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Temple of Auril
Posted: Tue Apr 16, 2019 11:32 am
by Reallylongunneededplayername
It's epic character solo paradise:
Basicly, If you're lazy, You could haste+Improved invisibility run to the end, Kill dragon, Take rare material and portal home.
Suggestion 1: Replace the portal to portal you "out" Not to acces you to the leyline network.
Suggestion 2: Remove rare material box and put it in the Druegar halls. ((I find it odd that there isn't anyway, That place is pretty hard/Same with Kohlingen))
Suggestion 3: Make the dungeon harder ((You could move the dragon as a midway boss and make a high priestess of Auril boss with a phylast~ Stone that keeps them alive))
-Markus
Re: Temple of Auril
Posted: Tue Apr 16, 2019 1:47 pm
by Astral
I agree on the initial statement. As things are, most people just find the epic loot shrine empty, due to the large traffic enabled by this dungeon being solo-able.
Reallylongunneededplayername wrote: Tue Apr 16, 2019 11:32 am
Suggestion 1: Replace the portal to portal you "out" Not to acces you to the leyline network.
That really solves nothing.
Reallylongunneededplayername wrote: Tue Apr 16, 2019 11:32 am
Suggestion 2: Remove rare material box and put it in the Druegar halls. ((I find it odd that there isn't anyway, That place is pretty hard/Same with Kohlingen))
I think both Duergars and Kholi dont fit the difficulty level for epic loot. I could be wrong on this one because 1) Kholi is soooo damn long that epic loot might be justified regardless of difficulty level and 2) I havent been to the deurgars dungeon for 2 years to remember how it feels like.
Reallylongunneededplayername wrote: Tue Apr 16, 2019 11:32 am
Suggestion 3: Make the dungeon harder ((You could move the dragon as a midway boss and make a high priestess of Auril boss with a phylast~ Stone that keeps them alive))
It's a level 16-20 writ so makign it harder might be counter productive. Maybe if the epic loot is removed and added the the Duergars, it's the duergars that should be more difficult a bit as well as making all the keys 1 time use if they still arent.
Re: Temple of Auril
Posted: Tue Apr 16, 2019 3:12 pm
by Reallylongunneededplayername
I totally forgot about the writ. :/
Re: Temple of Auril
Posted: Tue Apr 16, 2019 3:53 pm
by liver and bones
I could see the duergar one being epic with all the IGMS spam. Definitely need to make the keys a one-time use thing.
Re: Temple of Auril
Posted: Tue Apr 16, 2019 5:16 pm
by TimeAdept
liver and bones wrote: Tue Apr 16, 2019 3:53 pm
I could see the duergar one being epic with all the IGMS spam. Definitely need to make the keys a one-time use thing.
And the frost giants arent, with horrid wilt, mords, IGMS, meteor swarm, ice storm, and mass haste spam?
Re: Temple of Auril
Posted: Tue Apr 16, 2019 5:28 pm
by Reallylongunneededplayername
What makes druegar harder than the frost giants, To me, Is that they have a large varity of spawns, You'll face aside a mage and warrior, Also clerics and archers. Then there is the spell immune golems, The complicity of the dungeon and the lenght of it.
Frost giants is "hitters" (warrior, Trolls etc") and Casters (aprentise to mage) in a dungeon that is basicly walking down a road till you reach the temple, Hit two levers and you' re done.
This is why I also involved Kohlingen, That dungeon is so complicated, At the end a rare material chest would certainly be a proper pay-off for the amount of work you've put into getting there.
And mind you, It is not that I am saying "We should make rare materials harder to get". But it also shouldn't be a one mans ten minute jog.
Re: Temple of Auril
Posted: Tue Apr 16, 2019 5:33 pm
by Astral
TimeAdept wrote: Tue Apr 16, 2019 5:16 pm
liver and bones wrote: Tue Apr 16, 2019 3:53 pm
I could see the duergar one being epic with all the IGMS spam. Definitely need to make the keys a one-time use thing.
And the frost giants arent, with horrid wilt, mords, IGMS, meteor swarm, ice storm, and mass haste spam?
I could be TOTALY wrong on this one but I tihnk the giants have lower CL and low DCs. Meaning the horrid's DC isnt so high, the IGMS are low on missile count, ice storm is only like 40-50 damage if you fail the save, etc etc. Duergars are higher CL and last I checked their clerics cast Destruction, their warrors crit close to 100 and other strong spawns. Duergars are lvl 23~ dungeon and Aurilites would be around 18ish.
