Warcamp: Difference between revisions
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'''I AM EDITING RIGHT NAO!''' |
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A '''warcamp''' can be located by any member of the [[Guardians of Sunfist]] who has achieved at least the second rank, namely access to the [[Sigil of Location]]. '''Warcamps''' are essentially instanced hunting grounds, filled with only one race of [[Grimswarm]] which spawn randomly near the skill of any character ''inside''. As such, they in principle provide like-level hunting for any character in any area of Elanthia. |
A '''warcamp''' can be located by any member of the [[Guardians of Sunfist]] who has achieved at least the second rank, namely access to the [[Sigil of Location]]. '''Warcamps''' are essentially instanced hunting grounds, filled with only one race of [[Grimswarm]] which spawn randomly near the skill of any character ''inside''. As such, they in principle provide like-level hunting for any character in any area of Elanthia. |
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==Dying Inside== |
==Dying Inside== |
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You get chewed up and spit out. (More later) |
You get chewed up and spit out. (More later) |
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==Teleportation== |
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Do we couple this with the Dying section? |
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The TLTR will be "incoming bad, outgoing good." |
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This also has overlap with strategy. Also known as "set a gold ring." However, this does not seem so different from what might be normal strategy for hunting. But repetition of "common knowledge" which may be less-than-common isn't ever bad on a wiki! We need to think about that! |
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==Etiquette== |
==Etiquette== |
Revision as of 13:15, 1 November 2015
A warcamp can be located by any member of the Guardians of Sunfist who has achieved at least the second rank, namely access to the Sigil of Location. Warcamps are essentially instanced hunting grounds, filled with only one race of Grimswarm which spawn randomly near the skill of any character inside. As such, they in principle provide like-level hunting for any character in any area of Elanthia.
Overview
Once located and opened, a shimmering path will appear, leading into the warcamp. Firstly, there is no entry requirement, such as GoS membership nor in a member's group to enter the camp. Thus, a member of GoS can use the Sigil of Location to open a warcamp for another character, even if the GoS member does not (wish to) enter.
Inside camps, Grimswarm spawn fast. Spawn rate may have some relationship to the character movement through the camp (although this is worth investigating), but especially correlates with encounters with guards who may call the alarm and the number of characters that enter (as standard for spawn rates). Cautious characters are advised to stay near the entry area. The central areas are especially dangerous as they have many rooms feeding them for random movement.
Creatures can spawn of any class, including all basic skills like combat maneuvers and spells. The capabilities of the Grimswarm generally reflect the skill level of their opponents, so the less-skilled Grimswarm are less capable and vice versa. Although they never disarm, most other capabilities can be considered game, such as the devastating Focused Implosion from sorcerer-type Grimswarm. This can make warcamping difficult for pures and squares alike. Pures will be subjected to a barrage of maneuvers which may induce RT, while squares will be easily warded or possibly hit with ball spells. On the other hand, all the creatures crit and stun (even though they usually shake it), which make them easy game for many hunting strategies.
One bottom line is that any character can warcamp. Since the requirements to open camps are minimal, a player could easily make a 'scouting' character to find warcamps for another character in Voln or the Council of Light, even on the same account since the shimmering paths remain open for about five minutes.
Strategy
The ideas covered in this section should be considered a useful guide to add to a character's portfolio to hone their specific tactics. Considering the array of characters, playing styles, and the unprecedented swarms which can be encountered camping (outside invasions), players must devise their own tactics, which may range from simple to complex.
As there are no area dispel effects, characters are encouraged to enter warcamps glowing brighter than a supernova.
Solo hunting and group hunting are definitely not the same thing.
Using Web (118) in a room is a good idea.
Where do we discuss the 'Shroud' and who is going to quantify that horrible crap?
Tasks
For GoS tasks
Loot
It kind of sucks, but there's like 20 boxes per kill in the chest. Keep the keys and all that.
Dying Inside
You get chewed up and spit out. (More later)
Teleportation
Do we couple this with the Dying section?
The TLTR will be "incoming bad, outgoing good."
This also has overlap with strategy. Also known as "set a gold ring." However, this does not seem so different from what might be normal strategy for hunting. But repetition of "common knowledge" which may be less-than-common isn't ever bad on a wiki! We need to think about that!
Etiquette
Don't be a jerk. (More later)