its eyes in deep concentration...
The magic of the fork-tongued wendigo's spell unravels violently, spiraling into you and darkening your metallic grey veins to black!
Your strength swells and you are fortified by the absorbed energy!
You feel significantly stronger.
You feel a fiery sensation spread through your body, bringing with it a feeling of increased fortitude.
You feel a brisk sensation spread through your body, bringing with it extra energy and extending your physical reserves.
An echo of foreign thought brushes your mind.
CS: +438 - TD: +362 + CvA: +5 + d82: +78 == +159
Warding failed!
You are overwhelmed with sympathy for a savage fork-tongued wendigo.
>
You remain steadfast in your goal of defending a savage fork-tongued wendigo.
>
Your sympathy toward a savage fork-tongued wendigo overwhelms you as you endure an onslaught of emotions.
Roundtime: 5 sec.```Not Wyrm related but this seems busted. Others have posted it too. I absorbed sympathy and then got sympathy'd.
Anyone else find a draconic idol? Trying to get a feeling for how rare they are. I have killed a lot of mutants today across two characters
They're as rare as the Disir Feathers. Which, less contextually, is super rare. For reference I farmed mutants pretty hard for about 10 hours. Like, not even waiting for my mind to clear kind of farming. I found 3
Yeah I've found a good number of feathers and quills but that's in two+ years of hunting Hinterwilds. Ok, so no banking on getting an idol.
It's a miserable farm, too. Spent so much time rooting around recovering my weapons. 0/10.
Gotta hit mutants with UCS or ranged! I don't pull my katars out of the harness with them in the room.
I am in a weird spot as a monk who uses UCS, plus katars, plus twin hand crossbows. For regular content, I make it all work well. I do not think my AS is going to be useful for the wyrm really. I'm at around 620 with both the katars and the crossbows. But maybe the crossbows will be able to plink at it when it's in the air. My UAF is around 820 so I'm not worried there apart from tier up difficulty. Oh also my 184 HP is likely going to be a pretty big problem despite 46% redux and MBP iron skin and... I don't have any room to add max health enhancives really lol. Have my head slot open so I can find something good to shove there for it.
So this is only based on the first phase since we broken it but the wyrms ranged DS started at 538 got down to around 306 last night so I think a big part of it is generally let the warriors go first and then as it weakens your attacks will start to get better. It also looks like once you get its SMR defense down a bit leff was able to volley it.
Yeah I can dump the clip in that if I don't have a rank 2 arm or hand wound (which I well may) lol. I think on my cleric I'll wait until it's injured a bit to blast 309s at it, and otherwise focus on unstunning and dealing with adds, which 335 + 585 CS is pretty good for
Up until phase 4 you can technically leave and heal and come back
I mean we had myharl and archean doing the big damage and we were just adding our 20-50 damage here and there so its still a tank/heavy melee game.
I didn't get to try it last night but I do think 340 talismen can come into play and maybe the occasional evoked holy bolt
I keep that thang (340) on me, it's crazy to not use it. I only started using it within the last year. I thought it took way more work to maintain one than it does. I just re-up it between hunts. I use 340 any time I cast a 335
Ha I never have much use for 335 so I don't use it too often but yea its a nice synergy. I'll be curious to see how you do CS/TD wise since you have more firepower than me there. I guess I shouldn't have put 6m worth of TPs into dodge and just put it into ascension had I known that transcend was going to give me phantom levels
My guess is that my mana will be more efficiently spent with 309s. My warding margin won't be good, even though I'll be able to land some hits. 240 would make it a lot easier to hit, but that would eat mana very quickly. I would probably save 240'ing for the final phase to go all out. Might also not tap my mana armor until then either.
I never have much use for 335
This does not compute. 335 goes out every single encounter for me 😆
totally forgot about the 340 items, I have a couple in my pouch but never use on my wizard for bolts and truehand. I will have to test out to see if 1 rub infers the bonus for all casts of 950
I wonder if its only spiritual bolts or all bolts
I definitely need to create a Wyrmprep script that rubs all the things right before we start fight
I mean everything ambient kinda helped, 1706 clasps, Thaumaturge Tomes, sigil staff binds, etc. So basically break out all your toys
Flying high before undertaking an aerial dive at a silver-scaled cold wyrm, your brown leather tome unleashes a dazzling arcane projectile!
... 10 points of damage!
Burst of flames to right leg burns skin bright red.```
You know that wyrm was sick being beat up by a book
1706 clasps.... I have all things but i need to write a list to remember haha
Probably worth throwing together a wyrm protocol script to prep all your stuff.
i mean 10 damage a time you'll be done with the wyrm in about 20 hours you just gotta survive
Tomes, tri-cloud sceptre, 1706 clasps, 340 item, heavy quartz orb, sigil armor buffs, essence belt buffs, essence pylon, sign of madness?!?..... what else
"Where the hell is that dude going", asks the rest of the wyrm group, as my stunman script keeps making me flee the room
I’ll be a little surprised if the scepter helps. It’s like useless in endless cause they’re all still old non smr effects and seem like almost all level. I can’t remember how it works say end of regular arena vs deepish endless
mission impossible: wyrm protocol
actually the essence belt is OP for the Wyrm fight kinda...
Ability – Baptism of Fire (Rub) – This ability allows the wearer to send a soothing wave of heat that washes over the wearer and their entire group. It will restore 20 HP every 2 seconds for 10 seconds, for a total of 100 HP. Cooldown: 60 mins. Cost: 20 Regeneration charges.
Resistance (Push) – +10 points of Crit Padding for 30 seconds. Cooldown: 30 mins. Cost: 15 mind charges.
Resistance (Push) – +25% Damage Resistance (Crush, Slash, Puncture) for 30 seconds. Cooldown: 30 mins. Cost: 15 Body charges.
+25% damage res huge
Whalestone wins again!!!
Found Myharl's new profile pic
bility: Field of Dirt (Rub) – This ability summons a field of spinning dirt and rock around the wearer, blocking the next 1/2/3 (increased per Tier) instances of damage against the user. Duration: 30 seconds (T1), 60 seconds (T2), 90 seconds (T3). Cooldown: 60 minutes. Cost: 20 Earth charges.
3 free tank hits
The cooldowns are the belt just kill it for me but yea def a nice life line for small periods
Cant use multiple cooldowns, at least of the same activator. They share a cooldown
I think the bloodstone jewelry service will eventually be really helpful for the wyrm. Who doesn't need more HP and stamina
Duskbringer consecrate good option to have too:
Consecrates the ground beneath the wielder causing periodic fire damage to the living or plasma damage to the undead. It pulses once every 15 seconds as long as the wielder is present, the weapon is in their hands, and the wielder is living. The ground damage is that of a flare. The consecrated ground can only hit a random number of targets, 3 to 7 enemies. The consecration will also heal those joined to the wielder for 5 health, 3 mana, and 1 stamina per damage cycle. You can only be healed by one Daybringer at a time.
- anomaly healing
We can put it to a vote whether I run 1213 (35% stamina cost reduction with my lore setup) or 1216 (+30 DS) I feel like people want the 1213 lol.
Is 335 useful for anyone non-profession? Weirdly I have it on a scroll I found years ago.
It's CS based so probably not
I have a couple of idols stashed. Still waking up and getting caffeinated here, but if there's a group in Prime that would like to make a run in the next 15-20 minutes or so, I was pondering doing a run before I dive into work this afternoon. Anyone been wanting to give it a go that hasn't had a chance yet? Or who has, and wants to go on another hunt?
is this an early bird catching a wyrm scenario?
I'll go.
Awesome! I'll meet up in Village Center in about 10-15 minutes. We have Yndrael, Kaetel, Vaemyr, and Zhagen. Party's full! ⚔️
I'll try and join/die
I can jump on to try and log all the gimmick items
Lmk if you want 1213 or 1216 running. 1216 the more defensive approach, 1213 gets you more stamina to work with. I hunt with 1213 full time but I don't hunt things with 900 AS
Casual.
Myharl is KS, so I'm not sure it would affect him, but if it can help folks, sounds awesome!
I'm around
It'll work for him. Group spells all do for KS, iirc.
Current party is full with the 5-member limit, but we'll be running more hunts, likely tonight!
hah no worries at all
I will hop on for the first phase so I can test the zany items
flips Teams status to "Busy
unfortunately I'm out of earth essence for my belt
I've been regulated
so that was interesting, even if it bugged out
Lol my stunman flee script moved me, and I came back and it was dead. Rip. I'm prob not gonna run that script when the quest is live! Cman Ipower came in big time clutch in keeping me from stacking any wounds above R1's.
somehow we broke the final phase and it ended up back in the forest where we killed it, but no scale drop
Strongest foe vanquished: an ancient winged disir (level 123)That disir was a big lady
Def need to invest in some acid resist:
Limned in radiance, a translucent golden brown shield springs into being between you and your attacker to temper the blow!
... 30 points of damage!
Acid dissolves connecting cartilage, freeing your ribs to move independently.
You are stunned for 4 rounds!```
yeah I took some hits, myharl's guard kept me alive though, along with my resists
oh crap i forgot meditate acid. i have to go hit my log and see how useful i was. it was a weird fight for me because i was using mstrike which i NEVER use, i usually use assaults. but i wanted to dump damage quickly so i went mstrike mode
Yeah, going to take a look at the log to see what happened. That felt like a normal battle, and we hit all the phases... except the part where it falls dead from the disc... instead we ended up out in the Boreal Forest again to finish it off, then it just died and turned into a statue like the old wyrms. No scales again. (sad face) 😄 Was a blast though! Thanks for joining in the Hunt (early morning addition)! 😄
By amazing chance, you evade the attack!```
Serpent aspect ftw
I did run out of mana and had to switch to just 702ing though, way to scary to use wracking
with 413/715 (needed to refresh 413 a couple times)
CS: +574 - TD: +546 + CvA: +25 + d125: +65 == +118
Warding failed!
A silver-scaled cold wyrm twists in great pain!
... 200 points of damage!
** A sickly green aura radiates from a crimson-hued dark surita staff adorned with a silver raven clutching a crimson blazestar and seeps into a silver-scaled cold wyrm's wounds! **
... 15 points of damage!
The cold wyrm's neck snapped violently by spasming muscles.
** Necrotic energy from your dawn surita staff overflows into you! **
You feel healed!```
You steady your hand-held pylon and take aim at a silver-scaled cold wyrm!
