News Archive Forums Roster Members Contact
Month
01 02 03 04 05 06
07 08 09 10 11 12
All
Year
2002 2003 2004 2005 2006
2007 2008 2009 2010 2011
2012 2013 2014 2015 2016
All
Show
Full news Only title

Order
Descent Ascent
Items per Page
1 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40


09.09.2004 The Gates of Discord by Nineveh

In the red corner, still undefeated after 785 encounters serverwide, the warden of the north, the taelosian roadblock, the phonetical impossibility, Pixxt Kretv Kraxt!

As we draw nearer to yet another everquest expansion, I would like to take a brief minute reflecting upon the most recent one, namely the Gates of Discord. Despite the arduous critic it has received, supposedly being the direct cause of Afterlife, Fires of Heaven and similar guilds throwing in their towels, the taelosian continent has definitely had its moments.

Initially, the idea of deeming six trials a necessity for zoning into Kod'Taz were far from trailblazing following the flagging tradition of the Planes of Power. However it seems fairly obvious that several tuning issues were overlooked when you consider the fact that upon release, merely warriors had the ability to tank these trials, and obviously a cleric to keep up with the healing required. An enchanter present would also increase the rate of success, leaving half the group open to the various classes in need of the trial in question.

Once having gained access to Kod'Taz, these necesseties became more evident, in some cases actually depending on two clerics and two warriors for certain single group events in the zone. Though when a guild became eligible for raid events, the first two were quite entertaining, yet the third trial soon became the complete reciprocal. The test of transcendence was far from finished, and who can forget the infamous brawn, intelligence, wisdom messages that supposedly was more than ample information in order to unlock the mysteries of this event.

Uqua sadly became the next bottleneck, far from remotely possible, guilds were oblitterated seconds post of zoning in, and eventually this was the most obvious cause of dismay amongst the users, causing a mass exodus from the game, and continuous praise for the upcoming Blizzard title, World of Warcraft.

Qvic was a rather refreshing change, no initial bugs, and quite an original encounter found in Cynosure. The flaw of this zone though, was the entrance to the next tier, namely Txevu. Endless trains have been endured from various guilds running through this zone at random, on too tight a schedule to engage in a clearing, followed by a coth sequence. Simplicity at best would be merely adding a portal stone at the Qvic zone in, granting access to the zone in area of Txevu, requiring minimal clearing, though with the requirement of having the Cipher of Txevu to operate it on a regular basis.

Inktu'ta was without a quiver of doubt the highlight of the Gates of Discord expansion, original challenging encounters, deeming the tactical aspect of the fight equivalently important to mere damage output. Having said that, the idea of rendering 90% of the raidforce useless against Zun'Muram Tkarish Zyk is far from what makes the required number of 50 people log on for this time consuming encounter.

Our most recent complaint lies within the walls of Tacvi, thus the opening paragraph. For those of you unfamiliar with Pixxt Kretv Kraxt, guilds serverwide have pretty much agreed upon the fact that she is unbeatable until either the release of OoW, or until developers find it in their time to properly tune the final phase of this expansion, a task which unfortunately is far from the topmost priority at this stage of Everquest.

Albeit the negative aspect has been somewhat overwhelming, GoD has most definitely been a challenge unlike any expansion to this date. I must admit that the developers in general have done a top notch job in designing diverse encounters needing more than brute force. The general consensus still stands though, unfinished content has wreathed a most unhappy userbase, and has directly caused a major part of the old school players to
look elsewhere for onling gaming.

Omens of War will be a welcome change to our raiding agenda, and its contents and availability will to a huge extent decide the future of Everquest, though this is merely my personal opinon. Concluding this rant, I would like to mention the fact that I have personally taken over Reffi's most excellent progression page, and have of late been receiving many an email. Hopefully this page will continue to be the primary source of progression data during the exploration of the new expansion as well. The page can be accessed by clicking here




What can only be described as the most variable time clearing as of yet, ended with the slaying of Quarm tonight, concluding the planar progression for Raging Fury.

The first day commenced with barely stumbling through the initial trials. succeeding with what could only have been 30 seconds worth of margin. The first challenge that awaited within phase 4 was Tallon Zek, and despite several premature deaths, we ended up victorious. Vallon Zek proved himself to be the challenge of phase 4 once again and promtply bested the guild three times in a row prior to us calling it a night.

On the second day however, the guild was all but revitalized as Vallon Zek died easily on the first attempt of the day, followed by a swift clearing of what remained in the fourth phase,in other words Terris Thule and Saryrn respectively.

The fifth wave was cleared in record time, Innoruuk fell sans troubles followed by a flawless vanquish of Cazic Thule. The fight against Rallos Zek was reminiscent of our first encounter with the god of war, and the night ended with Bertoxxulous being slain.

Quarm was in other words the sole challenge remaining within the plane of time for our third day, and having merely attempted the beast twice prior to today, expectations were high, tactics new and untested. As the fight endured and the first two heads dissipated, it seemed our tactic was working as intended, and belief that we would actually end up victorious spread throughout the raid force. Though close to 30% our maintank was slain, followed by a brutal genocide from Quarm's remaining duett.

A battle without comparison transpired the last two minutes, and nothing short of pure will and devotion secured the victory as Quarm was slain on the nights first attempt. The following lore was obviously the highlight of the evening, though Citrua, Tingle and Yrgass walked away with a new shoulder, bracer and earring.

Quarm slain Quarm slain

The last challenge within the planes of power has been completed prior to the release of the Lost Dungeons of Norrath, and hopefully there will be new challenges residing within the new expansion.

Quarm slain Quarm slain

Eppels hit Quarm for 235 points of non-melee damag




Page 5 of 6« First<3456>


11 entries