Re: Temple of Auril
Posted: Tue Apr 16, 2019 8:04 pm
by TimeAdept
IT's max CL missile storms, the meteors do 90-100 a hit, and the horrids do 80-100 damage, and it's very possible to get 3-4-5 mages in a spawn, because there's two different kinds that both haste and cast spells. There are several locations where spawns appear close together or in unaccessible areas, and pelt you with spells beyond your reach. The dragon itself can spawn with 3-4-5 mages as well.
Re: Temple of Auril
Posted: Tue Apr 16, 2019 8:41 pm
by JubJub
It's why I hated that there is a writ for the place as everytime I tried to do the writ with people there were epics already there. I always loved Kholigen because of the wide variety of stuff you face there but found it way under used because of how hard it is to get there,
Re: Temple of Auril
Posted: Tue Apr 16, 2019 10:46 pm
by liver and bones
TimeAdept wrote: Tue Apr 16, 2019 5:16 pm
liver and bones wrote: Tue Apr 16, 2019 3:53 pm
I could see the duergar one being epic with all the IGMS spam. Definitely need to make the keys a one-time use thing.
And the frost giants arent, with horrid wilt, mords, IGMS, meteor swarm, ice storm, and mass haste spam?
I'm definitely not underwriting the frost giants. Simply I believe the duergar fortress could be molded into a dungeon with a rune chest.
However, the Aurilite temple does need some solution to skipping most of it, like how I agreed the duergar fortress keys should be one-time use.
Re: Temple of Auril
Posted: Wed Apr 17, 2019 9:31 am
by CptJonas
All valid points....moustly...
Auril temple is definetly quite too easy to do for runic material chest.
About being it writ....thats isue too...what bad idea to make writ out off runic dungeon....
Duergar fortres should have runic chest...its much harder, longer, have teleport puzzle, and boss room is tougher...its should have bigger revard..
But anything what will be done....will never change fact that people will still run past every dungeon that allows it in invis/haste...
simply bcs there is like what? maybe 7 places with chests? You have chance to drop T3 rune in like what?...1 per 25-30 chests....medium are around 1 per 10? Combine it with like 3h respawn...and maybe atleast 100+ other epic level characters trying to do the same....And now you have picture why people farm it like that...Bcs if you wanted runic gear in less then 2 years (maybe longer depends on RNG) you must do it as quick as posible...
Re: Temple of Auril
Posted: Wed Apr 17, 2019 6:17 pm
by Reallylongunneededplayername
CptJonas wrote: Wed Apr 17, 2019 9:31 am
But anything what will be done will never change fact that people will still run through every dungeon that allows it to invis/haste.
simply because there is like what; 7 places with chests? You have chance to drop T3 rune in like 1 per 25-30 chests? Medium are around 1 per 10? Combine it with like 3h respawn while maybe atleast 100+ other epic level characters trying to do the same. And now you have picture why people farm it like that, Because if you wanted runic gear in less then 2 years (maybe longer depends on RNG) you must do it as quick as posible. (slightly edited)
Eh.. Runic gear here, A none grinder in less than one year, But if I am right, You were the one who didn't believe in Tier one runes.
However, Aside there being items (end gear) who are runic of their own. You can get runic gear quick enough.
For one, Their for sale quite often.
Yeah, Greater runes are harder to get and thus more expensive, And Tier 3 runes even more.
I mean Adamantine used to be expensive, Rune materials were like, Hold up! Hold my beer.
(Honestly I rather see T2 & T3 runes disapear cause their only needed to aid characters to become better in pvp and doing stuff solo)
Also: Do you really need runes? I find T1 runes amusing, They are easier than grinding coin and go for a godsave.
But aside that, What do you really need them for? To make your character stronger?
There is nothing in Arelith that can't be done with a group of friends.
All I'm really saying, Don't get all hyped up over runes, Cause you don't really need them. And when you do get them, Good for you.
Re: Temple of Auril
Posted: Thu Apr 18, 2019 8:16 pm
by CptJonas
Reallylongunneededplayername wrote: Wed Apr 17, 2019 6:17 pm
CptJonas wrote: Wed Apr 17, 2019 9:31 am
But anything what will be done will never change fact that people will still run through every dungeon that allows it to invis/haste.
simply because there is like what; 7 places with chests? You have chance to drop T3 rune in like 1 per 25-30 chests? Medium are around 1 per 10? Combine it with like 3h respawn while maybe atleast 100+ other epic level characters trying to do the same. And now you have picture why people farm it like that, Because if you wanted runic gear in less then 2 years (maybe longer depends on RNG) you must do it as quick as posible. (slightly edited)
Eh.. Runic gear here, A none grinder in less than one year, But if I am right, You were the one who didn't believe in Tier one runes.