[SMR result: 124 (Open d100: 51, Bonus: 13)]
** It sparks with a bright light before firing a blast of pale silver energy, which snakes through the air and strikes a silver-scaled cold wyrm! **
... 65 points of damage!
Left hand explodes into thousands of pieces!
[SMR result: 87 (Open d100: 11, Bonus: 16)]
** It sparks with a pale light before firing a blast of light green energy that zips past a silver-scaled cold wyrm! **
[SMR result: 143 (Open d100: 67, Bonus: 16)]
** It sparks with a bright light before firing a blast of shadowy black energy, which snakes through the air and strikes a silver-scaled cold wyrm! **
... 5 points of damage!
Minor burns to right arm. That hurts a bit.
[SMR result: 139 (Open d100: 62, Bonus: 16)]
** It sparks with a bright light before firing a blast of blackish-green energy, which snakes through the air and strikes a silver-scaled cold wyrm! **
Fingers of frost spread along a silver-scaled cold wyrm's scales hide, but she seems to revel in the rime!
Cast Roundtime 1 Second.
Lol, looks like I only got targeted for attacks 3 times - and I evaded them all. 💪
so I can say, with a warrior guarding me, my sorcerer lived assuming we actually went through all the phases
Yndrael was dispelling the good guy fire clouds from my sceptre!
I'm still making sense of my log but UCS was getting work done for me. Time to see if I was doing anything of worth with hand crossbows
Guard + Guard Mastery and Maxed Shield use is a great tool. Whenever I'm not solo hunting, I turn it on facing whoever it can benefit the most.
he also didn't mystic strike for you.
<people looking up mystic strike intensifies>
The gas cloud begins to shake with uncontrollable power...
Suddenly, a spark of energy arcs out of it and strikes at a silver-scaled cold wyrm...
A silver-scaled cold wyrm avoids the spark!
The gas cloud begins to shake with uncontrollable power...
Suddenly, a spark of energy arcs out of it and strikes at a silver-scaled cold wyrm...
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the attack!
Suddenly a deadly shower of liquid fire falls from the cloud!
A silver-scaled cold wyrm is unable to avoid being injured by the firestorm!
... 5 points of damage!
Minor burns to chest. That hurts a bit.
(tri-cloud: 1 hit and 2 "misses")
yeah assuming that a pure can do some damage to it and contribute, having a guard up looks like a potential secret to success I think for the quest done at least
I was running 102 to be overly cautious, so my AS wasn't where I like it to be - but I figured not dying was more important. Even still, ended the fight at like 33 hp after she fell on me.
You have good positioning against a silver-scaled cold wyrm.
UAF: 830 vs UDF: 473 = 1.754 * MM: 118 + d100: 27 = 234
... and hit for 75 points of damage!
Brutal head kick flips the cold wyrm over! Cracked skull!
Eyes whirling sluggishly, nearly insensate from the ravages of battle, the wyrm lifts her head and raises one gleaming claw. Staggering from the effort, she braces herself and roars with a fury that makes the surroundings shiver. Power crackles along her scales in wildly dancing threads of rainbowed light. She spreads her wings wide, and a river of color surges through the surroundings, emanating from every direction. The wyrm vanishes amid the torrent of hues.
With a sudden lurching sensation, the world dissolves in a flash of colored light. A sense of incredible scope tugs at your being, as if you are being spread over a vast distance, but abruptly, you materialize elsewhere, lying flat on your back.
[River of Color, Wyrmreach]
You notice a silver-scaled cold wyrm.
Also here: a stunned Town Councilor Vaemyr (prone), Zhagen (prone)
Obvious paths: out```Did I do a thing there? Or was it a coincidental "yeet" after my mstrike?
Yep, that hit took us to phase four. Well done!
AS: +756 vs DS: +788 with AvD: +35 + d100 roll: +50 = +53
A clean miss.
You exhale a virulent green mist toward a silver-scaled cold wyrm, but she is unaffected.``` normal attacks, before I had WoF up on me
did anyone get sympathied?, I tried keeping 703 up just to see if that would prevent it, assuming that it uses the spell version of it
Haha it's been so long since I've used mstrike I was doing AOE mstrike with the handbows. Woops Time to fix that alias.
I can't tell if the Wyrm is immune to meteor or if we just moved rooms and meteor naturally missed, got 4 "Several flaming meteors light the nearby sky!"
Volley was pretty ineffectual
ranger trinket doing work
Cold leaches the strength from your limbs, discomfort rapidly erupting into burning agony as fingers of rime spread across your skin!
The protective web surrounding you deflects some of the freezing damage, briefly pulsing in time with the wiregrass anklet that you bear!
... 15 points of damage!
Near miss! Cool blast to the lower back and you stagger.
You are stunned for 1 round!```
people fighting the wyrm?
I didn't see myself get hit with it this time, but it can be hard to spot sometimes if I'm berserking since the mstrike still goes off on non-player targets too.
that was my experience with the clouds in endless yeah. 125 is weird it seems to either not care or have some kinda upper bound on the level discrepancy penalty its other cloud-bros care more about which is why it's so much better for the over-leveled stuff
I think the "protective web" is 620 group spell working with the trinket, too. 33% + trinket
You cock and load your hand crossbow with a smoky brown bone bolt fletched with dull black feathers and tipped with a broadhead.
You fire a smoky brown bone bolt at a silver-scaled cold wyrm!
AS: +620 vs DS: +356 with AvD: +9 + d100 roll: +77 = +350
... and hit for 37 points of damage!
Weak slash to the cold wyrm's lower back!
Strands of muted ebon energy lash onto the cold wyrm from the hand crossbow!
The bolt breaks into tiny fragments.
You cock and load your ivory hand crossbow with a smoky brown bone bolt fletched with dull black feathers and tipped with a broadhead.
You fire a smoky brown bone bolt at a silver-scaled cold wyrm!
** Your ivory hand crossbow glows brightly for a moment, consuming the magical energies around the cold wyrm! **
a silver-scaled cold wyrm suddenly appears less powerful.
The elemental aura around a silver-scaled cold wyrm wavers.
AS: +598 vs DS: +356 with AvD: +9 + d100 roll: +67 = +318
... and hit for 32 points of damage!
Minor puncture to the right arm.
Strands of muted ebon energy lash onto the cold wyrm from the ivory hand crossbow!
The bolt breaks into tiny fragments.
Your series of rapid shots and maneuvers leaves you off-balance and out of position.
Roundtime: 5 sec.```That's me using a Reactive Shot proc. Definitely hittable. When it's flying around once I have my mstrike fire target macro going it's over for you wyrms.
let me know if you want another, would be happy to take another crack at the wyrm
Myharl kick this scrub off the team...
Vaemyr gestures at a silver-scaled cold wyrm.
d125 == 1 FUMBLE!
the only time like wave 50+ cloud scepter ever kills anything is invariably when i'm trying to stall a round with something disabled to recover and then death cloud will be like I"M HELPING let me kill that for you while i'm in 10 seconds of herb RT
hey now, I felt like I did alright haha
For as nuts as the TD is, you did, having SK515 is kind of absurdly huge for this encounter lol
You can see things when hunting the wyrm? I thought it was just massive screen scroll + button mashing and hoping it worked
tri-cloud was insane in GoS camps where they have limited rooms. I got it for my GoS warrior
i never remember to use it, which is funny cause i think it was my suggestion that got it made lol
I dispelled one of your clouds before I realized it was you doing them. I hit 1218 and just started blasting. Next time I join a group I will send old man Nidal to get a cleric view on it
oh yeah, I mean I would hope so with my gear haha, still would be really helpful if overall FoF orked for CS spells, rather than just other CS casts
I think if they could fix that, then it'll lower the gear requirement to hurt it with cs spells a lot, course it'll make MOC more important for folks not getting blown up by creature spells, but ehhh I don't think that's too much of a problem
I fixprof'd him about a year ago! Lol
And I'm still mad about it! 😛
all the flares did a TON of damage, the vethinye flares, loreflares, and everything
oh dang, is this normally the Wyrm's Major Ele TD?
The ground beneath you rumbles, then erupts in a shower of rubble that coalesces in to a large, pudgy hand in mid-air.
CS: +593 - TD: +605 + CvA: +25 + d100: +63 == +76
Warded off!
I've had to make highlights for the wyrm battle. When we were running it on Test, I hadn't exported over my settings and I was fighting/traveling blind. Was interesting! lol
yep without debuffs on, it shoulda been 45 lower for "most' of the fight, I did have to refresh 715 and 413 a couple times
I must have had luck of the halfling on my side I took like six total minor wounds. I haven't found me getting hit by a melee attack yet in my log I want to see my redux reduxing
AS: +729 vs DS: +535 with AvD: +33 + d90 roll: +52 = +279
... and hits for 7 points of damage!
Acid catches the side of your neck and drips down in a steaming trail!
The bubbling ball of acid strikes you, blossoming into a much larger sphere of acid upon impact.
... 1 point of damage!
Spray just catches the hand as your little finger is badly blistered.
A burst of acid from a silver-scaled cold wyrm's bubbling ball of acid flies off and hits Kaetel!
Limned in radiance, a translucent golden brown shield springs into being between Kaetel and his attacker to temper the blow!
... 30 points of damage!
Acid dissolves connecting cartilage, freeing Kaetel's ribs to move independently.
He is stunned!
Diving down from above, a silver-scaled cold wyrm rakes at you with her scythe-like talons!
You hear the soft tinkle of rolling dice, followed by a faint lucky feeling.
Your preparation to resist crushing damage helps to lessen the effects as you are struck!
AS: +896 vs DS: +528 with AvD: +25 + d100 roll: +34 = +427
... and hits for 12 points of damage!
Torn muscle in your left leg!
** Gangly black tentacles sprout upward from the ground and wrap around a silver-scaled cold wyrm, constricting her with brutal force! **
... 10 points of damage!
Blow to the kidneys.
