Solo defending warsong pavilions

Baalbak - Dreamweaver
Baalbak - Dreamweaver Posts: 1,624 Arc User
edited June 2012 in General Discussion
I'm sure many of us have done it before, I being one of them. I've collected many waistband inscriptions in the past, and 12 more since Imperial Fury update. However, it might just be me - it might just be the changes in the game - but it seems as though soloing the pavillions has become... more difficult. Before Imperial Fury I've done full warsongs soloing earth pav as both vit and 2.86 base decide +5 aps barb. I've since restatted after finishing 2 stage 2 nirvana pieces +7, and have since upgraded my helmet from g12 dominating waterforce to g15 stage 1 +7. Unsparked I'm confident I'm doing as much damage or more than I used to on aps build, and I have more hp and defense. But I'm having more difficulty now and was wondering if you guys have any suggestions. I've uploaded a couple of YT vids, the first is 2x speed audio swapped with captions. the second is uncut. if you check the related videos theres one of a sin doing earth pavilion, but he/she doesnt take as much damage as i do when the mobs go suicidal. Any thoughts regarding that?


http://www.youtube.com/watch?v=yvMpfKEMV6M
http://www.youtube.com/watch?v=TyZl1b94mRc
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Post edited by Baalbak - Dreamweaver on
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Comments

  • shashahah
    shashahah Posts: 323 Arc User
    edited June 2012
    me and a few others have noticed as well that its become harder to defend a pavillon.

    when the mobs suicide, they take ~90% of ur hp, means it doesnt matter whether u got 20k or 10k, 90% will still be gone

    also, the mobs purge (didnt notice that b4 the descent update)
    happened so far in water, earth and metal for me
    + got new buffs, like the "increased defense when hit with melee"

    just make sure u aint close to w/e mob when it says "let's die together" > "channeling" of suicide-atk
    altho i must say that the suicide in water doesnt hurt at all (least for me)
  • _Skai_ - Raging Tide
    _Skai_ - Raging Tide Posts: 3,407 Arc User
    edited June 2012
    It has gotten harder for the pavilions yes. Each route got a revamp, but I have noticed no difference in water.
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  • Omnicon - Dreamweaver
    Omnicon - Dreamweaver Posts: 105 Arc User
    edited June 2012
    They amped elemental resistances in warsong and the bh's 100s. Also, mages to more damage in warsong now as well. Just what I've noticed. b:cute
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  • SpiritDivine - Sanctuary
    SpiritDivine - Sanctuary Posts: 193 Arc User
    edited June 2012
    Ive noticed it to be more difficult too. At my current level i barely make it and when i do i usually get a few mobs left alive so doesnt get full score. Since the reward we get is so great i guess it is only fair it is a bit harder.
  • Baalbak - Dreamweaver
    Baalbak - Dreamweaver Posts: 1,624 Arc User
    edited June 2012
    full score doesnt really matter. all you have to do is keep the npc alive. I'm afraid to keep mobs near the npc and turtle up while aoe'ing them since if they get to the suicidal stage and aren't killed fast - my theory is that they will essentially 2 shot the npc. For me obviously getting hit back to back with the 90% hp explosions would be certain death, so i don't even aoe there if I can avoid it.
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  • VenusArmani - Dreamweaver
    VenusArmani - Dreamweaver Posts: 6,009 Arc User
    edited June 2012
    It has gotten harder for the pavilions yes. Each route got a revamp, but I have noticed no difference in water.

    Water is much harder now. i don't know what it is but my sin used to be able to solo it with lesser gear and refines with ease. Now I can't. I haven't went in and seen what it was exactly because I got frustrated and have since decided to just forget it. But it is definitely, definitely harder.
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  • do0cracy
    do0cracy Posts: 0 Arc User
    edited June 2012
    Huh, didn't seem harder to me. *Checks weapon and robe*

    Oh, right. b:laugh
  • Sel_Darkmore - Dreamweaver
    Sel_Darkmore - Dreamweaver Posts: 350 Arc User
    edited June 2012
    I feel the pain lol oh i did feel it ..Before i used to be able to solo Earth,wood & water (Earth being the very easiest and fastest) ..just let the head attack the NPC till u get a warning. .Since new tweak of Warsong...lets see..got pwned by the 4th incoming mob in Earth...in Wood either had to play cat and mouse with the mobs and didnt get to "defend" the npc and Jump the hell off the platform...only successfully defended with it with assistance...

