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Drogonlord Boss Policies

#1
I was asked to compile the 'rules' for fighting the new dragonlord bosses (150 dragon, 155 spider, etc.)

Level Requirements:
Melee classes should be at no lower than 10 levels under the boss level. However, realistically, a 5 or 6 star boss won't be taken down (at reasonable expense) if a fair number aren't above the boss level.
Druids: I think, at this time, a druid at level 120+ is satisfactory.
Mages: are tricky. There was some conversation about this. Support mages (say 2 or more lures (at 15+) and energy support) can probably be 140+. dps mages need to be like melee classes.
Obviously, if we ask someone to assist (a lower level mage cause we have no other mages) - that person is eligible

I think people must be at battle before target lock to be able to dice. That doesn't mean, obviously, that you have to be in the grp that gets the lock. Using the lock in this way is a very clear way to decide if someone is too late. If you come after start, please announce yourself - so everyone knows when you arrived.

Drop Distribution:
First: we always meet at the nearest laystone, and we should always choose a dicemaster - i have seen too much confusion without one. Fairly distributing drops, especially if there are many of a single color, can get very confusing. Please allow the dicemaster to speak and let people answer. For this reason, if there are multiples of one color, please choose a dicemaster who is pretty familiar with the rules.

From many conversations and battles, the general consensus on drops is the following:
The goal is to, as quickly as possible, outfit all the players (who are in the battle) at minimal cost.

What does this mean?
most of the time, it means that drops will be diced by the classes that can use them. i.e. if a red gem drops, only warriors (who still need a red gem) would get to dice for it. However, and this is important, there are some scenarios that follow this principle which might seem strange or unfair. I would ask everyone to remember, you may very well be the beneficiary of this someday. If no one at the battle can use the drop - that is when it would be diced by everyone (for profit).

1. If you no longer need a particular drop - you would not dice for it. So, if a blue gem drops and there are 2 mages, but one already has 4 blue gems - then the gem goes to the mage who still needs it. If both mages had all 4 gems - then everyone at the battle could dice for it.
2. Drops must be distributed to maximal people. For example, suppose 2 purple gems and a purple egg drop and there are 3 rogues. if 2 rogues each need gems and an egg and one rogue only needs eggs - then the rogue who needs only eggs would get the egg, while the other 2 would get gems. if 2 of the rogues needed eggs only (had all 4 gems) and the other rogue needed 1 more gem, then the two egg needing rogues would dice the egg, the 3rd rogue would get the gem, and the last gem - not being needed by anyone, would be diced by everyone.

It is possible for players to get more than one drop:
Yes, you read that correctly.
for example, yesterday 3 red gems dropped and there were only 2 warriors. One needed one more gem the other needed 2 more gems. so that is what the group decided to do. I was very proud of us. Similar thing happened with a bunch of green drops too - a druid who was present got two. In these scenarios, dicing might be used if both characters could use both the drops.

I understand that this may be a bit more complicated, and sometimes seem unfair. But i am guessing everyone will eventually benefit quite nicely. and, as a whole, the high levels of Lugh will be fully outfitted very quickly - which means we will soon be able to take on mordris!

Again, the guiding principle: The goal is to, as quickly as possible, outfit all the players (who are in the battle) at minimal cost.

my guess is that we will see some fully, or nearly fully outfitted people by the end of the month when using these rules. we will also start to see drops (gems at first) that will be unneeded and used for profit.

Alts:
Here is a potentially tricky one. There are a couple of scenarios to consider - but in general, we should consider that a player's main will be the primary dicer and recipient. for example:

suppose someone comes with a warrior and a rogue (alt). Further suppose they are the only rogue in the group. The player primarily wants to outfit his warrior first. Now suppose a red and purple drop. Normally, the purple would be given to the rogue and the red diced by the warriors (though not the player whose alt already got a drop) - but this means the player who is trying to outfit his warrior is at an unfair disadvantage just because he brought a highly needed rogue to the battle. In this scenario i suggest the following: He gets to dice as a warrior. if he wins, then the group gets to decide whether the purple goes to his rogue or is diced for profit. if he loses, the rogue would get the purple. Does this mean that player has a better chance of a drop? Yes, of course, but that player has also leveled up two toons and has helped the group by bringing them - so i think it is fair.

Summary:
So drop distribution has become a bit more complex as we try, as a community, to outfit people as quickly as possible. the basic principles are:
1. try to get everyone something they need for dragonlord quests
2. use dice if more than one person needs
3. dice to anyone for profit if no one needs

when the drops are different colors, i think dicing will be straightforward. But i saw 3 bosses drop 3 of the same color yesterday, so being able to deal with that well is important.

Obviously, nothing is set in stone and we can tweak these rules. your feedback is welcome.


Thanks
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: Drogonlord Boss Policies

#4
i dont know. I have heard that taunt is a bit messed up. i know high dmg and skills can affect aggro. Not sure if a low level can grab it very successfully.
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: Drogonlord Boss Policies

#6
a 120 druid would be very useful. remember, they are not attacking the boss, they are healing the players. 1000-1500 heal is effective whether the druid is 120 or 165. It is the difference between support and melee. That's why mages are tough, they are definite support and definite dps. An under level dps mage is useless, but one with high assassins lure and decent energy support, is quite helpful regardless of level.
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: Drogonlord Boss Policies

#7
Yeah it all sounds good, we had a lot of bossing yesterday and it was great fun. Just wondering what happened to my green gem.. :l

Other than that I like everything, and yes lower levels do affect aggro. One example I have is on Danu I have a level 38 mage and cast fire lure on crammok that was about 35% health in, and grabbed aggro right away off of the level 148 that was attacking it. I think it only matters if the level is really far off the mob's level like maybe 20-30 levels greater.

edit: I received the gem thanks everyone

Lugh
[list][*]Vulture - Level 220 Rogue
[*]Venus - Level 195 Druid[/list][/color]

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