Quicksilver veins twist through a silver-scaled cold wyrm's eyes as they narrow with agony. Her wounds knit rapidly, as if being tugged closed by the wyrm's sheer force of will.```Get tentacled, bud. Also featuring Kaetel getting acid washed
Battle standard chipping in ❤️
yeah I had one level 2 wound and like 5 minors after the fight
Glad I can just blame Yndrael, that acid was my only meaningful wound at the end.
yeah I took a couple acid spashes
Mostly glad there aren't DPS meters. I felt pretty rusty, macros a bit dusty - haven't had to be that manual for a while 😬 😆
Anyone know if 2 ppl each with the same DoT create 2 sources of damage on a single target? Do we need to diversify our flourishes?
you need to diversify.
"need"
yeah only one type of lore dot on a target at a time
This is a spikethorn from the final phase, looks like the Wyrm recovered very well from any injuries adding bonus to SMR
[SMR result: 120 (Open d100: 43, Bonus: 2)]
Several of the thorns jab into the wyrm!
me fighting the wyrm manually
I totally forgot to use my pylon, my flaming aura, my thaum tome...
me too... need that Wyrmprep script ASAP
Yeah, I forgot a lot of things. Most of that fight was me trying to understand what even was happening. And then mashing my fire macro.
so, hurl boulder looks like it worked pretty well though,
Zhagen gestures at a silver-scaled cold wyrm.
Zhagen hurls a jagged hunk of glittering quartz at a silver-scaled cold wyrm!
AS: +773 vs DS: +382 with AvD: +22 + d100 roll: +96 = +509
... and hits for 234 points of damage!
Strong blow to right arm breaks it!```
When your bolt AS is 773 any bolt that isn't 901 probably works pretty well. 901, in fact, probably works pretty well
TBH I didn't even know bolt AS went that high
I forgot to rub my essence belt for 800 AS! dam i suck
Me hitting my QS 1 macro before volley, forgetting I didn't have 1213 on, nervously glancing at my stamina bar and tugging on my collar. 1216 is definitely the play though. 30 DS is huge when it's group wide and the wyrm has near 900 AS
This is the first new Wyrm fight where I havent been on my butt or eherb 80% of the time
... 1 point of damage!
Myharl appears to be getting cold feet.
😆
that is a lot of bolt as. settle down.
That was a lot of fun. I wasn't worried about the encounter on my monk, though, HP concerns aside. Curious how the cleric does
Wow the "living only" Dots on the Wyrm sure do work
Checked the log, we did go through all the phases, but also had a 5th phase where the wyrm seemed to be fleeing (literally)
||```Eyes whirling sluggishly, nearly insensate from the ravages of battle, the wyrm lifts her head and raises one gleaming claw. Staggering from the effort, she braces herself and roars with a fury that makes the surroundings shiver. Power crackles along her scales in wildly dancing threads of rainbowed light. She spreads her wings wide, and a river of color surges through the surroundings, emanating from every direction. The wyrm vanishes amid the torrent of hues.
A wash of colored light consumes XXXXX. [Teleporting]
With a sudden lurching sensation, the world dissolves in a flash of colored light. A sense of incredible scope tugs at your being, as if you are being spread over a vast distance, but abruptly, you materialize elsewhere, lying flat on your back.
[River of Color, Wyrmreach]
A circular disc of hammered metal drifts amidst banks of prismatic mist, gleaming as if freshly polished. Ribbons of color ripple and crackle in the distance, stretching beyond the limits of eyesight. Pulses travel along the glowing threads, their rhythms as regular as the beating of a heart. You also see a silver-scaled cold wyrm.
Also here: Kaetel who is lying down, Yndrael who is lying down, a stunned Town Councilor Vaemyr who is lying down, Zhagen who is lying down and immobilized
Obvious paths: out
Roundtime: 15 sec.
time
Today is Niiman, day 12 of the month Imaerasta in the year 5124. It is 13:05 by the elven time standard. It is currently afternoon.
(Phase 4 Battle Happens)
Belching a toxic mix of acid and blood from her maw, the wyrm struggles for purchase on the disc, but her titanic musculature has no more strength within it. The wyrm topples over the side, dissolving into motes of color as she plummets out of sight. Her death throes manage to upend the platform, and you fall into the abyss, hurtling after the dying wyrm.
[Hinterwilds, Boreal Forest]
A stand of hardy tamarack grows thick along the western edge of the trailway, their vibrant golden foliage contrasting vividly with the white of the icy landscape and the green of neighboring fir and hoarbeam. Needles from all manner of conifers commingle in a multicolored blanket on the frozen earth. The heavy foresting serves as a bar to the screaming winds, but not the unrelenting cold. You also see a silver-scaled cold wyrm that is lying down, a stunted halfling bloodspeaker, a bloody halfling cannibal that appears dead, an animated flayed gigas disciple and a bloody halfling cannibal that appears dead.
Obvious paths: east, southeast, southwest, northwest
A smaller spill of glowing motes drifts to the ground, materializing into XXXXX. (Teleporting)
(Phase 5? Battle back on the ground)
With astonishing grace for a creature of her size, a silver-scaled cold wyrm prowls southeast.
You thunder out an ear-splitting caterwaul and follow a silver-scaled cold wyrm southeast!
(More Phase 5? Battle)
Pained spasms wrack the battered form of the great cold wyrm. The vanquished wyrm gasps futilely for breath, the gelid, caustic spittle bubbling up from her mouth shot through with silver-sheened crimson blood. With a last, terrible convulsion, the wyrm crashes to the ground and lies still.
Color leaches from the scales of the mighty cold wyrm as they lose their vital sheen, degenerating into a lustrous substance with a hue reminiscent of anthracite, but streaked through with veins of flashing silver. Soon, all that remains is a tenebrous stone monument resembling the wyrm in her death throes.
[You have been awarded 12 Long Term Experience!]```||
The tail slams into you, knocking you into the air and sending you careening!
A jagged chunk of earth floating near you intercepts the attack!```
I *did* actually remember to use my essence belt, earth - seems to have paid off
So sorry about the giant spoiler block!!! But, I didn't want to spoil too much. 
Wyrm.AI was reviewing Auchand's phase 4 coding and was like "Screw that im out, I want to live!"
I'm sure Auchand's gonna come in here and be like, "how did you break my wyrm"
I didn't even use 615 this time (it used to make the old Wyrm flee - didn't feel like testing that out again 😬 )
It wasn't me this time
looks like pets also can't follow you into the last phase, which would be nice if they could?
FFNG isn't kidding I should be using mystic strike in that encounter if there's warding casters in the squad. I forget that ability exists.Invoked before making a melee or unarmed combat attack. If the subsequent attack connects, the target takes a penalty to their Target Defense (TD) for (10 + (2 * rank)) seconds. The penalty is 2 per rank, plus 1 per 10 points in the endroll success margin of the attack. The latter portion is capped at 20.
This is literally the single situation in the entire game where mystic strike is useful you gotta break it out
From zero to hero!
Paying 5k for a monk to mystic strike and leave ttm
Wait, is there a SK mystic strike item?? Kungfu sorc incoming
-20 TD for 30 seconds in a best case scenario. Absolutely not nothing
Mystic strike is a feat so it would be FK
just FK it
This same bug happened once in Plat, too. It's unintended.
Any GMs paying attention, throw a FK Mystic Strike item in the legendary hopper
how much sucess for mages that are bolting on the Wyrm?
normal mages or zhagen?
the DS is low enough eventually even "normal" high AS would have been ok there. at least i assume by the end when it was getting beat on
lol, with ~550 bolt AS you will have to pick your spots and wait for CC of team
Isnt 500 AS the pinnacle for non-enhanced wizards?
both.. i guess.. , anyone have numbers?
I can invoke 513 off my sigil staff and have the dwarf bolting at like... 540? with my mana armor tap up. Before 117/240. He can make that work, unless 309 ends up being the smarter attack
is that in guard? Zhagen
so couple things/feedback consolidated, since I was being pretty critical before it
711 does look like it might of caused RT (I incorrectly thought this wasn't the case, so this is a welcome change knowing I can help lock it down), although there were some moves that it did that obviously broke it out of RT, but when I was casting it, I don't see it doing any AS/DS attacks.
resists seemed to help a lot, cold, puncture, crush, acid all seem to come up a good bit
warrior guard was helpful
flares do a LOT of damage over a fight like this
780ish DS was able to not get hit from it's initial AS/DS attacks
The TD is gonna be rough without a sorcerer, I needed both 715 and 413 to be able to land spells with reasonable consistency, and that's with 574 CS without acuity procs, I do think proper FoF potentially reducing TD with all combatants could help this a good bit.
DS/Ranged DS/bolt DS all seem reasonable
Good fight for all the "cooldown" items for sure, they all have excellent usage here.
Some bugs it seems with clouds and such causing it to run, even after it "died" in it's final phase.
Would be nice if pet's could enter the final phase room, for sorcerers/rangers.
Its hard to tell if the Wyrm stance dances, my normal bolt AS with only enhancives is around 550 in offensive
A quick fixskill to max blessing lore for 50% 117 multi cast
When the Wyrm was getting beat down a bunch its DS went as low as 330 for bolts but it also can be as high as 500-550 and then your doing no dmg
How is 917 on it while its DS is in lorge mode?
smr attacks are pretty weak overall from what I saw
but they have a much better chance of landing for most people in the later rounds
My last 917 was 20 SMR margin so bad right at the start. I think you can catch the Wyrm in a bad spot and get 100+ bonus but it seems to recover quickly so bonus back to zero or low
You raise your hands high, lace them together and bring them crashing down towards the cold wyrm!
[SMR result: 138 (Open d100: 53, Penalty: 1)]
Your size enormously hinders your attack!
You catch the cold wyrm square in the back! She staggers!
Your attack exposes a vulnerability in a silver-scaled cold wyrm's defenses!
** Your black and grey handwraps glow brightly for a moment, consuming the magical energies around the cold wyrm! **
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the attack!
--- Lich: exec1 has exited.
Roundtime: 2 sec.```Only 2 ranks of trandest. But physical SMR is always easier to land than spells
it's not 917 but this should be fairly similar success I think
Several of the thorns jab into the wyrm!
... hits for 19 points of damage!
... 10 points of damage!
Strike pierces thigh!
... hits for 14 points of damage!
... 5 points of damage!