    I was able to solo metal with my wifes wiz..tho seems more effort was needed since the head taking out the npc far faster then before. (Thank you Will of the Phionex) and got purged btw .

    I use to never want to wait out the time for the city to be open. Before ppl quick to pick Earth wood then water..Now they dread it lol.
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  • Jaabg - Sanctuary
    Jaabg - Sanctuary Posts: 2,256 Arc User
    edited June 2012
    I only have two comments to make. I play it on my bm, naturally dd is much easier on bm.

    1) You know the flower pot in the middle. You walk away from the npc, turn left, go a bit ahead, flower pot thingy in the middle, taking up space. While you are facing it, and mobs are coming to you, they will always, always take your left side. If you are trying to catch a mob that sneaks by, it helps cut down the distance.

    The NPC spawn point, to until where you turn left, if the flames are active around the npc, mobs will get auto agro on npc by the flames. Have to make sure to keep the new mobs out of that flame range. You have agro skills, makes it a bit easier, i just use aoe on bm or ranged skill.

    2) As soon as you see the text above the mob's head, move away, 6~12 meters. You have 2~3 seconds to move away. I use leap back skill. The mob will not follow you. The will explode on the spot and count towards your kill count. No need to use ad, spark, or other things to help yourself.

    As a bm i rarely have more than one mob, if i do it is by design and i am triple sparking to kill 2~3 quickly. Your damage per hit is greater than mine, our hp is very different. I have 9k with deicides on, and i get hit for 7~8k when they explode. I hit for 2k, so in 1~2 seconds i hit for 10~15k, same hit as yours. Depending on my aps.

    In short, just have to practise and learn new things, just takes time. I never got to see your weapon refine, but it looks like you have amazing gear b:pleased. If having trouble, ask other people for help. We hardly ever let a barb solo a pavillion, even if barb is r9 +10, sage. Squishes like me work out.

    Head can be slept, stunned, knocked back, sealed, pushed back. I usually agro it, kill a few mobs, let the head reset by the apes. I run back until mobs catch up, kill 1~2 mobs, and sprint back to npc. By that time, head is coming close to npc. I agro it, sprint again as the first mob is coming. Take it over the bend, spark, and in the mean time 2nd mob is there. Kill both mobs, agro head, and move towards ape again.If i feel like it, i agro the head inbeween. That is a personal choice on how to run the head.

    Other people might have more tips for you, hope this helps a bit.
  • Baalbak - Dreamweaver
    Baalbak - Dreamweaver Posts: 1,624 Arc User
    edited June 2012
    well if 12 meters is safe, and the mob doesnt actually move while channeling its explosion - slam should work, and I think it did work there towards the beginning. I'll put that theory to the test more and if it turns out to be the case - my runs just go easier. I love the chi gain of demon slam but I've been afraid to use it too much lately in warsong because i dont want multiple bombers.
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  • bladerunnerdm
    bladerunnerdm Posts: 145 Arc User
    edited June 2012
    read th red notes carefully: http://eisregen.guildlaunch.com/gwiki/index.php?page_name=Warsong_City

    and maybe check out this video: http://www.youtube.com/watch?v=oOd5QxO9R7k

    btw. all monsters in the instance have an 30% hp boost, anyone know if this will still be present when doing the pre-stage(pill) quest?
  • Empu - Sanctuary
    Empu - Sanctuary Posts: 1,154 Arc User
    edited June 2012
    It has gotten harder for the pavilions yes. Each route got a revamp, but I have noticed no difference in water.

    The main vamp in water I noticed is that the mobs can do the same buff as new SoT boss. However, with r9 +10~12 it's not a problem really because they seem to cast it (when they do it) below 40% hp and you will kill them before it's properly casted. On a sin with some less murderous weapon, I could see this being a real supplementary difficulty.
  • KawaiiJen - Heavens Tear
    KawaiiJen - Heavens Tear Posts: 2,461 Arc User
    edited June 2012
    I'm sure many of us have done it before, I being one of them. I've collected many waistband inscriptions in the past, and 12 more since Imperial Fury update. However, it might just be me - it might just be the changes in the game - but it seems as though soloing the pavillions has become... more difficult. Before Imperial Fury I've done full warsongs soloing earth pav as both vit and 2.86 base decide +5 aps barb. I've since restatted after finishing 2 stage 2 nirvana pieces +7, and have since upgraded my helmet from g12 dominating waterforce to g15 stage 1 +7. Unsparked I'm confident I'm doing as much damage or more than I used to on aps build, and I have more hp and defense. But I'm having more difficulty now and was wondering if you guys have any suggestions. I've uploaded a couple of YT vids, the first is 2x speed audio swapped with captions. the second is uncut. if you check the related videos theres one of a sin doing earth pavilion, but he/she doesnt take as much damage as i do when the mobs go suicidal. Any thoughts regarding that?


