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Andlen
PostPosted: Fri May 29, 2015 3:48 pm    Post subject:

Thank you for the details Dadi. good read

Proudcdn
PostPosted: Wed Mar 25, 2015 5:54 pm    Post subject:

You can do it that way too, but it is riskier and requires a bit more coordination.

Marswarlord
PostPosted: Wed Mar 25, 2015 5:46 pm    Post subject:

I am anything but a BB expert, but when I ran this with Mel/Reg they intentionally did not build the ballista until after the quest was done to prevent damage to it. Comments, please.

Proudcdn
PostPosted: Tue Mar 24, 2015 6:36 pm    Post subject:

We use it to speed up the start of the side quests (shoot mobs below) once everyone is in place.  You can also use it when the ghosts come to speed up the spawn of Zagaroth.

Finnok-1
PostPosted: Tue Mar 24, 2015 11:19 am    Post subject:

So where is the second catapult (the one that had its speed/damage upgraded) pointing in Phase 4?  To the middle where the mobs are coming up the wall?

Proudcdn
PostPosted: Mon Jan 05, 2015 6:43 pm    Post subject:










Aristagoras wrote:

Having two people in Vanguard, 1 who can switch between officer and Engineer, and 4 pure engineer is a great way to keep everything under control...


The two in Vanguard should high dps classes to get the kill streaks in


1. Vanguard will use Bellowing Stun As soon as the boss gets up (Knocks off between 140-180k right off the top)


1. Vanguard will use Rending Bark (32% I have been able to trait for) and will use every 15 seconds


1. Officer/Engineer will switch commanders and heal either citizens or soldiers and place trip wires


Remaining 3 Engineers can decon barricades / upgrade and use trip wires.


Telling Mark, Blade Brother, Oath Breakers, and Damage Banner (Capt) + Rending Bark + Revealing Weakness (Burg) + Bear Traps == All make the really high dps classes doing even more...


For example: I got a 46k Upshot on the 1st boss when everything above was active, which is great with the mits on these bad boys...




It appears that the Bellowing Stun is reducing morale by 25%.  Be interesting to see if this can be done more than once in a battle.

Llyn Elfling
PostPosted: Mon Jan 05, 2015 6:43 pm    Post subject:

So I can see everything Happy  With trip wires, bear traps, and hunter traps I do very little moving around. Like shooting fish in a barrel.

Proudcdn
PostPosted: Mon Jan 05, 2015 6:21 pm    Post subject:










Llyn Elfling wrote:

Nope, I meant to the right of the door when facing it. Perhaps mini and hunter range is better than RK...that'd be fun to test out one day. Be great to have some advantage over RK OP'ness.




But when you face the door the stairs are on the left.  Why would you stand to the right, it is farther away?

Aristagoras
PostPosted: Mon Jan 05, 2015 3:35 pm    Post subject:

Having two people in Vanguard, 1 who can switch between officer and Engineer, and 4 pure engineer is a great way to keep everything under control...


The two in Vanguard should high dps classes to get the kill streaks in



1. Vanguard will use Bellowing Stun As soon as the boss gets up (Knocks off between 140-180k right off the top)


1. Vanguard will use Rending Bark (32% I have been able to trait for) and will use every 15 seconds


1. Officer/Engineer will switch commanders and heal either citizens or soldiers and place trip wires


Remaining 3 Engineers can decon barricades / upgrade and use trip wires.



Telling Mark, Blade Brother, Oath Breakers, and Damage Banner (Capt) + Rending Bark + Revealing Weakness (Burg) + Bear Traps == All make the really high dps classes doing even more...



For example: I got a 46k Upshot on the 1st boss when everything above was active, which is great with the mits on these bad boys...

Hafwen Elfling
PostPosted: Mon Jan 05, 2015 3:21 pm    Post subject:

Also the side quest teams should repair the cats and heal that delicate soldier in between stuff.

Llyn Elfling
PostPosted: Mon Jan 05, 2015 2:12 pm    Post subject:

Nope, I meant to the right of the door when facing it. Perhaps mini and hunter range is better than RK...that'd be fun to test out one day. Be great to have some advantage over RK OP'ness.

Proudcdn
PostPosted: Mon Jan 05, 2015 9:40 am    Post subject:










Llyn Elfling wrote:

Wow, thanks Dadi.  An alternate place to stand when defending the fountain area for RANGED toons is to the right of the spawn door so that you can see both the door and the stairs in case any sneak through from balista.  Doesn't make sense for melee though since it's too far to snap up a few stair sneakers.



I think you mean left (when facing the door)?


I try and stand just left of the door (when facing it) and as a ranged DPS you can reach both the stairs and the door.  The only time any should get by the ballista is if that person jumps down to help with the Sorcerer and that should be announced so the fountain person can be ready.

Llyn Elfling
PostPosted: Mon Jan 05, 2015 12:16 am    Post subject:

Wow, thanks Dadi.  An alternate place to stand when defending the fountain area for RANGED toons is to the right of the spawn door so that you can see both the door and the stairs in case any sneak through from balista.  Doesn't make sense for melee though since it's too far to snap up a few stair sneakers.

Proudcdn
PostPosted: Sun Jan 04, 2015 11:12 am    Post subject:

Fixed.

Hafwen Elfling
PostPosted: Sun Jan 04, 2015 9:19 am    Post subject:

Fabulous as usual! Its a bit hard to read with it going off screen. Is there any way to make it fit better?