Minor puncture to the right leg.****```
that's a spike thorn from the fight later on in the fight
I guess as a cleric I could stop evoking 309 every cast and save up my charges
Yeah I set 309 to evoke and forgot about it on day 1. Might be worth going in there with a clip of kamehameha 309's to dump
Evoking probably doesn’t get you much since the fight is not ending in 15 seconds
The Wyrm wizard playbook in my mind is
- wshield myself and my team
- haste any swingers in my party
- call wind any acid clouds
- use all my boosts and CoreTap twice at full force
- keep plinking away until another CoreTap
the fight is a good 2-3 minutes with high damage
well you're trying to maximize damage
If you do it via 240 it'll be some nice DPS (relatively, not compared to a square, lol)
pretty good to stack the full debuff asap though
I easily blew through 400 mana, like half-way through the fight (granted that was with 515)
makes me think, any Sunfister could try sigil intimidation for some more debuff. 212, 412 depending whose in the group
Someone needs to parse the phases and figure out a general Wyrm Health Bar: 10K, 20K?
Do open maelstrom/voids make the wyrm act weird? Could be good cover for adds walking in. 335 too but that one's costly enough that it's probably not worth casting unless a group of adds come in (and you happen to notice them)
I didn't try this time, the cloud wand did seem to make it flee though
335 is probably good for clearing out the ballista but that doesn't really seem to be a problem for anyone hunting the wyrm
yeah the ballista room got deleted pretty fast
we pretty much deleted anything that walked in the room while we were fighting from what I see in my log
Any team with a wizard or other AOE spell caster will destroy that room in seconds
What is the spell lag thing that hits us?
Honestly it's almost insane to not have a bard in the team. We did as well as we did without tonis. ^ Dazed effect I think
song of power is helpful too
oops, no idea how I managed this one LOL
Cast Roundtime 0 Seconds.```
Secret tech of rapid fire on the wyrm lol
101, 103, 119,417
... I just realized, the wyrm left a corpse when we killed it... I might could of animated it... noooo
Whose going to be the guy that spells up the Wyrm as a prank?
+200 Defense Hasted Wyrm
I would be floored if Auchand didn't have a hard 730 blocker on the wyrm
all of moonsedge denied but, wyrm allowed
it's not supposed to leave a corpse at all I don't think it always just turned into a statue
Yeah it's a statue out there, or it was for a while, I kept running past it
yeah but there was an actual corpse, I just didn't check if it was animatedable, I have a soul wand so I can do lv 120 critters
Vaemyr and Zhagen did really well, I wonder what sort of different group makeup we might need for a sorcerer and a wizard with not quite as nutso exp and gear. might be better off dropping monk to add a paladin to pull aggro with whatever taunt thing they have. sub out ranger for bard for tonis and song of power
group of 5 warriors pulling up like my 4 fighter Final Fantasy 1 party that was not, in fact, as awesome as I had hoped it would be.
Ok, lets jump onto our fresh capped alts and try the Wyrm! with 4x gear
I mean it's silly to say but for quick temp DS it's not a bad idea to have some of those invoker pills at the ready since we all have 10000 of but can't really use since sever just strips them one at a time over time
Have tried this a few times over the years, and it's difficult to tell since it's regenerating during combat. There's no way to know how much, but we do know it's substantial because it sometimes outpaces lower-end damage. We could probably figure out the barrier though, I'm assuming it's static aside from damage dealt to it maybe. Edit: well, can't see how much damage is dealt to the barrier, so that won't work either.
You can use invoker. Run severance.lic to drop all but the 2 you want to keep. Do that in town before you head out.
How long until sever gets ya? 1-2 minutes?
I am out of 712 invokes on my sigil staff. I would probably want that and 911 on my cleric. I'd take 618 too.
i couldnt see anything.. just spam everything.. so wanted to see other mages success
You can but that's not what I meant. I meant have all of them up and let it strip you over time and then take another pill
yeah, sorc is gonna be hard to contribute without my level of CS, which is doable with enhancives + transcendence or enhancives + spellbooks,
If you had a cleric, you could lower the td another 20+ or so, so that might be enough, with sorcerer + cleric both using all their td lowering stuff, like 309 212, 413, and 715
Auchand watching, mad as hell, as players eat PEDs in front of the wyrm
Sever doesnt blow you up like spell burst? That is a big plus.
no, it'll remove spells over time from you without a dmg cycle
Seeing an opportunity, you accelerate time and empower your spell!
You channel at a silver-scaled cold wyrm.
Your ensigiled staff glows intensely with a verdant light!
You hurl a seething blast of steam at a silver-scaled cold wyrm!
AS: +778 vs DS: +339 with AvD: +22 + d125 roll: +29 = +490
... and hit for 152 points of damage!
Left eye bursts from pressure of boiling ocular fluid.
A sickly green aura radiates from an elemental ensigiled staff of aura surita and seeps into a silver-scaled cold wyrm's wounds!
... 5 points of damage!
The cold wyrm's left leg jerks momentarily.
Cast Roundtime 1 Second.
feels like it shoud punish you so you cant cheese it..... 🧌
Max TD debuff team: monk (mystic strike), sorc (715+413), cleric (212+309). Then add warrior and another warrior or a paladin, both guarding pures
Thats pretty good, just need to switch from steam to 510/910
I also forgot to get the alchemist flares....
how much more damage would that do?
Alchemical fire is a great idea for the fight, especially on anyone using 240/515. I don't find it goes off much on my hand crossbows as opposed to runestaffs, tho
yeah I forgot alch fire for the fight too, I definitely couldn of min/maxed a lot higher
Definitely going to need more practice rounds just to feel comfortable enough so that my brain actually works. And then I'll have the mental capacity to remember the 75% of things I was planning to use but totally blanked on (612, 140, battle standard CDs, animal spirit CDs, etc etc)
maybe 50% more damage? Maybe that would have been 200-250
... and hits for 242 points of damage!
Massive blow to left hand crushing it to pulp!```
About that much?
Gotta get that Wyrmprep script
step 1: get 775 bolt AS
step 2: don't not get 775 bolt as
That was the first fight I feel like me having over 800 UAF mighta been materially useful
So basically every bolter so far vs the Wyrm has 775 AS lol, Auchand better raise that bolt Def
don't you also have like max int/wis?
my portly dwarven cleric will be along shortly with low 500s bolt AS to bring down the curve, don't you worry about that
i mean to be fair though even for the incredibly more mangeable ~550 AS that hit would have been enough to do like like 90+ raw damage anyways. i'm mostly kidding that doesn't seem like an unreasonable bolt ds at all (at least by that stage of the fight)
yeah i was trying to balance mana usage also.. but i might try that .. has anyone try CS .. like 519?
TD is like 605
Cleric/bard definitely would've been very welcome with 1035/1007, 307/310/211/215 + 212. Did anyone try 412? Seems like that'd be a nice survivability bump.
I need 10 more wisdom and then I will have 110 Wis/Int bolt bonus which would be +18 crit weighting, I dont even know how that even works though
I didn't but I'll add that to my list to keep up next time
309 debuffs too
yeah i was about to say, looking at the logs has only confirmed the CS problems for me. As "basically the best possible CS caster with an absolutely unreasonable amount of gear" (no offense) seems to be lagging behind. and i don't even know if wizards can like, hit it at all with CS given its insane elemental TD
This is a funny list to me, so excited to finally become the support caster I was meant to be
ha i mean you get to sit there and watch warriors rip off mstrikes and hasted bard and then you add your 20-40 damage... we contributed.
5x clerics with max 350 activations a day. zerg rush.
We need to get Giantphang in here to bomb the wyrm with the Blood Braces
Group of 5 is too small!
But if you have a nice spell aim set and use 117 a bolting cleric might be a little better at helping deal damage but what cleric wants to get caught in stance off
every group is too small when it has a dirty forest gnome
no offense taken at all, but I didn't feel like I lagged behind in the fight, I did a lot of damage overall, but yeah top end of gear possible just about
I do think sorc + cleric would make it pretty close to reasonable for both those classes to hit, and if they could properly apply FoF for TD I think that'd push it over the edge right into reasonable territory
If we hit every single TD debuff... what are we looking at? -50 to -60 TD? mystic strike, 212, 413, 715, 309... might help a bunch but needs a specific group to do that
yeah i mean maybe underselling it but 711 (given the low endrolls) + SK 515 definitely is doing work there. but i'm still looking at like, your best possible rounds (sigil proc, everything hitting, etc.) and it's still half an mstrike. but you do get a chance for those every second i guess lol.
I do like the group of 5 TBH, that felt good, as far as manageable recognizing things going on
but overall, i think the TD is definitely really highly tuned unless the intent for the encounter is for warding to be sub-otpimal (which appears to be the case). i don't have an issue with that really IF there are other boss encounters which will also gatekeep gemstones. if the only way to access gemstones involves TDs out of reach to a majority of the playerbase... doesn't feel awesome
I don't think your restricted to a group of 5 if you wanted to speed things up you could have everyone in the pipe den whack it and leave between phase 3 and 4 so we can get a tiny cleric army to sit there 309ing it
Unless Auchand removed it, there was previously a special maneuver when > 5 players were in the room. Basically perma RT lockdown
cman getwrecked
that was previous version, not on this one
oh no thanks then nevermind i guess my cleric army can stand down
but still has at a minimum the 5 person lockdown for the final phase
Was that why it was so easy this last time, only 5?? nvm didnt read
Good to know. Would be nice to have a change log 😆
wyrm needs to animate the dead players and make them fight for it. <flees>
I do have top-end gear, but I will note I'm not even close to top-end in exp (only have like 20 points in ascension atm), transcend destiny would easily make up for a lot of my gear, but that's like 15 million more xp haha
animated me vs vaemyr's animated disciple
animated you vs animated other you, hehe
I mean having 20 points in ascension and maxed effective regular xp is top end xp
"only 2x cap ASC exp" is still kinda lol
I mean I'm like a bit over 3x cap or so at this point, I haven't even finished dodge 😦 and won't until TD rank 3 or 4 haha
What's better, 1x wizard/cleric dodge or 5 ranks of Transcend?
tough call - go on test and compare 🙂
Right now focusing on the wyrm I'm regretting the 6m exp investment in dodge vs ascension but really in day to day non wyrm i'll take the dodge because ascension is just big number games
Bigger DS is never bad
I only dropped a little SMR defense and many 10 rank resists, some other stuff in ASC to get 8 ranks transcend and it boosted my SMR defense greatly
I would say transcend, but you do want 750+ ds in guarded as a pure for this fight, however you get that (after group buffs, so that can add a lot)
transcend is 2 smr defense every rank, which is quite a bit, also 3 cs/td, better FoF, so much good stuff, but you do basically need 1x cap in exp of ascension points before you can even unlock it so...
trandest seems huge for this fight but it's so expensive that anyone who doesn't already have it, who can't fixskill into it, isn't going to be able to casually pick it up short term lol
Gemstones are a pretty post cap system so I can believe that the expectation is you’ll need trans destiny to get them
I think expecting some makes sense, expecting 10 ranks puts gemstones into a much different and smaller player segment than i was expecting
I mean when I asked auchand his answer for who gemstones are intended for was decently post cap which is pretty undefined but I don't think you need trans destiny for this fight, would it help? sure but it's not a need
I think a bigger issue will be when they first drop there will be tons of people doing it but in like a year when the hype dies down it might be hard to assemble the group its intended for
I think the rush is going to be nuts. I think the fight is fun enough, at least for a chunk of profession/builds, that you will be able to round people up to go. But it's a big question mark for sure
i also think the rush will involve a lot of people who have never left OTF/Nelemar pulling up, getting absolutely deleted by regular Hinterwilds mobs and going "what the hell ????" and leaving
I mean they should be like 10x cap by now
I will say the latest iteration of the fight is probably the best version of this fight so far.
first time in cannibals? no problem. just remember you douse yourself in butter.