    http://www.youtube.com/watch?v=yvMpfKEMV6M
    http://www.youtube.com/watch?v=TyZl1b94mRc


    Didn't we have this discussion before about.. 3 weeks ago?.... b:embarrass

    The pavilion split is best as following

    Fire - Mage
    Metal - Archer
    Earth Wood and Water - Melee DD (Usually the tank and cleric if tank is barb go to earth)

    The only difference between then and now is the mobs also can purge. They usually say in common chat something along the lines of "I'm taking you with me!" when tehy are going to suicide and then just run away as they will die shortly. I recommend at least 8k hp buffed toons and then depending on what pav they take how much defense they should have.
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  • bladerunnerdm
    bladerunnerdm Posts: 145 Arc User
    edited June 2012
    Fire - Mage ineffective
    Metal - Archer ineffective
    Earth Wood and Water - Melee DD (Usually the tank and cleric if tank is barb go to earth)
    wood is difficult to kill for melee

    check the pdef, mdef and elements of the pavilion specific monsters and you see why...
  • KawaiiJen - Heavens Tear
    KawaiiJen - Heavens Tear Posts: 2,461 Arc User
    edited June 2012
    check the pdef, mdef and elements of the pavilion specific monsters and you see why...

    I've run it that way for quite some time with no issues. The metal mobs are physical range which is perfect for archers. The Fire is magic range. The other 3 pavilions are melee physical. I've run it on multiple classes doing the pavilion with the class I recommended just fine -_-
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  • bladerunnerdm
    bladerunnerdm Posts: 145 Arc User
    edited June 2012
    I've run it that way for quite some time with no issues. The metal mobs are physical range which is perfect for archers. The Fire is magic range. The other 3 pavilions are melee physical. I've run it on multiple classes doing the pavilion with the class I recommended just fine -_-

    Pavilion of Fire:
    + pdef = 1800, mdef = 1192, metal = 0

    Pavilion of Metal:
    + pdef = 7508, mdef = 1192, water+fire+earth = 0

    fire has lower pdef and is weak to metal - good for archers bad for wizards
    metal has high pdef and is weak to water, fire and earth - good for wizards bad for archer

    sure if you have the musclepower you can solo any pavilion no matter what class but if you don't you should use brainpower...
  • KawaiiJen - Heavens Tear
    KawaiiJen - Heavens Tear Posts: 2,461 Arc User
    edited June 2012
    Pavilion of Fire:
    + pdef = 1800, mdef = 1192, metal = 0

    Pavilion of Metal:
    + pdef = 7508, mdef = 1192, water+fire+earth = 0

    fire has lower pdef and is weak to metal - good for archers bad for wizards
    metal has high pdef and is weak to water, fire and earth - good for wizards bad for archer

    sure if you have the musclepower you can solo any pavilion no matter what class but if you don't you should use brainpower...

    lol you're looking purely at the defensive aspect and ignored the offense aspect... We were running full warsongs for quite sometime in just Nirvana / TT99 gear. No R9 or anything -_-.

    The archer can easily kill those metal mobs in less then 15~20 shots. And if you're going for Nirvana 3rd cast or R92R I'm pretty sure your gears not going to be complete ****.
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  • bladerunnerdm
    bladerunnerdm Posts: 145 Arc User
    edited June 2012
    lol you're looking purely at the defensive aspect and ignored the offense aspect... We were running full warsongs for quite sometime in just Nirvana / TT99 gear. No R9 or anything -_-.

    The archer can easily kill those metal mobs in less then 15~20 shots. And if you're going for Nirvana 3rd cast or R92R I'm pretty sure your gears not going to be complete ****.

    so its better for an r9 archer to fight the mobs with 7k pdef instead 2k pdef?

    sometimes it's just easier to admit beeing wrong...
  • KawaiiJen - Heavens Tear
    KawaiiJen - Heavens Tear Posts: 2,461 Arc User
    edited June 2012
    so its better for an r9 archer to fight the mobs with 7k pdef instead 2k pdef?

    sometimes it's just easier to admit beeing wrong...

