Evil Mir walls.

Raider

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Just a thought, since sins and warriors are pretty much redundant at this boss (apart from the one main warrior that is thrusting), do you think you could move a piece of the wall on each left and right side to another location, maybe behind the boss and allow more than one warrior to thrust? I think this may help other guilds rather than ourselves kill it and also make it more enjoyable for melee to come to the boss.

What do people think of this? Would this be somthing you could consider with the team BH?


/Xele
 

MOJOS

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While you have a valid point its not difficult to kill this boss if your organized and have a few hours to waste. We've killed it with LoM guild a few times and the only thing stopping us from taking out the final stage is people getting fed up of pot running. I would keep it as it is but slightly reduce the time it takes to get there.
 

Raider

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While you have a valid point its not difficult to kill this boss if your organized and have a few hours to waste. We've killed it with LoM guild a few times and the only thing stopping us from taking out the final stage is people getting fed up of pot running. I would keep it as it is but slightly reduce the time it takes to get there.
I doubt you have done stage 5 with your guild, no offence.

/Xele
 

MOJOS

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Sadly you've trolled your own thread and turned a mature conversation in to a flame fest. Why not pull your ego out of your ass and try be more constructive with your thread?

---------- Post Merged at 11:47 AM ---------- Previous Post was at 11:41 AM ----------

Pot runs to kill 1-4 EM? Cute.

Pot runs to kill the first stages then reset and kill again, then go for the higher stages.
 

Carribean

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i think your failing to see how much this would help your guild due to the lack of range, iriseyoufall confirmed you killed 4 level 1 ems
 

MOJOS

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i think your failing to see how much this would help your guild due to the lack of range, iriseyoufall confirmed you killed 4 level 1 ems

Hail! fountain of knowledge

IRise has been on one EM hunt with my former guild. (I can confirm we did NOT kill 4 level 1 EM's)

If you really wanna turn this thread in to trash then may as well lock it now. I thought you wanted to have a constructive conversation on the topic not a troll fest.

---------- Post Merged at 11:57 AM ---------- Previous Post was at 11:51 AM ----------

I'll try and steer your thread back on topic.

Why move the pieces of wall?(which may or may not be a good idea) You still need the people with biggest bag weight to do pot runs. Just get more ranged DPS.

---------- Post Merged at 11:59 AM ---------- Previous Post was at 11:51 AM ----------

Also this thread belongs in the "suggestions" part of the forum.

---------- Post Merged at 12:07 PM ---------- Previous Post was at 11:51 AM ----------

While we're on the topic of EM I also think it shouldn't reset until the final stage has been killed or after X amount of hours. As once the drops are changed this would stop people farming the lower levels.
 
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Raider

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I still disagree that you have done a stage 4+, but feel free to prove me wrong.

Once you kill level 6 EM, it takes 3 hours for the next one to spawn, I think the idea that you can farm lower level EM's anyway as it lets smaller guilds have a chance to get items, unless your killing stage 4-5-6 your not going to get anything mega stuff like blue dark armour, a lot of the higher skills, 40 weps (stage 6 only) , mir items (stage 5 and 6 only). At best off the lower stages (stages 1-3) you will see is some accessories, a chance at some higher books (just not top tier), 30/36 weps, gems, I think as far as drops go a slight tweak is all that is needed.

I still think though that moving 2 of the walls to another location is a good thing, you say that you should use the warriors/sins for pot runs due to bag weight (we do that), but I see things from not just my own class perspective and I can see that they are not enjoying doing this boss at all.

/Xele
 

MOJOS

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It depends on how much BH adjusts the drops for the lower levels. Like I said in my original post I can see your point but if your not short on ranged DPS having the extra space for melee to attack makes it too easy. As far as I'm aware they are planning on removing some of the floors in certain dungeons to make them more accessible. I'm not saying remove lightning cave but make both caves a little smaller to reduce the time it takes to get there and stop it from resetting until it respawns.
 

superscampi

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Doesn't this EM work like official?
no


Do agree that the boss could be changed to make the 2 out of 5 classes be more than just donkeys.
Personally would annoy the **** out of me running there more than once.
 

thedeath

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heh another one of those 'funny' things.
in theory ace/chronicles files are using a bugged EM placement.
(i'm not 100% sure on exact numbers anymore :p)
on official mir (fairly sure any other mir has this aswell), you'll find em spawning on 82:43?
on ace/chronicles he spawns on 82:44.

(note: the client has a different adjustment for his body so it looks like he's on the exact same spot!)
this might seem like a minor difference but:
on official (correct) mir: this leaves with 3 locations where warriors can use thrusting to hit the main 'head' of em.
on ace/chronicles there's only the spot infront of him, side spots dont line up correctly.

on a side note: if more wars could hit em, then wars would do ALOOOOOTTTT more dmg to em then wiz could ever do, and wiz would turn out to be the pot guy :p
 

The NightAngel

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Pot runs to kill 1-4 EM? Cute.

PayPal runs to kill omas? Cute..

Anyone thats going to kill EM already does. Why make it quicker for the ones that already do?

If you do allow 2 more wars then up its HP by x3
More useful wars no extra benefit.. Least they dont have to be mules alone, thats all your asking for, right?
 

blah1233

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PayPal runs to kill omas? Cute..

Anyone thats going to kill EM already does. Why make it quicker for the ones that already do?

If you do allow 2 more wars then up its HP by x3
More useful wars no extra benefit.. Least they dont have to be mules alone, thats all your asking for, right?

you do not need pot runs to kill a 1-6 em. and if you increase EM health then you will be limiting only one guild to kill it making it harder for others
 

Koriban

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Even if you allow this, Assassins are still unable to effectively touch EvilMir with 1/10th of their DPS. This will simply favour warriors - which is unfair on assassins.

Imo EvilMir should be able to be melee hit, but just have more plenty more Health to compensate. This way all classes feel useful at the boss. This is difficult though and as it stands, 1 warr + archers/wizzies/taos is enough to get the job done effectively.

Needs reviewing and testing if it's at all going to be changed.
 

Swampduck

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We have done 5 stages. Like Mojo said, people get fed up of pot running and also not everyone use the bagweight bug like your **** of a guild does.