Those cannibals stay hangry
What I seem to be hearing is "grind for five more years to use the cool new gemstone system." That is pretty disappointing.
I have 2 ranks of trandest. I think it will greatly depend on your class, gear, and exp
We have to see 1) if any TD adjustments materialize and 2) how much it can help a decently geared, experienced warding pure to have a team go full debuff on it.
I think that lacking a damaging SMR spell, empaths will probably have the hardest time with the wyrm of any class
I also don’t expect to be able to get my alts into gemstones. They’re all around 2x cap, with low midrange DR gear, middling enhancive sets and no ASC exp. To an extent, the whole system IS aimed at people on that post cap grind from what I understand
so.... i was thinking about coming up and testing out Hinterwilds in the next few weeks... but someone just told me there's no pawnshop?!? Is that legit?
I think it's certainly focused around a fairly postcap perspective. I don't think it will be too hard to get people "carried" through the fight to unlock gemstones if that's what you want to do. But it's certainly a "come prepared" fight, it does remind me of a kinda classic mmo type of encounter which is kinda cool
No pawnshop, unless you are premium, you can teleport to fwi from the town there
it's not especially difficult to have your gigas bits stocked up to go back and forth to icemule, or yeah just pop to FWI
Seems like a pretty simple QoL improvement, potential
Keeps the riff raff out 🤣
I think if you can get your hands on some decent enhancives you'll be able to unlock gemstones post cap.. need to be able to do a little damage and not die.. not dying being the key part
there's no set barrier to entry (other than surviving the back and forth), I have definitely parked my young empath in HW before
But we can do better 😉
If a gemshop, furrier, and bank can be justified for RP reasons, then I'm baffled a trade station of some kind wouldn't be.
Just seems like a miss, and unnecessary detractor against QoL.
oh yeah I'm not like morally against it, a pawn would be great, but I wouldnt want you to think "oh theres no pawnshop so I am not hunting there"
Oh,it wont detract me. I'm still going to come get the lay of the lands with the ascension updates, and frankly just to get a change of pace from Moonsedge.
But I feel like someone coming in with fresh eyes, calling out a silly problem can be good to sometimes correct an unnecessary silly problem. Or at least ask "Why", to challenge said silly problem.
Edit: I appreciate the reassurances though Duff!
it was about a month before I realized there was a locksmith pool 😅
At first there wasn’t one. THAT would have kept me from hunting there, long term, heh
I mean, it won't happen, but I'd love to see Cold River become an actual official town. It is technically isolated enough. A place with all the amenities and its own citizenship and citizenship titles that reflect being beyond the Long Snow. Myharl has claimed Cold River as his "home", though that's not really the intent with the locale. But if we're just mulling about wishful thinking, I'd dig it quite a bit.
If we ever get custom culture appended titles as an option, I'll most likely shoot for "from Coldriver" or something along those lines.
I was gonna say, you could totally weave it into a story.. with all the talk of the wyrm and gemstones, Cold River can experience a Yukon style "wyrm rush" with rapid expansion, new shops, a shady criminal element moving in, some tomb raiders setting up camp in one of the random caves (not that I want bandits please no)
i heard if you give your boxes as an offering the wyrm he'll allow you to find gemstones
AS: +529 vs DS: +199 with AvD: +7 + d100 roll: +5 = +342
A niveous giant warg moves agressively towards you to finish you off, but you still have enough wits about you to thwart its attempt.
A niveous giant warg sits back on its haunches and unleashes a long, high-pitched howl that sends a shiver of primal terror down your spine.
[SSR result: 147 (Open d100: 60)]
Roundtime: 7 sec.
You fall further into the clutches of primal terror, insensate with the sound of the warg's cries!
A niveous giant warg lunges at you, maw slathering as it tries to take a ferocious bite!
AS: +532 vs DS: +139 with AvD: +7 + d100 roll: +97 = +497``` also, -60 DS for this nonsense, really?
Just my opinion, but since it feels the area is being forcibly integrated into character progression, that it warrants what you're stating, in the very least. A true destination within the game.
It will soon be the ONLY area in the game that is required to be traveled to in order to reach specific character milestones.
Also - i realize I'm coming in a little hot on all this. Definitely didn't intend for it to come off that way! 🙂
I mean, the new ship graveyard looks to be another fairly isolated place with unique travel requirements
but you can 100% treat hinterwilds no different than sanctum, and go from icemule to hinterwilds, via fragments, and back again after hunting
Man, the Hinterwilds and Cold River are steeped in unexplored lore. There's just so much awesome potential there. The place is huge, beautiful, and immersive. I know it gets used a lot as a McGuffin for the IMT stories, but the place holds its own. There are so many aspects of it I want to explore. The wyrmcult and the winged man, the missing frostlings, the fall of Fjallarhaart, the memories of the River of Color, The pre-Zerroth history of the Angargreft, the mystery of the Hanging Gardens, Wyrmreach, the weird alliances between gigas villages, the nature of the artifacts, the tale of Thoden Stronk, Rawknuckles missing wife... the list keeps going. So much I hope to one day delve into.
We still seeing a weird 5th phase?
On the run this morning in Prime there was that 5th phase, on the run in Prime last night it did the auto-death thing. Feels like those might be connected somehow.
5th phase is like 2nd breakfast. Wyrm is hangry
We didn't have any sort of storyline associated with its release in Plat (not a complaint, delaying Plat's release to squeeze in a story would have been miserable), and it was incredible to just go in blind and 'figure it out' by looking at all the clues and digging into things. My character basically had his own mini Lara Croft story arc in there.
yeah happened earlier today, it felt like it "died" too soon in phase 4, and then since it wasn't actually dead reappeared with us back in the woods, and we actually then killed it, and it left a corpse and everything
It always leaves a corpse. When you 'loot' it or it decays, it turns into the statue.
ahh got it
I had taken about 6-7 year break from storylines when it opened as well, so wasn't involved in the Prime build up. Got pulled back into storylines briefly with the sky fell on Myharl and Zerroth awoke ontop of Angargreft. My experience was very much the same as yours going in, and I was and often remain in awe. If was the perfect fit that inadvertently tied together the character's decade's long story arc. I've integrated the place so integrally into his story that at times they very much feel to be apart of one another.
Yeah, the weird part was that it wasn't a corpse when it fell from the sky at the end of Phase 4. 😄 I was like, "Wait, what? It's still moving! Kill it!!"
It happened to us twice in Plat. The second time I was solo and it eventually just despawned. It was fine. We were both way tired.
Are wyrms dropping scales, yet? Or is that still on the horizon?
Didn't this morning, but I think it's supposed to be live. At least that was the insinuation when idols appeared, I think.
Nah, they said the idols are live, but the scales, field XP, loot, etc are coming soon
I'd also like clarification. Can the scales we already found also be used as alter fodder? Or are they different? I need to know for... reasons.
Wyrmscale shirt (robes) or jacket... decisions, decisions.
I'm hoping to tweak my robe. It was undansormr scales, then I updated it when wyrsilk was released, now I hope to bump the wording a bit to use wyrmscale. For his armor set I went hard on "black alloy" and like that way that vibes with the Fjallarhaart theme.
For sure.
I was originally thinking jacket, but then I went down a mental rabbit hole that thematically wyrmscale would vibe with the stats on his robes.
I need a wyrm scale loincloth
Gonna be frosty down there
I mean, Myharl runs around in the gale wearing a kilt made of valravn quills. Lots of trapped body heat where it counts?
The stones on that warrior!
My trip in with my monk today was a lot of fun! The cleric will go next, whenever that happens. I wasn’t worried about the monk doing well, it’s the pure I’m iffy on. But we will see. And yeah, I stunman’d out of the room and came back to see a dead wyrm and was worried I had missed the kill. It it apparently had issues
I'm in HW if anyone wants to unbench this sorcerer for a wyrm hunt. 
Aww, we just downed one five minutes ago. I'll make sure to try to find you when I find another idol.
A silver-scaled cold wyrm's form quickly dissolves into a swirling vortex of light that quickly disperses, leaving nothing behind.
no scales?
Fingers of frost spread along a silver-scaled cold wyrm's scales hide, but she seems to revel in the rime!``` no scales
I will say the lathonian armor going off a few times this fight probably ruined some of the button mashing flow but it did give some breathing room for stuns and rt locks
oh is that Lathonian flare? yah i was wondering what did that
This is it going:
** As the cold wyrm strikes you, your lathonian aketon suddenly begins to glow with a polychromatic light! **
[SMR result: 119 (Open d100: 87)]
A small point of polychromatic light forms in midair near a silver-scaled cold wyrm before expanding to surround her, disrupting her attack! A silver-scaled cold wyrm's form begins to quickly dissolve into twinkling motes of energy...
A silver-scaled cold wyrm swoops low and extends her sinewy neck so she can snap at Myharl!
Myharl barely manages to block the attack with his shield!
** A spike on Myharl's tower shield jabs into the cold wyrm! **
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the attack!
** Myharl's tower shield ignites a blizzard's wrath! Ice shards and snowflakes converge to engulf a silver-scaled cold wyrm in a relentless storm of freezing fury! **
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the attack!
