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Longest Boss Fight?

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Guthammer
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Shadowguarde Sunder Monkey
How would you like to fight a /single/ boss mob for 18 hours...

And then call it quits because you had guildmates getting ill from the fight.

Sometimes I like the idea of a MMO set on hard....But FFXI's take on it is a bit much.

Give me better AI--and a collision detection system so that the reason a mob isn't sticking my caster is that my big arsed shield is in the way...

Some other guild heard about their attempt and tried it themselves. Their estimate was that it would take them 30-35 hours.
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Phalling_Star
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Relentless Raider
I knew there was a reason I quit that game! I played it once upon a time and spent an entire weekend trying to beat this one encounter. I went through one million gil worth of potions and foods and other necessities for it and ended up losing a level and a half. That was the end of that.
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Alinna
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Scout
Okay guys...I know the last shot took eighteen hours, and people were getting ill, so we got replacements.

Now I'm invoking the Last Attempt clause, one more shot, let's go!
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Redfang
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aka Elkheart, aka Challice
quote:
Originally posted by Phalling_Star:
I went through one million gil worth of potions and foods and other necessities for it and ended up losing a level and a half. That was the end of that.




ROFL


Epic fail!
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Toragan
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The not so serious paladin
Makes me remember those hours spent in EQ praying your clerics didn't screw up their heal rotation. While 18 hours is way extreme some of you have no idea how easy WoW is compared to some games out there.;)

I still remember logging in to WoW for the first time. Once I realized that when I died all that happened was I'd have to pay a bit of money I just chuckled.
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Guthammer
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Shadowguarde Sunder Monkey
I never got much passed ToV North--but I don't remember any fights being anywhere near that long.

Though I do remember tanking a duel wielding, double swing, rooted naga (forget the zone) where I was MT--and had +100 point damage shield on me.

The biggest source of damage in the raid was me, via that damage shield (mostly thanks to a twisting bard) at well over 100,000 damage.
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Telumehtar
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TBD Lead
quote:
 Makes me remember those hours spent in EQ praying your clerics didn't screw up their heal rotation. While 18 hours is way extreme some of you have no idea how easy WoW is compared to some games out there.;)



I wouldn't say WOW is easier by any stretch. EQ was not more difficult because it had harsher death penalties. It was more tedious. The mechanics of the fights in WOW in my opinion require more coordination, more judgement, and more tactical awareness than most any of the EQ raids I remember running.

EQ pretty much was nothing but have a beefy tank, lots of Clerics who can do a Complete Heal rotation, and enough DPS to bring down a target.

WOW's initial raiding experience wasn't too much different, but BC changed that dynamic immensely, and from what I'm getting glimpses of in Wrath, it looks like this complexity will be brought to an even higher level.

From a fun perspective, I don't see an 18 hour or even a 30 minute grind style fight as being fun. I do however have a blast with something like Jin'Alai which has 10 people doing this tactical dance managing their way around Fire Bombs, Dragonhawks, and the boss. And that only lasts for around 5 mintues.

I can barely remember the distinction between running raids in the Plane of Hate vs Plane of Fear, vs the Velious city of Giant (Kael I think) save for some architecture. All those zones had me doing pretty much the same thing all the time, and they were by comparison boring to the stuff I do in WOW. Fights like Jin'Alai, Moroes, or even Onyxia will be far more memorable for the various aspects.
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Phalling_Star
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Relentless Raider
quote:
Originally posted by Redfang:
quote:
Originally posted by Phalling_Star:
I went through one million gil worth of potions and foods and other necessities for it and ended up losing a level and a half. That was the end of that.




ROFL


Epic fail!




Obviously you never played that game or if you did you didn't get very far into it. This was fairly typical of the learning curve on some of the more advanced stuff. I just got tired of putting all that effort into it.

I mean, we're talking about a game where the direction you are standing and on which day you are standing that direction can make or break a crafting attempt. And oh yes, crafting could fail and take your most expensive components with it.

If you tried a boss on the wrong in game day then you could be totally screwing yourself too. Trying to take down an earth based boss on earth day was not fun at all. Also when you died you lost 10% of the xp needed for the next level, not 10% of the xp you had.

Heck, even fishing wasn't an innocent laid back sport. You had the chance of fishing up really nasty monsters if you weren't fishing in a city. So sure, maybe in terms of WoW it was an "epic fail" but in terms of FFXI it was more an every day thing.
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Sowien
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Wow thank God I never touched that game. Sounds worse than my IRL job. No thanks.
     
Kraylessa
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Penance Spammer
quote:
Originally posted by Telumehtar:
WOW's initial raiding experience wasn't too much different, but BC changed that dynamic immensely, and from what I'm getting glimpses of in Wrath, it looks like this complexity will be brought to an even higher level.



Uh, what? Maybe a lot of MC didn't require many tactics (though some fights did), but BWL and definitely AQ40 and Naxx were not your classic "tank-and-spanks".
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Guthammer
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Shadowguarde Sunder Monkey
All of which were added later.

MC is a lot like EQ raiding--what I saw of it.

Then again even in 05 EQ was a fairly primitive game.

I can't imagine doing some of WOW fights without the WOW interface and tools.

Does make me wonder if threat meters are harmful to good game play. It does remove a degree of thinking from DPSer's role.
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Kraylessa
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Penance Spammer
quote:
Originally posted by Guthammer:
All of which were added later.

MC is a lot like EQ raiding--what I saw of it.

Then again even in 05 EQ was a fairly primitive game.

I can't imagine doing some of WOW fights without the WOW interface and tools.

Does make me wonder if threat meters are harmful to good game play. It does remove a degree of thinking from DPSer's role.




He said "BC changed the dynamic"... my point was that it was changed LONG before BC ever came out.
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Alisia
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Ready for Winter
Ok, I'm going to show my age here.

The 11-hour Onyxia kill... C'mon people there are still one or two of your who probably remember it. People left because their gear was red, or they were getting sick, tired, etc. But that was a pre-LO (group that would become LO) kill. When Tyg fell asleep I actually took him over and played him for another 4 hours after he'd been in for 3.

As for the raiding without threat meters as dps. I did for all of pre-BC. It was a little different and did affect dps a little negatively. It just made you have to know your tank and how much dps you could do based on your gear. There were tanks you could start at 2-3 sunders and ones you had to wait for 5, it was just something you had to learn. Once salv ALWAYS lasted 15 minutes though, rather than the base 5, it was a lot better. Running MC/Ony without salv was interesting...
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Kavanagh
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Truthiness and the American Way
quote:
Originally posted by Guthammer:
All of which were added later.

MC is a lot like EQ raiding--what I saw of it.

Then again even in 05 EQ was a fairly primitive game.

I can't imagine doing some of WOW fights without the WOW interface and tools.

Does make me wonder if threat meters are harmful to good game play. It does remove a degree of thinking from DPSer's role.



I agree with you to some extent, but honestly, before threat meters, we had some many DPSers pulling aggro that it was easier to just have them use a threat meter then to try and find a DPSer who couldn't manage their threat. DPS meters let "bad" DPSers be good DPSers. Now we know that a DPSer who can't manage their aggro, even with a threat meter, is just a plain very bad DPSer.
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Toragan
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The not so serious paladin
Threat meters don't make anyone a good dpser they just allow a good dpser to achieve the limit of their potential in relation to a given tank.
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