However, Aside there being items (end gear) who are runic of their own. You can get runic gear quick enough.
For one, Their for sale quite often.
Yeah, Greater runes are harder to get and thus more expensive, And Tier 3 runes even more.
I mean Adamantine used to be expensive, Rune materials were like, Hold up! Hold my beer.
(Honestly I rather see T2 & T3 runes disapear cause their only needed to aid characters to become better in pvp and doing stuff solo)
Also: Do you really need runes? I find T1 runes amusing, They are easier than grinding coin and go for a godsave.
But aside that, What do you really need them for? To make your character stronger?
There is nothing in Arelith that can't be done with a group of friends.
All I'm really saying, Don't get all hyped up over runes, Cause you don't really need them. And when you do get them, Good for you.
Well...just one thing...
To do PVE you dont need anything...you can solo nearly all PVE content with 30 lvl wizzard, druid, PM, Cleric, SS, SD, and many others...Or you can do it with party of 4 or so even in rags with basic enchanting...
PVE is joke on Arelith...(yeah...there are few classes who strugle on some levels...)
And reason why runes exist...where do you use them....In PVP..yes...bcs you want to be strong as posible...(when you RP fighter/champion etc....not trying to RP beggar or merchant of course)
And you should get them if you dont want to have handicap in PVP....sure...you can beat someone withow them...sure...there are some classes who dont need it so badly...but its quite esencial to have best gear posible when you are fighting someone who have it....
PS:
And to this "Honestly I rather see T2 & T3 runes disapear cause their only needed to aid characters to become better in pvp and doing stuff solo"
Whats wrong with that....PVP is part of this game...its even part of RP....deal with it...
Re: Temple of Auril
Posted: Thu Apr 18, 2019 9:11 pm
by Reallylongunneededplayername
CptJonas wrote: Thu Apr 18, 2019 8:16 pm
PS:
And to this "Honestly I rather see T2 & T3 runes disapear cause their only needed to aid characters to become better in pvp and doing stuff solo"
Whats wrong with that....PVP is part of this game...its even part of RP....deal with it...
Have I ever said that PVP is bad? I just don't think we need runes for those who are already top of the class.
Re: Temple of Auril
Posted: Fri Apr 19, 2019 6:21 am
by ReverentBlade
Why is having one easyish dungeon with decent loot (that is usually empty) a bad thing? What exactly is it hurting?
Re: Temple of Auril
Posted: Fri Apr 19, 2019 7:51 am
by Reallylongunneededplayername
ReverentBlade wrote: Fri Apr 19, 2019 6:21 am
Why is having one easyish dungeon with decent loot (that is usually empty) a bad thing? What exactly is it hurting?
Seeing as you have not read any of it, allow me to sum it up:
-writs
-overtaken bij epics who solo it for material chest
-Some of them skipping the entire dungeon and go straight for the boss.
-more things, but I just woke up.
Re: Temple of Auril
Posted: Fri Apr 19, 2019 7:18 pm
by Twohand
Reallylongunneededplayername wrote: Fri Apr 19, 2019 7:51 am
-overtaken bij epics who solo it for material chest
-Some of them skipping the entire dungeon and go straight for the boss.
While the Temple of Auril is in fact easy imo, that portion of your quote can be use to describe the rest of the rune dungeons too. Grab a Displacer Beast Armor, run past most enemies, and fight the boss in the end. Of course, not all builds can safely solo all the bosses, but it happens all the time and it is not exclusive to Auril's Temple. The other day someone posted on the Arelith Discord a video of their wizard soloing even Paush, for instance.
Reallylongunneededplayername wrote: Tue Apr 16, 2019 11:32 am
Suggestion 2: Remove rare material box and put it in the Druegar halls. ((I find it odd that there isn't anyway, That place is pretty hard/Same with Kohlingen))
Here's my problem with it. If you make a list of the runic dungeons, you'll notice that most of them are all set in the Underdark. While I do love the idea of adding more rune dungeons to the game, such as making the Duergar Fortress one of them, I don't think removing a rune dungeon, in this case the Auril's Temple, from the Surface a smart idea.