A silver-scaled cold wyrm's form quickly dissolves into a swirling vortex of light that quickly disperses, leaving nothing behind.```
This is it coming back
Fingers of frost spread along a silver-scaled cold wyrm's scales hide, but she seems to revel in the rime!
A silver-scaled cold wyrm's breathing appears to be labored.
Corruscations of color play along a silver-scaled cold wyrm's scaled hide, disrupting the attack!```
Oh!! I was trying to dig through my log to figure out what was going on. That explains it, every time the wyrm vanished from that, my berserk would chase something in another room. Now it makes sense. I knew that was something I hadn't run into before.
yea i think it got it twice
satisfying
You roar at a niveous giant warg, scaring the dickens out of it!
That because you're dumping into the destiny ASC thing and your EL is higher?
I want to believe it's because I'm a mofo sorcerer.... but yes you're probably right
Hahah! Either way, that's awesome. 😄
I am curious, do the wyrms still follow their natural feeding schedule, taking to wing without being summoned? Have been hunting many wyrms and enjoying it, but it sort of dawned on me that I don't think I've seen them arrive on their own. Is that still a thing?
The Packmother is, I saw her today and added another alabaster pelt to my collection.
They do arrive on their own
Thank you! My timing must have just been off the past couple days.
Once I see the next one go hunting, I'll start the respawn forecast to help supplement summoning rate.
Another dumb forget during Wyrm fight.... I should be slamming that L6 bard luck before my 950's.....
Does training in disarm help prevent losing your weapons to mutants?
Sympathy ................................ 00:00:02
Hypothermia (30) 8 mins ................. 00:00:12
>spell act
Sympathy ................................ 00:00:01
Hypothermia (30) 8 mins ................. 00:00:11
>spell act
You currently have the following active effects:
Spells:
Debuffs:
Hypothermia (30) 8 mins ................. 00:00:10
>
Your sympathy toward a savage fork-tongued wendigo overwhelms you as you endure an onslaught of emotions.
Roundtime: 5 sec.
R>``` Once again I am complaining about sympathy -- are there any other spells that consistently go around the rules to give you more RT?
Lathonians definitely need to be blocked on bosses.
I dont think so, it's from spell 1214, they pretty much have a 60% or so chance to disarm you when you attack.
your best bet is to aim your strikes, as you can only be disarmed if you hit arms/hands
it probably shouldn't do the teleport, but it should still block the attack and do damage, similar to what happens in rooms with no-teleport rules
Yeah, bitter pill to swallow for anyone who paid up for lathonian for it to just flat-out do nothing in an important encounter
Just dropping a note, the wyrm spawned unsummoned at 5:00 AM ET (Prime), so anyone wanting to hunt after the next one without having to spend a summon can expect it to show up sometime between 12:50-1:10 PM ET (Prime).
What was the group makeup, how did that hunt go?
We're used to it. It's unfortunately a necessary evil or we, as gamers, will always find a way to cheese every possible encounter. Death flares are a good example of this.
Back before the bless changes, if you put GUDB on xazkruvrixis, the flares would proc on everything. There is a log on my old computer of me whirling dervishing both Reim Emps in one mstrike.
It makes sense to me that, nah, that's not okay. So they made death flares not proc vs. certain enemies. Bosses being at the front of that list.
I mean, there's already a setting that can be used for it triggering and not teleporting, which still does the damage and blocks the attack. That seems like the correct solution.
Agreed.
Prevents the potential issues with teleporting it, but armor still functions, I actually assumed that would be how bosses would work after that change was done.
What's the problem with it teleporting? Does it break the wyrm?
That seems like the fix. It'd be in line with similar mechanics that block attacks (adamantine, mechanical arms, shield cloaks, etc) that work vs the wyrm, but also provide a reactive flare benefit.
I think there's potential for breaking the wyrm, we're still not sure what causes the weird phase 5 for example
It can disrupt the flow of the fight, from what I understand, and allow certain advantages by buying time, and might not be helping with the bonus phase glitch.
The whole "can give you time to heal" thing is probably a factor in the final phase... up until then if you need to heal; just walk away
I think the biggest concern is depending on when it happens it could cause it to bug out
Makeup was 2 warriors, a bard, a cleric, and a rogue. Two deaths- me and Tijay. The Lathonian flare was making the warriors move rooms. I tanked about 6 hits, wyrm fell on me, and got acid blasted to the eye. This was expected given the random movement of team members in and out of the room. Overall, it went well.
For reference, the wyrm fall included a binding effect, 20 secs RT, and a subsequent 125 negative modifier to SSR roll. Yup, it’s going to hurt. That makes two deaths over 12 encounters. I’d call those more than reasonable odds as a semi.
The Wyrm falling on casters seems to be a big issue, how can we combat that....stand a little further back lol?
We'd need an engagement system for that
Take the L. That’s what I did
maybe illoke falls and falls in general should be like REIM traps. Illoke suddenly starts to fall to your LEFT (gives you 1 second to lean right/left)
It is annoying how effective it is on pinning me
Something in the Hive does that too. It was buggy at first and you could get perma-immobilized by it, I had to assist once to get it removed, lol
I should try out the sigil armor escape function one time, It would be hilarious in the Gigas phase to see 20 of them scattering like bugs.
That’s what I’m planning on doing - you’ll essentially get the no teleport version of things.
There is, although I have a fix that will probably be rolled in with the treasure for it.
Well I get why your considering blocking lathonian on bosses I also think charging people 200-250k bs for an armor material that doesn't work when you'd want it to work the most (bosses) is kinda janky..
I should have kept reading if it will do the no teleport version I think that's a fair compromise
i mean if i was making a wyrm group and it zapped blue eyes white dragon to the shadow realm every 5 seconds i would be like "hey, please remove your demon armor. ain't no one got time for that."
Ha you still need to pass an smr check which is hard to do against the wyrm I just had good rng luck last night until the teleport when I got rt locked and wyrm kicked to the face
I'm reminded of in an MMO (city of heroes), they changed this eventually if i remember, but in the early days one of the classes whose entire job was basically crowd control (a controller) a couple of their powersets had an ability to banish the target so it couldn't attack, and you couldn't attack it, for a static amount of time until it would come back. you couldn't end it early.
...it was.....lets call it an unpopular power choice.
I mean you're being a bit hyperbolic about what lathonian armor does but sure if people didn't want to group with me because of it that's certainly fine
This never got changed during live COH, I think homecoming devs decided to yank it out
I woke up to the wyrm flying about today and went and cleared out the ballista and pulled it. Got through the first phase alone, then needed to go get healed. Nidal showed up to assist while I was healing, but the wyrm seemed to have flown off in the moments between hitting the shrine and running back out there. Also, means the wyrm's spawn timer isn't working exactly the same as in the past. I wonder if summoning one is resetting the time until next natural spawn.
It's just as well, I wanted to send Nidal to see how he does but with just two of us that's not a great test
Has anyone tried tossing some holy hand grenades at the wyrm?
A grim gigas skald is struck by an amber energy ribbon!
... 60 points of damage!
Flames engulf body. Chest left a smoldering ruin.
A grim gigas skald raises a hand as if to grasp for support as he collapses, life going out of his form.
A white glow rushes away from a grim gigas skald.
With the energy expended from its confines, the uncut diamond crumbles away to a fine golden powder.```
I'd laugh super hard if the wyrm ended up being the only case in the world where brimstones make any kind of sense to use. 🤣
wyrms like treasure, fill up an entire chest with brimstones and leave out out for it to open
ye olde' trojan coffer
It's not terrible it's just not worth the cost, but if it impacts the wyrm and unlocks part of the game then it may be worth it.
You toss your wyrm's heart sapphire onto the floor, and it bounces a few feet before skidding to a stop. Two double-banded ribbons of crackling, amber energy discharge from the sapphire and race along the floor toward an eyeless black valravn ...
An eyeless black valravn makes a quick move and avoids an arcing energy ribbon!
The amber energy ribbon arcs outward from the valravn and streaks toward a roiling crimson angargeist ...
A roiling crimson angargeist is struck by an amber energy ribbon!
... 50 points of damage!
Huge hit explodes left arm into cold, viscous mist.
When you look again, the arm has reformed.
Wisps of black smoke swirl around a roiling crimson angargeist, and it bursts into flame!
The amber energy ribbon arcs outward from the angargeist and streaks toward a brawny gigas shield-maiden ...
A brawny gigas shield-maiden makes a quick move and avoids an arcing energy ribbon!
The amber energy ribbon arcs outward from the shield-maiden and streaks toward a withered shadow-cloaked draugr.
A withered shadow-cloaked draugr is struck by an amber energy ribbon!
... 45 points of damage!
Unbelievable heat melts a withered shadow-cloaked draugr's hand down to the wrist.
The draugr's black alloy greatsword falls to the ground.
The shadow-cloaked draugr is stunned!
Wisps of black smoke swirl around a withered shadow-cloaked draugr, and she bursts into flame!
With the energy expended from its confines, the wyrm's heart sapphire crumbles away to a fine golden powder.```
I certainly wouldn't bother with them on anything noncorp
Oh i never use them for anything I'm just kinda digging through the bag of tricks and seeing what might stick in the wyrm fight. I also have terrible summoning lore which is apparently part of the aiming.
The buildup of muted ebon energy surrounding the halfling cannibal explodes!
The ivory hand crossbow glows slightly as it unleashes a wave of muted ebon energy!
** Tendrils of brilliant silver and muted ebon energy lash out from your ivory hand crossbow, hitting a grizzled halfling cannibal's right eye! **
... 40 points of damage!
The halfling cannibal's eye is melted into a bloody mess by a stunning bolt of plasma!
[You have completed this portion of your Adventurer's Guild task.]
A monstrous, too-wide smile spreads across the cannibal's face as she collapses to the ground, dead.
You draw your hand crossbow in close as you lunge toward the halfling cannibal with a burst of energy! Tendrils of brilliant silver energy latch onto the halfling cannibal from the hand crossbow.
Roundtime: 3 sec.```I'm gonna use this on the wyrm. It's a wrap. (that's `WAVE` with a twin weapon)
everyone stock up on immolation weapons
didn't forget to use your double counter application CD and instant max counters did you? 😄
brother, i wasn't even mstrike firing at the wyrm, my macro was just mstrike fire so I was doing the AOE one
all the more reason you needed double charges!
