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All Posts by Monstre0auS

All Posts by Monstre0auS

3 Pages 1 2 3 »
46 posts found

I believe this should be step 5, and going forward should become a basic principle for all games involving any form of advanced economics in the games build:


If you look at the actual stock market, or the reserve banks of any nation around the world then you'll know that one of the reasons why this sort of money exploitation doesn't occur in finances is because there is someone keeping a close tab on how M1 through to M5 is properly handled and managed.

For example: recently there was a case in the USA where a former funds manager for G&S was found to have exceeded his 'risk license' and made approximately $6billion for his company. The reasons for this aside, the outcome of the investigation found him jailed for 30 years, and the money he raised consequently seized by the government.

There are checks and balances on real life money observed by economists. Why isn't this a principle in games where real life money can be exploited or abused?

Yeah... If I could have access to Defiance right now, that'd be great...

'Cept, I patched the game last night and felt like I'd be ready for launch day or (prayed for it) early access... Come home from work, open the Defiance launcher again and BAM! 9 hours of download!



With graphics being what they are nowadays, it would be nice if Blizz revisited the idea of Starcraft: Ghost...

That would've been a promising screen grab...

Originally posted by sapphen
If they added raids, I would prefer they waited a few months after release.  Take their time with it, see who their playerbase is and what they want.

I agree with Sapphen,


If they do add raids to this game, I hope that they take time to ensure that they add something unique and within the design elements that players are after.

They are making FPV an element in this game, I'd like to see any raiding content that they add actually benefit from that in some degree as well.

I would love to see some werekin, either lupine, feline, reptilia, etc.

Why not have other choices as well, demonic, fae folk, undead, or even ancients!

Antideluvians and such?

One day I'm going to make an animated short of a bird taking a crap on a computer, title it, "Poor Game: the story of the state of MMO's decline since 06'", pay to advertise it as one of the most anticipated short films of our lifetime and profit.

I have argued in this thread regarding reasons why the way TESO was being developed initially with faction lock made sense (relating to real life history, current war situations [The current Korean peninsula climate for instance] etc), I even posted in another thread of similar popularity a means to an end in removing the factional boundaries (invisible walls) by allowing for political and espionage questing: one thing I did not expect to see happen however was ZoS making a concession in allowing for total world exploration within your own faction, albeit at level 50. When I did read that this was indeed happening I was honestly, rather pissed.


The following is an excerpt from another forum thread "Will the real ESO please stand-up?", written by myself and posted here so some people can understand why I have been so uncharacteristically silent from this debate.


"It wasn't the fact that there were people on this forum claiming a David vs. Goliath victory over the Devs/ZoS (although, Caliburn101, Sapphen- at one stage I believed this was the cause of my frustration, I took time away from this subject to avoid any emotionally charged, inflammatory remarks, as I know you both prefer proper discourse).


It wasn't the fact that I foresaw the opportunity for ZoS to 'pin the blame' on the community at large, stating They 'gave Us what we wanted' on any loss of momentum in delivering a final product, or if in giving a concession to ease the fans ruined aspects of lore or gameplay, ie: "You wanted to be able to travel to that faction, now you're complaining that it's ruining immersion, it's YOUR fault".


No, in the end, the thing that annoyed me most about this sudden abrupt change to the design of the game, in allowing people to cross borders and now potentially being able to form cross faction groups, is that when I read up on this game several months ago; NONE OF THAT was the established design of the game. There was no concession, there was no cross faction grouping, this has all come so suddenly that it's conflicting with what I was excited for..


I actually got excited at the prospect of being in a faction at war. I didn't even care for the PvP element, I'm a PvE'r at heart, and I've never played DAoC-- I was genuinely looking forward to the way they portrayed a world embroiled in mass conflict, the way that your race would interact with oppossing races (espionage, internment camps, etc), the way that your race played politics within it's own faction to vie for outright faction control. That potential for political intrigue piqued my curiosity and had me semi-hooked at a glance. Now when I look at the game, I have to remind myself to forget that this was an element to begin with.


I'm all for studios making a design decision to allow for form to follow function: but when it's done at the 11th hour as a form of appeasement to the loyalists, I can't help but reach for the stress ball hoping, that the implementation is as well thought out as the decision to listen to the fans."


