What monstrosity left this massive shell behind? In the northern reaches of Ravenfell rests a gigantic shell about the size of Tiktaalik residence - and as you can see, it's bigger than the palm trees.
Perhaps there need to be more Taborean geologists to study the sediment and fossils found on our maps. My theory is that maybe Ravenfell was once completely submerged by the sea, as evidenced by the very round and smooth mountains that suggest water wear, and a big aquatic shell wedged between two of those mountains.
My idea is that a huge currently undiscovered sea creature was swimming along between the two mountains (which would have been more like an underwater canyon) and got stuck, eventually expiring and leaving its hollow shell behind. It doesn't seem feasible to expect the primitive Tiktaaliks to have the technology to lift and strategically place a shell of that magnitude in a position that can withstand the elements. The only way to prove (or disprove) my theory is to have Taborean geologists study the sediment layers on the mountains and see what history they may uncover!
Saturday, May 28, 2011
Friday, May 27, 2011
If you're not drunk ladies and gentlemen...
All eyes on me.
Im with the party rock crew
All drinks are free!
We like Ciroc -
We love Patron -
We came to party rock
Everybody, it's on...
Let's go!
Shots shots shots shots shots shots
shots shots shots shots shots
shots shots shots shots shots
Everybody! Everybody!
Youtube for those who don't know this song! ;p
Thursday, May 26, 2011
Hot!
Tuesday, May 24, 2011
Scout QQ, Mage Pew-pew!
The new set of preliminary patch notes had the server in a big debate today. What's going to happen now that scouts will no longer get an attack boost by stacking dexterity, and their arrows no longer completely ignore p.def? There were many players that re-rolled as scouts just for their massive dps capabilities, but little by little the game is starting to show mages a bit more love.
Imo, I think this scout balancing has been a long time coming. No game should be made so that one class rules over the rest, and the way scouts had it, it was almost as if they were favored. But what's going to happen now? Scouts are getting balanced, and mages are getting buffed - great. But running instances like RT Diamond almost forces you to have a full party of high-dps scouts that can drop the bosses in the immunity rotation time frame. And while I believe it's about time mages are getting buffed, I don't think it'll be enough to compensate for the dps lost from scouts in Diamond runs.
Or maybe it will, who knows until we try.
I'm happy to see that most of the mages in our guild stuck it out through Chp3 :] I'm all about balanced groups, and was never a proponent of recruiting and gearing up only scouts. I love the rainbow of names I see on the guild roster! :D
I'm hoping for a HoS-like instance in Chapter4. Take either Khoa or Flaf there and our tanks can basically pull the whole instance and watch them purg everything down to ash. I'm very much considering rolling mage for my third class - I'm hoping to run as a Mage/Knight and try my hand as dps'ing >:]
(Thank you Khoa and Flaf for being my models!)
Monday, May 23, 2011
Sunday, May 22, 2011
The Ancient Dreamland, Part II: Guide
Kalek's Nightmare
HP: 5mil
The only real skill to watch out for is when he encases a player in a light-blue gloop stone. It completely immobilizes you, like the Demon Grasp from the last boss in HoDL, and the bubble cage from Paicha in RT.
Herugrim Dreamlava
HP: 5.5mil
Think of the last boss strategy in DoD. He places a dark cloud on a patch of ground with purple tendrils pulsating through it. Players caught in the dark cloud must move away, as it puts a DoT and slows your casting speed.
Mayvel Nightmaremuse
HP: 4mil
She places a purple skull debuff on a random player, making it so that while the debuffed target it near her, it will heal her. The way to get rid of this is for that player to run to the back of the arena and wait for the debuff to disappear - it only takes a quick moment. Be sure to keep running, because she can teleport you back to her. An unconfirmed strat is to cleanse the debuff off.
Hlethfir Deliriumscribe
HP: 6mil
At certain points he spawns clones of himself, and at that time the real boss is unable to be damaged. The clones must die first - and it's useful to mark the real boss before the fight begins.
Infected Dreamland Guardian
HP: 6.5mil
My memory is still a little hazy on how exactly this boss will react. From what I remember, he spawns un-killable adds that need to be ignored. All dps should only focus on killing the boss, and the healer should be able to out-heal the damage the mobs are doing.
Nightmare Beast Atollop
HP: 7mil
From what I've seen, he does a few things the previous bosses have done. He spawns the dark clouds beneath players like in lv10, and I believe he also spawns adds that cannot be killed. Big dps race here, not sure what happens the longer the fight goes on. Still need to confirm a few things.
Fury of the Defender of the Jungle
Our very first Fury of the Defender of the Jungle drop, and it was OD! We've finally made it to the point where we can farm RT Diamond for gear instead of spending an insane 40mil on that stupid bow from a non-guidlie.
Congratulations, Reactive, on the bow! This makes up for all the previous times your gear has been ninja'd from you :x!
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