My 1 pylon shot didnt do terrible, first element did 65 crit, second missed, third 5 point minor, and 4th cold was absorbed and the wyrm visibly looked happy....
Need hand pylon starter, 5 strong
Any sorcerers try (rapid fire) limb disrupt on the wyrm ? Could be a good way of getting that SSR advantage
not sure, but I don't think it really does anything, there's so many attacks going off that if it had limbs to disrupt they are already wounded before you get 715 and 413 up to start landing spells, better off just 711ing IMO which will do some minor stagger and help prevent some of the AS/DS attacks
people just leaving these on the ground now?
[Angargreft, Berserker's End - 30056 - 30056] (u7503493)
A slumped gigas corpse lies propped against one of the lofty runestones crowning the fane, her eyes still open in death. No sign of her assailants remain in the area, but there are a half-dozen trails of dried blood and corresponding furrows in the snow heading to the west. You also see a silver-veined black draconic idol.
Obvious paths: north, southwest, west
Your alpine spirit followed.```
probably script hunting and it isn't noticed as "loot"
Free money
Wasn’t me. I just got blown up by an anomaly
Ah crap I’m paranoid eloot will miss it but I did stick a loud sound effect and color highlight on the find line
;e echo GameObj.new(696969, 'idol', 'silver-veined black draconic idol').type
--- Lich: exec1 active.
[exec1: ] ```
it doesn't get parsed as a valid type so yeah things may ignore it. i wonder if LOOT ROOM grabs it (which would mean eloot might grab it on accident if other things are in the room)
More so at the very start. Could help steamroll the cripple/shieldbash/feint lockdown
yeah, but 711 also helps lockdown on it's own, and it takes 2-7 casts before you can start doing anything
depending on your luck with 413
does it drop debuffs between phases or anything?
Are you getting the expected duration for pain? I’m not with endrolls for feint. I chalked it up to level difference
it does between at least one of the phases, maybe two?
so gotta re up there, and also i guess any phase that lasts longer than.... what, a minute? (or remember just to reup in general as you go)
not really sure, probably reduced somewhat, but even a couple seconds helps
gotta take cheapshots on my monk and just spam footstomp the entire fight on it.
it felt like curse stayed on till the final phase, but that might of just been the new 2 minute duration, but 413 fell off multiple times it felt
It does have some moves that just don't care about stagger, but stagger helps prevent the AS/DS attacks at least, which are actually pretty threatening to me
||
>fire ball
You don't feel safe enough to focus your attention on firing the gigas ballista.
>store right
Reaching over your shoulder, you secure your ghezyte harpoon into riveted leather strapping on the back of your leather harness.
>fire ball
Tugging with all your might, you hang from the firing lever of the gigas ballista for a perilous moment before it creaks into motion. The warg hide bowstring snaps, and the iron harpoon loaded into the ballista streaks up into the heavens toward the cold wyrm flying overhead. At the last possible instant, the draconic beast spirals out of the way, but the shot has its intended effect: the cold wyrm's eyes focus on the ballista below and they whirl with sullen ambers and fiery crimsons.
Pulling her wings in close to her back, the cold wyrm streaks downward at an incredible speed, obliterating the ballista in a spray of icy acid. Evidently dissatisifed by such bloodless vengeance, she slams to the ground and lets out a challenging roar!
Roundtime: 6 sec.
R>
A silver-scaled cold wyrm swoops low and extends her sinewy neck so she can snap at you!
AS: +706 vs DS: +645 with AvD: +24 + d100 roll: +74 = +159
... and hits for 20 points of damage!
Minor strike to the neck.
R>gird
A silver-scaled cold wyrm's eyes whirl with glints of furious amber and sullen crimson!
A silver-scaled cold wyrm swoops low and extends her sinewy neck so she can snap at you!
AS: +856 vs DS: +645 with AvD: +24 + d100 roll: +99 = +334
... and hits for 96 points of damage!
Strike to right arm cleanly severs it at the shoulder!
You are knocked to the ground!
You are stunned for 4 rounds!
||
Forced open hand to summon + RT. Fun.
Next time have a monk do it. (Or any UCS person) 🤣. You lived though, so that’s a win.
My party didn’t t tell me what to expect from the ballista. So I feel your pain. 😂
are people finding the summon items? What's the rough drop rate?
Was confirmed they were on par with the ||disir feathers|| in rarity. I'm finding one every few hundred, essentially the same for the other rare drops.
I got a chuckle out of this. I was the only one about at the time, so figured I'd see if staying in the room would keep the wyrm active. It does not. 😄 ||A colossal gigas ballista creaks and groans as its hasty construction finally catches up to it. With a *CRACK*, the bowstring snaps and the whole apparatus collapses into rough-hewn timbers and crude wheels.||
I would like it if feathers and other quest materials had a mandatory drop like rpa orbs at Dr (after 2500 kills I still haven't found a feather)
Reminds me of my wow days when I set stuff like Ctrl+F1 to use trinket 1, CRTL+F2 to use CD1, CTRL+F3 to use CD2, etc, and just go down the line to buff up.
It's really one of those things that my GS macros have been so static and dedicated to muscle memory that I haven't bothered setting a lot of cooldown actions on a dedicated macro place, but. Now seems like a good time to adapt.
And, while the summon rates sound rough, given that it IS a group entry makes it seem much more reasonable. And we're at the cutting edge where EVERYONE needs it. I'm sure we'll get to that point in a few months where the demand has withered
I honestly really like that it's a fight to pull out all the little cooldowns and trinkets and such, we basically don't have anything else like that in the game. And being able to get somewhat of a stockpile of idols for before the gemstones quest goes live will hopefully help alleviate some of the initial "rush" pressure that I'm sure will happen
ok, that's tracking with my 0 for 342 of them so far at least 😂
Wanted to make sure that's expected vs me doing something wrong. thank you
Yep, they are there! The mystery is whether I've just been lucky in getting the ones I've found. Going through 500 mutants with Myharl is a frustrating feat. He survives up there just fine, but it never fails, every hunt is going to end with a disciple blowing off his right arm with a single cast 0.5 seconds after he walks into a room. I tend to just fog back and heal down and wait a bit before going back just out of frustration. It's the first time I've been tempted to set up script hunting.
I’m similarly hunting until something tags me instantly. Those mental spells hurt
A sinuous, winged figure glides in a predatory circle over Ojandhaart, reflections of the aurora's light coruscating over its burnished scales in strange hues.
As the cold wyrm passes overhead, your thoughts dissolve in a wash of colors and alien fury, rendering you momentarily senseless!
Roundtime: 4 sec.
Roundtime changed to 1 second.
Your thoughts scatter as you struggle to prepare any magical incantations.
[Ojandhaart, Great Hall - 29906] (u7503307)
You notice a brawny gigas shield-maiden (sitting), a brawny gigas shield-maiden, a tattooed gigas berserker, a grim gigas skald, a grim gigas skald, a grim gigas skald, a colossal gigas ballista and a grim gigas skald.
A silvery streak on membranous wings darts down from the sky over Ojandhaart. Moments later, it swoops back up into the sky, a colossal humanoid figure flailing between its snapping jaws.
Gah! Was AFK. I got back like 10 minutes after it flew off.
Soon as I find another idol, I'll run another hunt!
u can't fight wyrms without idol now?
Always could. They show up on about an eight-hour spawn schedule.
Or around 8-hours. The last iteration of the wyrm I had down to the point could forecast its arrival with in a 20 minute window, the new one seems to be doing something slightly different I haven't pinned down yet.
what is different with them now?did something change to make them worth fighting now?
Not entirely sure. I think maybe summoning them is affecting the respawn rate. Like, maybe when they're summoned it resets it or something. Using my old forecasting model, one showed up about an hour and a half later than it should have. I'll get it figured out eventually, just need more data.
Not yet, still just a pride thing.
Yeah, Pride/RP thing currently. Next update is supposed to role out XP bonus, fodder drop, and maybe loot.
Although it would probably be good to get some tests in before the main show if you want to hit the ground running..... would be embarassing to miss out on your first Gemstone. (I am sure a bunch of ppl will as it is kind of challenging/gear-exp check)
Myharl, can you solo it yet? If someone can solo it then it probably need to be uptuned.... event duo seems too little.
I haven't tried, but I'm thinking probably not, at least not until I bump up my thrown a bit. The parts of battle where it's flying and being able to bring it down I think effectively keeps me from soloing either by berserk or stamina barrier.
Now if its solo/duo but takes like 3-5x as long to beat with high wipe chance then I guess that is a fair trade-off
Wyrm should have a solo SMR like bearhug where the target cannot do anything and will only be let go if another player hits/stuns/knocks it down
a square with super incredible gear, sk/sm 506, and such probably has a decent shot at soloing it, but I think that's such an outlier it doesn't matter
Like "oh no X person is in the Wyrms mouth", if we dont stun it or do X damage then he dies in 3-5 rounds
you really need enough damage in the burn phase or it's gonna murder you, and you need enough DPS that it just doesn't out heal you
True, I guess we will naturally see if it soloable in the near future
almost zero chance it's soloable by a semi or pure though, it's gonna eventually put you in RT, stance you, and mstrike you to death
rent-a-tank
Yeah, the combo of someone getting it on the ground and someone else berserking does pretty good on that phase two, need to be outputting a lot of damage to get through that barrier, and then to outpace the regen. I hate when I get my timing off then spend like 4-5 rounds focus mstriking something I can't reach. 😄 I did solo through the phase the other day, but got tore up enough I had to go heal down -- then it flew off before I could get back.
I want to see Auchland but some dumb Wyrm/boss items in the event shops... 5K BS for a one-time use "tainted mastadon steak", If thrown in front of Wyrm it distract him for 3-5 rounds and strongly poisons it. We can become Monster Hunter,
rangers should have enough ds to solo them,especially if they put up walls
As a 5 person fight, I think it's pretty well designed, and fairly achievable even if it's a gear or xp check for folks. The TD I think is still a slight problem, but after doing it a couple times now on my sorcerer, and managing to live both times and do pretty reasonable damage, I've come around a lot on it.
1 time use items could also help the casuals if they really struggle with the wyrm but at a stupid cost (5K BS) (all my ideas aren't winners....)