    Again you're looking purely at the defensive point of it. And ya considering the "R9 archer" can just group them STA and kill them in like 10 shots. that pdef factor is so small and inconsequential. Or would you rather have the arcane class spamming Crab meats and risking charm ticks to kill it?

    You forget to note... Archers have Blazing Arrow buffs ;)
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  • reecboclol
    reecboclol Posts: 21 Arc User
    edited June 2012
    Again you're looking purely at the defensive point of it. And ya considering the "R9 archer" can just group them STA and kill them in like 10 shots. that pdef factor is so small and inconsequential. Or would you rather have the arcane class spamming Crab meats and risking charm ticks to kill it?

    Would lol so much if you mentiond the 66% thing rofl. im stalking you now ijs gonna make a siggy.
  • bladerunnerdm
    bladerunnerdm Posts: 145 Arc User
    edited June 2012
    Again you're looking purely at the defensive point of it. And ya considering the "R9 archer" can just group them STA and kill them in like 10 shots. that pdef factor is so small and inconsequential. Or would you rather have the arcane class spamming Crab meats and risking charm ticks to kill it?

    You forget to note... Archers have Blazing Arrow buffs ;)

    archers can do exactly the same on fire
    wiz can group in metal and db
  • KawaiiJen - Heavens Tear
    KawaiiJen - Heavens Tear Posts: 2,461 Arc User
    edited June 2012
    archers can do exactly the same on fire
    wiz can group in metal and db

    Archers would have to skill spam metal skills to do the same thing on fire. Where as a Cleric could just use theirs... or I don't know the arcane class can just cast spells since the Mdef is lower then the Pdef anyways?

    Can't exactly DB on ranged physical mobs when you also have a hex head chasing you. Please use your braincells you claim to have.
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  • bladerunnerdm
    bladerunnerdm Posts: 145 Arc User
    edited June 2012
    Archers would have to skill spam metal skills to do the same thing on fire. Where as a Cleric could just use theirs... or I don't know the arcane class can just cast spells since the Mdef is lower then the Pdef anyways?

    Can't exactly DB on ranged physical mobs when you also have a hex head chasing you. Please use your braincells you claim to have.

    archers can do exactly the same in fire as they do in metal don't see any difference, both monsters are ranged

    and i agree if you have archer+cleric it's better to send cleric to fire but if you have wiz+cleric or wiz+archer it's definitely better to send the wiz to metal
  • Baalbak - Dreamweaver
    Baalbak - Dreamweaver Posts: 1,624 Arc User
    edited June 2012
    idk...

    I've always done warsong with melees on water/wood/earth

    fire: archer
    metal: mage/psy

    when we first started doing warsongs, it was a mage that was the first toon I ever met that could solo metal - the archer we had with us could not. archers are light armored, thus usually have a pretty even balance of pdef and mdef - therefore should have no issues with the magic damage of fire - and since they will do more damage to them --- it just makes sense to put them on fire pavillion.

    Mages get stone barrier, vanguard spirit, aura of the golden bell... keeping them decently protected against the physical damage of the metal pav mobs, who are most susceptible to the elements a wizard attacks with.
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  • KawaiiJen - Heavens Tear
    KawaiiJen - Heavens Tear Posts: 2,461 Arc User
    edited June 2012
    idk...

    I've always done warsong with melees on water/wood/earth

    fire: archer
    metal: mage/psy

    when we first started doing warsongs, it was a mage that was the first toon I ever met that could solo metal - the archer we had with us could not. archers are light armored, thus usually have a pretty even balance of pdef and mdef - therefore should have no issues with the magic damage of fire - and since they will do more damage to them --- it just makes sense to put them on fire pavillion.

    Mages get stone barrier, vanguard spirit, aura of the golden bell... keeping them decently protected against the physical damage of the metal pav mobs, who are most susceptible to the elements a wizard attacks with.