Personally, I think ZoS has to rework their homepage to correct any conflicting lore and gameplay information that is on there, add an addendum to any articles that cannot be re-worked clarifying the changes and why they have been made, finally and this is the most important point in consideration, make a guarantee that this decision although potentially spurred on by the loyalist fans of the TES IP, will still be their responsibility to own upto, if the gameplay they deliver is subpar. They made a decision to concede elements of gameplay and make the changes. The onus should remain on Them to ensure it's delivered to the standard we expect, that We do not become a scapegoat for mediocrity. I think everyone should agree on that.


And that's my $0.02.

I have argued for group Two before on several posts in this forum, and once even argued a means to an end for group One working (I'm talking the revised group one, not the OP's group One); and when the news of the concession from ZoS came I took a -LONG- breather away from anything related to discussing this game on the forums to allowed myself time to evaluate the reason why I was so adamant, that given the concession ZoS was going to allow, I was personally frustrated with it.


It wasn't the fact that there were people on this forum claiming a David vs. Goliath victory over the Devs/ZoS (although, Caliburn101, Sapphen- at one stage I believed this was the cause of my frustration, I took time away from this subject to avoid any emotionally charged, inflammatory remarks, as I know you both prefer proper discourse).


It wasn't the fact that I foresaw the opportunity for ZoS to 'pin the blame' on the community at large, stating They 'gave Us what we wanted' on any loss of momentum in delivering a final product, or if in giving a concession to ease the fans ruined aspects of lore or gameplay, ie: "You wanted to be able to travel to that faction, now you're complaining that it's ruining immersion, it's YOUR fault".


No, in the end, the thing that annoyed me most about this sudden abrupt change to the design of the game, in allowing people to cross borders and now potentially being able to form cross faction groups, is that when I read up on this game several months ago; NONE OF THAT was the established design of the game. There was no concession, there was no cross faction grouping, this has all come so suddenly that it's conflicting with what I was excited for..


I actually got excited at the prospect of being in a faction at war. I didn't even care for the PvP element, I'm a PvE'r at heart, and I've never played DAoC-- I was genuinely looking forward to the way they portrayed a world embroiled in mass conflict, the way that your race would interact with oppossing races (espionage, internment camps, etc), the way that your race played politics within it's own faction to vie for outright faction control. That potential for political intrigue piqued my curiosity and had me semi-hooked at a glance. Now when I look at the game, I have to remind myself to forget that this was an element to begin with.


I'm all for studios making a design decision to allow for form to follow function: but when it's done at the 11th hour as a form of appeasement to the loyalists, I can't help but reach for the stress ball hoping, that the implementation is as well thought out as the decision to listen to the fans.

I'm surprised no one has mentioned the fact that the AH's had to have hot fixes twice to resolve issues of Gold duping and Item duping...

I can clearly remember reading an article regarding both these issues not long after the games launch and that the AH's in D3 were both temporarily 'suspended' in the first month of release due to these very issues.

The reason I stopped playing D3, was I preferred to play the Barbarian. Finding gear for myself that made my character viable to survive the highest difficulties became too much of a drag where compared to all my mates' Demon Hunters standing back going 'pew pew' with their glass cannon builds I just felt, as far as a being a muscle bound brute force of nature went, I was too akin to a gentle breeze.

The game lost it's sense of epicness. The characters began to lose their majesty and power. And that's when D3 lost my mates and I as players.

Originally posted by Lokero
Originally posted by JasonJ
Originally posted by Lokero
Originally posted by JasonJ

I would really like to know by what they mean by opening another realm to explore at 50...just explore? Will there be quests? Are we an enemy combatant to the citites in that realm?

While it still sucks to be locked into a realm just by race choice when it comes to RPing it would at least suck less if the other realms have quests in them to do...

The way it was presented in the article, it sounded to me like it will just be an instanced version of the other realm's zones with only your teammates populating it.

So if you are in Enemy Zone A, you aren't actually in Enemy Zone A, but in Enemy Zone A+(populated by players of your own faction only).

 IF that is the case, it changes nothing about the closed off realms bit that pissed so many people off. Still boggles the mind they chose to bring back the one thing that only a couple other games had, all made by the same people on top of it. Its a design few players know about or even want.

Well, I'm just going by the way I interpreted that article.  It sounded to me like, after completing your storylines(in your own realm), some new phased version of those zones would become available with continuing quests(again, for your faction only).  Someone else may have more knowledge about how that works, I'm just trying to read between the lines.