Casual will already be hampered by the idol drop rate although at a certain point when people are done with the wyrm part of the quest i'm sure there will be a market for them
heavily against literal P2W items for the encounter
One of the coolest things about POE is that you can "juice" your Bosses/maps as an investment but it skyrockets the risk/reward. Would love to see Wyrm variants for the whales..... Find an idol, coat it with some corrupted essence you farmed over a few months = 1 spawn of hyper Wyrm that drops unique items but you only get that one chance.
If casual's have the xp/gear to hunt well in ascension, they should not have that hard of a problem joining a group for the wyrm, but it's obviously meant to be a kinda gear or xp check for entry to gemstones.
Myharl's been doing this for two years, I don't foresee him shifting gears. It's a big part of his story/backstory and I enjoy seeing the team dynamics around hunting wyrms. I imagine once the gemstone rush dies down a bit, I'll probably buy up as many as I can so I can offer to go on wyrm hunts with folks.
only mutants carry idols?
Does only one person need the idol?
I for 1 really aprpecaite the effort you've put into this it's been fun to do a few runs with you guys
Yeah, doing the "idol quest puzzle" can be done by anyone, it triggers the wyrm event. Technically the one using an idol doesn't even have to run the battle.
Likewise! I find it a lot of fun and really appreciate people joining in on the hunts. Feels a bit like a community!
does loot pressure impact idol drops?
I'd like to hear from other clerics that have done it to see what they found worked and if they had better success especially if they're further down the exp line but in the meantime still hoping for that TD re-evaluation or if I have to invest in a spell aim set to play pseudowizard
Is there an NPC Locksmith in Hinterwilds?
no
If you're premium you have access to FWI and all its stuff from hinterwilds
There's a locksmith pool. Who uses NPC locksmiths anymore?!
Oh man, so many things have changed.
For legendaries obviously.
Your spell is ready.
>
You gesture at a chaotic spatial anomaly.
The spatial anomaly collapses in upon itself, rapidly dwindling away.
Cast Roundtime 2 Seconds.
Cast Roundtime 2 Seconds.
>
Zeal twisting his features, a flayed gigas disciple raises a raw and fleshless hand overhead and draws it down, his shattered fingernails slicing open a tear in the fabric of the world. Skeins of maddening hue twitch on the other side of the anomaly as it widens obscenely, sucking air into the deranged unknown beyond!
Writhing, milky tentacles burst forth from the tortured spatial anomaly, grasping blindly through the areas they glisten with vile humors.
[SMR result: 167 (Open d100: 93)]
With an agonizing crunch, a cold tentacle wraps around your abdomen and constricts violently as it whips you back toward the void!
... 24 points of damage!
Blow to the stomach makes you gasp for air.
You are stunned for 4 rounds!
Though you fall free from the predatory limbs, the tumultuous energies of the spatial anomaly tear at you, warping your flesh!
A nebulous steel grey latticework springs up from the surface of your kelyn-banded armor and shields you from some of the damage!
... 49 points of damage!
Your stomach rips through your flesh and explodes.```Sometimes it's just your turn to die, lol
Phew, I'm safe... Not!
anomolies are meanies
anomolies gonna nom
You sense a powerful entity far above you, and your thoughts dissolve in a wash of colors and alien fury, rendering you momentarily senseless!
Roundtime: 3 sec.
Roundtime changed to 1 second.
Your thoughts scatter as you struggle to prepare any magical incantations.
The cold wyrm's passage overhead renders the disir senseless!
A shining winged disir appears dazed and unsure.
@sharp raptor
Appreciated! Knowing the times I miss will hopefully help figure out the recurring natural spawn rate for the wyrms to help schedule hunts outside of the times they are being summoned.
* Today is Feastday, day 14 of the month Imaerasta in the year 5124. It is 11:45 by the elven time standard. (8.5 hours)
* Today is Feastday, day 14 of the month Imaerasta in the year 5124. It is 20:15 by the elven time standard. (8.5 hours)
* Today is Restday, day 15 of the month Imaerasta in the year 5124. It is 04:15 by the elven time standard. (8.0 hours)
* Today is Restday, day 15 of the month Imaerasta in the year 5124. It is 12:45 by the elven time standard. (8.5 hours)```
What I'm curious about is if maybe the "spawn cycle" shifts depending on the "season". Since we've been dealing with shifting iterations of the creatures over the past two years, I'm not sure whether the change in frequency is related to updates or an intended variance. if it's the later it seems the wyrms take to wing much more frequently in the early part of the year (about every 6.0-6.5 hours), and less frequently in the later part of the year (about every 8.0-8.5 hours). I know the season is being tracked in the Hinterwilds for some reason, my observations take note that the LOOK SKY (when the gale is between storms) shifts between seasons. I don't know of anywhere else that happens, so just a musing.
Late Winter: Twisting currents of blue-green light fill the sky, burning in otherworldly configurations even in the light of day. The entirety of the firmament is bathed in the eerie radiance, and even the sunlight is stained with unnatural, alien hues.
Late Summer: The faintest sliver of sullen sunglow glares at the bitter edge of the horizon, staining the meeting of sky and land with hints of rose madder and ochre that quickly surrender to twilight. Echoing hints of shimmering copper caper at the verges of the rippling aurora, which is bright enough to outshine the wan summer stars.
Summoning a wyrm manually does reset the timer.
The timer has some random component to it, in addition to that.
But not seasonally affected.
I wanted the aurora to shift with the season.
As part of the wyrm stuff, I am mulling some changes to how weather and ice will work in the Hinterwilds. I think I'm a better coder and designer than I was when I came up with Hypothermia. So just throwing that out here.
And as I've been plotting out Sailor's Grief, I have felt like the weather in the Hinterwilds could just be more interesting.
I dunno if it will change, but I do want people to know I'm considering it!
That's very cool! I knew there had to be a reason for it. Looking foward to seeing where you go with the gale. It's certainly feels like one of the more immersive environmental effects. Will be interesting to see if/when you change it. Thanks for the nudge in the right direction!
If you're going to do this.. could you possibly look at my tinderbox and update it to counteract the hypothermia affect in addition to it's standard effects? It's a GA item from EG way back and was intended to stop the cold weather affect in Icemule wilds like the OTS ones these days do, but it doesn't do anything to stop hypothermia last I checked, which I think the OTS fires do now?
Changing the weather is ok as long as the mechanical component can be nullified by the alchemist slush. Otherwise I see pitchforks
Alchemist and frostling will always offer protection.
There will also be regional Gemstones that may help.
Yeah, the totes/campfires negate it, but those were created after the Hinterwilds. I think probably items before it just didn't know to code it. Sort of the same way snowshoes don't work beyond the Long Snow.
Yeah, it's had a few updates since it was created to allow for cooking shanks and I was trying to get the camp tripods to work on it but I'm not sure that ever got adjusted to it since it doesn't recognize the crackling fire as a heat source. Mine didn't stop hypothermia either, but it does provide a sanctuary.
though it also doesn't work in a lot of rooms because of room scripting so its definitely got some older code to it.
I don’t mind if the environmental stuff gets more interesting and potentially even more difficult. This is coming from someone who almost exclusively solo hunts HW now. I welcome the challenge
only demon rum will cure sailors grief
I’ve always wanted a WEATHER verb in this game. Could be so neat.
Excited to see what you come up with.
Sympathy ................................ 00:00:03
Hypothermia (6) 2 mins .................. 00:00:14
>
Your sympathy toward a savage fork-tongued wendigo overwhelms you as you endure an onslaught of emotions.
Roundtime: 6 sec.
R>spell act
You currently have the following active effects:
Debuffs:
Sympathy ................................ 00:00:01
Hypothermia (6) 2 mins .................. 00:00:12
R>
You begin to feel less sympathic.``` Auchand this is your gentle nudge. The behavior of sympathy completely circumvents the notion that "Kroderine Soul effects are capped at 20 seconds." Can you please acknowledge whether this is intentional or not? Also, Many KS folks (myself included) are reporting that Sympathy is being absorbed by FEAT ABSORB, but then is also hitting and putting us under the effects of sympathy -- what gives with the two casts?
It shouldn't be anything unique to wendigos, as they only cast the spell.
Auchand, could it be something to look at with boss creatures where the guard/protect verb for warriors allows us to place ourselves in the way of maneuever attacks from boss creatures with either our parry/block percentage so that we can help mitigate damage to casters in group designed encounters?
What do you mean? That's what it already does. I always use guard + guard mastery to guard one of the party members who can take fewer hits.
Or, do you mean like a group-wide sort of guard/protect?
I'm talking about SMR. Does it do that for SMR?
Ah! Hrm, I don't think so, fairly sure it's only against standard attacks. That could be really interesting to integrate into the abilities though!
Yeah, that or a cman self-sacrifice that gives us a percentage chance to dive in front of the next SMR to our protected/guarded target.
We don't really have a ranged encounter system which is why it's harder to balance the wyrm encounter between pures/squares IMO and something like this might help essentially build the feel of that sans having an actual distance engagement system.
who should I direct my sympathy ire to then?
During the flying phase, can the wyrm be hit by magic or strictly ranged (archery) attacks?
I'm gauging whether to untrain the Spell Aiming that my big paladin trained for the lulz (before Ascension existed) and put those points into Ranged Weapons just for the wyrm. But, obviously, that wouldn't be necessary if I could just cast magic at it while it flies.
First kill showed folks slinging at it
The wyrm is hard. It has a shield, it flies, it tail swipes, and it Mstrikes for 800. I have never lived to see the end of a fight. Folks posting 1000s of pages like it's the 2015 immololation nerf.
There has been a lot of discussion about the wyrm for sure! But, that back-and-forth has also lead to a lot of positive direction for wyrm battles. I do think people sometimes tend to hear a quetion/concern and for some reason immediately assume it's an actual problem or issue without any data to reference. I like to get folks out to fight it so we can sift through the reactionary concerns and legit ways the battle needs to be modified or improved. I think it's just part of the process. Still trying to gather up idols to do more of that, but also working on forecasting that natural spawns a bit better to so the battle has a less resource-intensive option for folks to join in. ⚔️
Hurl works too (I just chuck my bastard sword at it when it's flying). Spells work too, though as a non-caster I'm not sure which spells. After I eat my dinner, I'll take a quick glance at my logs and post a few that I saw working.
2000 posts whining