    You were asking questions about it. And I gave an answer to it. The Blazing Arrow easily will make up the pdef gap since they have no fire resistance. And while yes a wizard will have quite a sufficient amount pdef with demon stone stacked with bell and vanguard, but you can't always depend to have a wizard in your squad. I'm just going with what I saw gave us the best results from doing it for the challenge of it.
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  • Empu - Sanctuary
    Empu - Sanctuary Posts: 1,154 Arc User
    edited June 2012
    The pavilion split is best as following

    Fire - Mage
    Metal - Archer
    Earth Wood and Water - Melee DD (Usually the tank and cleric if tank is barb go to earth)

    I don't see the point of discussion around this. It is the most classic distribution of the pavillions. It doesn't mean there is no other way or that with some specific players another distribution would be preferable.

    For instance, I know a barb who always want to do Wood and a wizard who always wants to do Metal. Sometimes gear forces to another setup, like if you got a r9+12 cleric and a wizard with r8+5, you'll have the cleric defend and the wizard join the barb. I always team up the cleric with the least experienced or weakest geared person, because the barb I usually go with is perfectly capable of defending pavilion on his own.

    Shouldn't turn a general guideline into an unbreakable rule and then look for the flaws... Most important in defending pavilions is simply the habit. I've seen average geared players do way better then full r9s, simply because they got more experience.
  • KawaiiJen - Heavens Tear
    KawaiiJen - Heavens Tear Posts: 2,461 Arc User
    edited June 2012
    I don't see the point of discussion around this. It is the most classic distribution of the pavillions. It doesn't mean there is no other way or that with some specific players another distribution would be preferable.

    For instance, I know a barb who always want to do Wood and a wizard who always wants to do Metal. Sometimes gear forces to another setup, like if you got a r9+12 cleric and a wizard with r8+5, you'll have the cleric defend and the wizard join the barb. I always team up the cleric with the least experienced or weakest geared person, because the barb I usually go with is perfectly capable of defending pavilion on his own.

    Shouldn't turn a general guideline into an unbreakable rule and then look for the flaws... Most important in defending pavilions is simply the habit. I've seen average geared players do way better then full r9s, simply because they got more experience.

    Yes I agree with that, the OP was expressing concern about the changes of warsong. I made a comment and mentioned what I suggested what to use for the set up. My guideline was attacked so I defended it. I think that is a fair and valid reason for us to debate maturely about it. ;p

    I'm not saying other options aren't do-able I was just giving a general reasoning behind mine.
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  • Asterelle - Sanctuary_1381265973
    Asterelle - Sanctuary_1381265973 Posts: 7,881 Arc User
    edited June 2012
    All mobs in warsong have a basic attack (either ranged or melee) and the exact same AI behavior on top of that.

    At 50% HP they have a chance to self buff up to 4 buffs: One of them is the anti aps buff so melee users should skill spam those.

    At <15% HP there is a 50% chance the mob will do a suicide attack: "Let's die together!". Either kill it fast or just walk away. You have like 6 seconds to walk away and the range of the attack is only like 10 meters.

    The hexadhead has a chance to purge you so just continuously kite it.

    With experience pretty much any class can do any pavilion.
    I find player skill to be far more important than their class or even gear. You certainly don't need epic gear to defend pavillions, I've done it in TT90 gear. I've even seen full R9 +11/12 fail repeatedly because they are lousy players.
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  • bladerunnerdm
    bladerunnerdm Posts: 145 Arc User
    edited June 2012
    ...
    My guideline was attacked so I defended it.
    ....

    that makes it sounds like you're right with

    metal - archer
    fire - mage

    but regarding to monster attributes and abilities and class skills:

    metal - mage
    fire - archer

    is more effective than vice versa
  • Empu - Sanctuary
    Empu - Sanctuary Posts: 1,154 Arc User
    edited June 2012
    At 50% HP they have a chance to self buff up to 4 buffs: One of them is the anti aps buff so melee users should skill spam those.

    Maybe you can confirm cause I've been wondering about that. From what I saw, the buffs seem related to pavilion mobs. In water I've seen only the anti-aps buff, while in earth I've seen only a magic def buffs (not really sure about this one though, been a while). I didn't do wood often enough, and never do metal/fire cause my only mage toon sucks. Is it a specific buff per pavilion, or just random buff each time ?
    At <15% HP there is a 50% chance the mob will do a suicide attack: "Let's die together!". Either kill it fast or just walk away. You have like 6 seconds to walk away and the range of the attack is only like 10 meters.

    b:laugh luckily that one never bothers me. I hit hard enough to never have a mob below 15%.