At any rate, it all screams of phasing and segregation to me.  I don't think it means you are going to be running around with the opposing factions in their own zones.  So, really, I don't see it as anything having changed much.  Hopefully, there'll be some further detail explaining what they meant exactly.

The thing I'm worried about, now that the forums have had their way and the world has 'opened up', is what content is in these new areas that remains true to the original design of the game? Great, I can be a Nord running around in the Aldmeri Dominion, but does that mean the Altmer are going to be buddy buddy with me and pay me to go do something for them, when my faction is tearing their's apart in Cyrodiil? I personally argued for the locked realms, simply because in a perpetual state of war, I didn't want to see my enemies brother waltzing through my lands as I wrung my enemies neck.

But if my guild and I get instanced into another factions' lands, what's going to be in them? Is that faction going to be there, giving us things to do? I mentioned in one of the most heated debates on this matter that giving the pvp player base the ability to spy on the enemies would be a great way to resolve this issue, but is that whats being developed? The ability to influence the battle for Cyrodiil by invasion or subterfuge?

I will only feel comfortable with this development, if I can hear from a developer at ZoS that this was the way they intended the game to be since it's inception, and that it's not something they've tacked on last minute to appease a bunch of whingers who wanted 'full exploration'.

Otherwise, this new development makes me feel as though, if this game goes to sh!t because of this, we've only got ourselves to blame, and ZoS can turn around stating, 'We gave the playerbase what they wanted, and that was a big mistake'.

I signed up for the NA beta event but as of yet, have not received a beta key, and when I sign into the account, it doesn't state or specify how to check on your account status on the beta.


I hate SoE for their annoying page layout, but I hate them even more for making me want to play this to the point I'm checking emails every hour to see if anything has changed. ~.~

Originally posted by VaultFairy
According to my account, my chance for a beta key is low.

How did you check that?! I hate the SoE Dragon's Prophet page, I can't access the information I am after!

Originally posted by KaosProphet
Originally posted by Caliburn101

I for one try to avoid putting words in mouths of others, describing the unuttered thoughts in their heads or ascribing characteristics to them that THEY haven't made abundantly clear.

As far as the colour coding is concerned - I asked Nanfoodle not to do it again because I and others find it irritating to the eye - I made damn sure I didn't state what I thought of the psychological make-up of the kind of person who feels a desire to do it...


"It draws attention to be sure - which is presumably what you want them to do - but it does smack of style over substance...

... in a BIG way..."


Being outside your head, it's really hard not to interpret those sentences as having done exactly what you say you're trying to avoid. 

I don't question your intent.  Merely your execution. 

I concur with KaosProphet; what you're saying has an implied context of superiority to those your saying it to. Every time I've read one of your posts in the later part of this thread, with a predefined writing style yet always an overbearing sense of egotistic elitism, I couldn't help but voice it in the style that Rygard49 gave a description to.

Again, I'm not questioning your intent, but I'll be damned if your execution didn't smack of backhanded dasterdliness.

Hello all,

My friend and I have recently been following this on the website and with the announcement of the beta on the 19/3, I would be greatly interested to know if anyone on these forums has received a beta key! A private reply or simply responding to this thread would be most -greatly- appreciated!


Originally posted by goosie
Originally posted by Asm0deus

The only critical evidence givin here is that, "it has been done like this in older games so that how it should be" even though not all older games did it that way.

I've explained mechanically how it ties in with the concept of risk vs reward, the real physics of combat in generating kinetic energy for melee, refuted all the ignorant comments about Tera combat (yet they keep popping up because reading comprehension is hard), and showed evidence that rooted combat has been part of the industry's action combat genre's bread and butter mechanic since the heydays.

In spite of that, you have nothing to show in defense other than "it's my preference".

So name those awesome action combat games from the DOS era, otherwise as far as I'm concerned, you have nothing to back up your (misinformed) opinion and just feel like dragging the argument on because you want to get the last word in with cheap jabs.

RED: Goosie, I'm gon' take a cheap jab -- You've echoed everything I've said in this thread since almost it's induction, so here goes; 'Oh, your action combat is based on an archaic rooted mechanic, and I suppose your computer is powered by coal and steam?'

