Post by Azherae on 2022-07-06 20:48:14
I'd be very interested to learn about the fight, purely because it'd let me understand the pve pov better. I've got a ton of assumptions of my own, but I feel like some of them might be off base because I haven't really experienced any good mmo pve.I believe that in an Action Combat system, 50% of 16-person groups could defeat a slightly toned down Jormungand. If you are willing to engage in good faith (imo you sometimes are, sometimes not, or sometimes you don't keep the same conversation target in mind that your 'opponent' does), I will explain this fight in more detail and why it may be difficult for some.
The main issue with doing this is that there is in fact quite a lot to explain, some of which requires prior understanding, while not necessarily advancing this conversation.
You could wait a month, you know this will come up again, and at some point, you're gonna get that person who doesn't go 'Uh... well this game is old so it doesn't count!'
At which point, Ice Dragons ahoy!
I would also love to have a real conversation about this sort of thing, but I feel like it's gonna happen one way or another, and it might be better to not have the whole thing here.
Anyways for YOUR most basic understanding, the main framework you'd need to even know what to think about...
The delay between Spells being cast by Jormungand is random but AVERAGES 8 seconds. Paralyze is 'random chance for ability or melee attack to fail', as well as go on CD if it was a special ability. This used to apply to EVERY ABILITY INCLUDING ULT.
Absolute Terror is 'your character is literally frozen and cannot move, be moved, etc, for about 8 seconds'. You still take all damage. If you were mid attack when Terrored, I believe the attack finishes after. This will be super important in combination with...
Spike Flail, which is a special TP Attack response to taking hate from a certain cone behind the dragon while it is on the ground. That's it. Doesn't require anything else other than TP Gauge and normally oneshots all light armored classes. For this dragon specifically, it hits outside of the current alliance with hate. If you are there at all you die.
The area where you fight it is filled with enemies that aggro to spellcasting. Not 'completed spellcasting', the act of spellcasting. They are relatively powerful and must be defeated, but in the end, just adds.
If the weather changes to Blizzard, Jormungand's attacks all become 20% stronger and additional Magic-Aggro Adds appear, these ones being somewhat resistant to physical damage. Their respawn rate is higher.
If the person with hate tries to pull Jormungand away from his preferred spot, the dragon will instead use 'Draw In' which will deposit them right in front of Jormy's face. You can sometimes VERY slowly get him to the EDGE of the area so you don't have to watch your back.
Hate Reset means 'set your hate value to 0'. Which means that whoever was at the highest number above you now has hate.
Blood Weapon is not dependent on TP Gauge and can be activated whenever, because chaos. It causes Jormungand to absorb health equal to damage dealt with standard attack (bites). It has no meaningful effect when the dragon is airborne.