I'm in staunch opposition to people spreading misinformation, but I also believe that dissemination of this misinformation by people who are jilted or biased is no more a crime then the lack of will or desire to read the entire argument by the lazy. Let the Asm0deus's of the world continue to believe in their approach to gaming solipsism. You are welcome in my imaginary tavern for a well deserved beer.

Originally posted by HorrorScope
Originally posted by Monstre0auS

Okay, for this, first I'm going to start with the blue...

You're obviously trolling with that comment, as the game immediately tells you after you begin playing that it can be turned of with a single press of the 'z' button. It literally has a 'Z' on screen next to this text about the size of an average mans thumbnail. So I do not understand your complaint. If you don't like a fly-by-wire glowing trail of breadcrumbs, turn it off... I remember when I played PnP WoD VtM (ACRONYMS! >,< HAXOR) there was a background called Benefactor, which meant the GM could tell you hints whenever he felt you needed one in game... I like to think of a game with glowing breadcrumbs a benefactor, giving you a hint when you really need it, but something you can turn off (or silence with a coke & bourban) when you don't. And let's not forget, that one of WoW's most downloaded addons from was actually this very thing, a quest organiser, designed to show you were to go to finish your quests in order,  so popular, that Blizz built one of their own into their game...

GW3EN? I was never able to get into DDO when it launched. I got into it just after they announced the expansion Denizens of the Underdark and played it with my then flatmate. Our thoughts were, 'Wow! We have so much choice for our classes!' which soon turned into, 'Hey, I got told if I wanted my rogue to do more damage, I should've taken this feat, gotta reroll', which became 'Hey, I paid for that pack that allows you to start your adventures at level 10 instead of level 1 because I'm sick of rerolling noobs whenever I do something wrong', which led us to, 'Man, f*** this, we're in a level 20 raid/dungeon, and everyone is almost identical and zerging these bloody giant mesphits, I'm out.'

Point is, given all the unlimited options you were in DDO, people still theorycrafted the sh!t out of it. Given the paths of least effort for maximum reward, the community chose the same damn path, each and every time.


Neverwinter will probably be like that... But atleast it'll be like that, differently. I think...



Your two replies here are interesting to me.

About the "golden trail" imo it sucks, the game is already pretty linear, we'll just take it to 100!, by giving you the path. But you are ok with this as an option.

Then you talk about DDO's awesome character building (I agree) but you are then told what cookie cutter you have to play with.

The deal I'm getting at is you were running DDO with PUG's based on "you have to do this or else", well those same PUG's are going to dictate to us that we will need to run with the golden trail on, because someone in the PUG will and you'll have to follow suit to keep up. Like in DDO, you are forced to do it. No golden trail, no issue, no one ever even asked for this anyway.

Cryptic is possibly turning into the Lisa Lapanelli of MMO makers, they are screwing themselves to the bottom. How much dumber do things have to be? It's like they are trying to find out how little they could possibly do and still make bank. Instead of raising their game, they lower it. There are seveal things in this game which are lighter then already questionable efforts.

That all said... it does have a nice ARPG combat model to it. I'll at least play it to some point.


RED: The reason I am okay with this option is because it is just that, optional. The game isn't forcing you to hold it's hand, as we've already read or experienced, the game is linear enough without it. But the game is giving you the option of taking a hint when your stuck, and up front tells you how to turn it off. What's not to appreciate about that? I guess because I look at the mechanism as a bit larger then myself I can see it's value, because if my younger nephews (ages ranging from 10-5) were to play this game, I would want to be able to tell them, 'if your stuck, hit this button and the game will help you find what you need'.

YELLOW: No, we weren't actually running with PUGs, that was a guild run. My friend and I joined a guild and it was literally a case of there being five or six different builds throughout the entirety of the guild. My personal favourite character out of 3ed D&D was the high crit Kukri Rogue, I would make the character, get about level 10, someone from the guild told me that a certain feat actually plays out better in D&D online then PnP, and said I should reroll before it got too late. So I did, then as I was levelling, I was informed that Kukris don't drop as often as Falchions in high end loot, and that for better damage I should've been speccing that, told to reroll, so I did. Then when my friend and I had levelled to a point we could run a high end instance with our guild, we realised that by doing so, we had made ourselves amazingly redundant, as everyone simply zerged the content, and there was no need for actual D&D roleplay or even fun.

BLUE: Now your saying that those same PUGs will dictate to us our gameplay, following the path of least resistance because that's what they're doing; I guess you missed the part where my friend and I quit playing DDO due to the fact that this was so rampant? We didn't want to become a part of that establishment, so we didn't. There is freewill in gaming, you choose what you want to do, how you want to play. In regards to this issue, it's simply a matter of choosing to hit the button 'z' or not.

Edit for Green: I -really- wanted to emphasis the fact that this mechanic is OPTIONAL!

Originally posted by jtcgs
Originally posted by Nanfoodle
Originally posted by sapphen
Originally posted by Nanfoodle

Do you not see they have 3 sets of fans to deal with...

1. MMO fans who will want one of the winning models we have come to know and love over the past 15 years and games with PvP in them tend to make more money and the fact its a TES games is not what decides if they will play this game.

2. TES fans who like to explore and do so without getting attcked by players because thats not in their game they play now.

3. MMO fans who are TES fans as well, who will nit pick this game to death to try and make it fit their vision.

So what MMO model that will make them the most money and let the people from box 2 still live in the same pool as everyone else and not hate eachother? Because no MMO that wants to make it, plans on making money just from current MMO fans, they hope to make new MMO fans. 4 Maps, 1 for PvP, 1 for each faction is one that can make group 1 and 2 very happy. Group 3 will never be happy, so why try? There is always going to be people from group 3 upset no matter what way ya do it.

As suggested in this thread having one open world with PvP everywhere, one open world where you can chose to flag PvP (lots of jurks know how to force you to flag so they can kill you, just stand next to you killing NPCs and one AE spell and you get to kill them, one of many ways to do that) all this would make most players from pool 2 not happy as a new fan and that would make this game a fail. IMO ESO did the right model for the game. We from pool 3 here on this forum are only one third of the target but we think we should be 80% of what decides what goes where. Look at the poll we win!!!!! LOL Noooo sorry. 

I think they hit the nail on the head for this game with what model they picked and its one on many a MMO forum we PvP fans have been asking for, over and over again. Every new 2 faction game that comes out, lots of us keep saying... "Needs a 3rd faction. Pls look back to DAoC they did it right!!!" I think this will pull lots of people from pool 1 as well.

If they try and follow the 3rd pool, we will have a new game every week!!!! 

4. DAoC fans who will take things out of context to try and defend their little nugget of happiness.

5. Suckers who blindly flock to the next big MMO and throw money at it until they've filled the hole in their meaningless lives.

Seriously, some of you're descriptions sound about as retarded as 4 & 5.  TES fans do not want the game designed to our vision but we want ESO to be in TES' vision.  I am only speaking my mind about what defines TES for me.

What does this have to do with my right to make a judgement on ESO with the information we have so far?

Long way of saying, your and my input mean very little. ESO devs have spent a lot of time working out what model will get them the most money and make the game that will net them the most fans.

 No, they did not.

Picking the DaoC model is not going to net you the most money or fans. DaoC was the 4th most popular MMO of its time behind EQ1, UO and SWG.

UO and SWG had OPEN WORLDS, EQ1 had OPEN FACTIONS. DaoC was so UNPOPULAR with its PvP that how many games copied its closed factions area build? Well? HOW MANY? Where are the millions of players that long for segregation? There arent.

Yeah...they chose to make TESO this way because they DONT KNOW HOW TO MAKE IT ANY OTHER WAY...not even Raph Koster and his BS ideas were so limited that he made every MMO he worked on the SAME WAY. Just what we need, another MMO made by people that cant come up with new ideas right...

The model that is going to net you the most money and fans is to make the game as close to the IP as possible with an world, open factions and the ability to PvP, NO I DID NOT SAY FFA PVP. A war is only a war if it can be on your front doorstep, not in some magical neverland behind an invisible wall.

Red: Really? I had this argument with you in another post. A war does not have to be on your front doorstep in order for it to exist. Australia in WWI never had threat of invasion, yet we went to war. In WWII, Australia was bombed in Darwin (the NORTHERN MOST tip of Australia, closest to our neighbours) long after we were already in Europe fighting. If a war is at your front doorstep, it doesn't mean it wasn't being waged beforehand, in some magical neverland behind an invisible wall (which describes censorship and properganda throughtout wars in history btw), it just means your now seriously close to losing that war.

Blue: Give the dev team at Zenimax some credit. If they truly didn't know any other way to make it other than to clone DAoC, then why didn't they simply chose to clone another game more successful? As you've so clearly demonstrated, DAoC was actually the 4th most popular title from that era to chose from.

They made a design decision that would fit in with lore that was sort of already pre-established (atleast that's the jist of what I've read from media and other forums), you know, like a plausability of history? If that history stated that Russians couldn't freely walk through Germany during WWII, then why would we expect the Altmer to be waltzing unaccosted through Skyrim?

The answer is, because that's what you want the lore to be, and that my friend is a very subjective interprepation of TES history.

Originally posted by TsaboHavoc
Originally posted by Monstre0auS
Originally posted by TsaboHavoc

this is only proof of the FPS players invading the mmorpg genre and slowly taking out the RPG aspect.

Ppl that dont have a effing clue about D&D.

In D&D in order to a mage cast a spell he needs to be concentrate  while making certain hand gestures and movements allied with words with perfection for the spell work. IT s NOT A FART OR A BURP its a SPELL with spetacular effects.

u adhd kids and ur twich combat, go play COD with retarded kids where u belong.

RED: I hate to argue with you, as I did in fact argue the same point earlier in thread (using magicians from fantasy novels as inspiration), but in 3ed and 3.5ed there were feats mages could take that allowed them to cast spells without gestures, sound, reagents or even removed cast times! - The one thing that rings true is that the magician had to be able to concentrate still, so this could barely be pulled off whilst on the run from a fireball, or if you were knocked out...

However, in the same edition, certain rituals and crafting attempts for example required several hours of concentration! Meaning that wizards who flapped a butt cheek to fart would ruin that attempt! So yes, there were exceptions to your rule, but ultimately in terms of storytelling, you are correct.

correct me if im wrong, but these feats are cumulative for a single spell?

if memory does not fail me u can cast a fireball without reagents or without gestures or without sound,  but not all of them in a single spell.

You are indeed correct and I apologise for having not made it clearer in my post. You could cast spells without needing vocalisation, you could cast spells without the gestures, you could cast spells without reagents, but only a DM could do all of this at the same time!

I was going to diatribe about simplicity and people either being able to see a valid argument, or their inability to accept it but I'll not engage complicity in mud-flinging. Instead I'll say this.

I am a fan of multi-coloured replies, as it makes it easy to break down arguments and whether or not the response is related to it. If anyone bashes on this style, they'll have me to deal with!

As for colours tasting like rainbows, Skittles b***h... (Jokes )

I think experienced mmorpg'rs have posted what I am going to post: The Trinity isn't necessarily broken, it just needs a decent review. It needs to evolve.

Why is a tank purely a class which wears the heaviest armour that can shout the loudest?

Why does a healer have to stand at the back of the skirmish flinging heals at everyone else in the midst of combat?

Why does the dps feel as though they're never responsible for anything!? (Jokes...)

Seriously, why does a striker think they're role only has to be about dps?!

I hate mentioning this, but back when I raided in WoW, in WotLK, Icecrown Citadel, there was a fight against a boss which required a Hunter to off-tank. Back in BC, there was a fight which required a Lock to main-tank. Beautiful examples of what can be done with the trinity if implemented correctly. Even in TSW there was a fight (in Egypt, forget the mobs name now) where two of the dps (preferbly you had two ranged for this) had to dps the boss down as it crossed a bridge, the healer simply had to keep the tank and the other dps alive to break open gates and kill adds. Awesomely different combat style!

My solution would be to develop the roles more, flesh out their potential so that players don't only see a tank as a meat shield, or a cleric as a healbot (Neverwinter is doing a nice job of this, despite it's negative press), give them a chance to kill something themselves! Allow your strikers the chance to kite, interrupt, stun, confuse, sleep, entangle, or even grease your enemies!

Controlling a fight effectively is more important then being great at taking a hit, ask any boxer!

So what I would like to see? A fight where a rogue in leather armour all squishy as he is takes advantage of a mages illusion to slip behind an undead boss and slice it's achillies heal! When the boss is slowed or brought to it's knees, a ranged striker takes advantage by shooting a roped arrow over the boss which is then required by your big heavies to bring to the ground, the healer then get's the chance to consecrate the monstrosity dealing massive damage!

Mix things up and gaming will be fine. After all, it's the tree that does not branch that hides rot within.

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