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Monster/map/spawn changes - Printable Version

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Monster/map/spawn changes - Phoenix Wright - 2011-07-02

I've noticed that with Chaos, lots of maps have changed, some for the better and some for the worse. Anyone find any good grinding spots?

So far I've found that all the Ant Tunnel maps have a new layout and better spawn. Zombie Lupins got nerfed (smaller map, waaaaay less spawn) and swimming/flying enemies in Aqua Road are grounded and behave like regular monsters. Aqua Road in a pretty decent 55-75 region now.


Monster/map/spawn changes - IPunketOz - 2011-07-02

is there more goby houses now? D: cause they were awesome n they removed em after BB >O> only like 1 goby house per channel map Sad


Monster/map/spawn changes - Phoenix Wright - 2011-07-02

I haven't checked out lower Aqua yet, I'm running around on a 6x DB at the moment.

On a side note, grounded Poopa fish = easier Soul Light hunting


Monster/map/spawn changes - Dark Zero - 2011-07-02

I checked lower ground... its the same ¬¬


Monster/map/spawn changes - Satellite - 2011-07-02

Phoenix Wright Wrote:swimming/flying enemies in Aqua Road are grounded and behave like regular monsters. Aqua Road in a pretty decent 55-75 region now.

NEXON, WHY WOULD YOU DO THIS!

Swimming fishes walking on the ground is like having stirges grounded. Good for the training maybe, but looks really stupid.


Monster/map/spawn changes - Words - 2011-07-02

Satellite Wrote:NEXON, WHY WOULD YOU DO THIS!

Swimming fishes walking on the ground is like having stirges grounded. Good for the training maybe, but looks really stupid.

Easier? way to stop hackers. Instead of having them banned they change the map.


Monster/map/spawn changes - Combattente - 2011-07-02

Satellite Wrote:NEXON, WHY WOULD YOU DO THIS!

Swimming fishes walking on the ground is like having stirges grounded. Good for the training maybe, but looks really stupid.

I totally agree with you.. Tongue


Monster/map/spawn changes - raizoo - 2011-07-02

.... sooo, what happened to the elemental weaknesses at LHC? ┐( ̄ー ̄)┌

Edit for forgetting:
Actually, what happened to the spawn. o-o

Looks like I'll be.... Can I even survive ToT at low 150s?


Monster/map/spawn changes - Sorien - 2011-07-03

raizoo Wrote:.... sooo, what happened to the elemental weaknesses at LHC? ┐( ̄ー ̄)┌

Edit for forgetting:
Actually, what happened to the spawn. o-o

Looks like I'll be.... Can I even survive ToT at low 150s?

I noticed this as well. My Paladin went from hitting 90-110k 3x with each Blast (60-70k without a Hero and BM/MM in the party), to doing 40-60k 3x with each Blast.


Monster/map/spawn changes - Birdie - 2011-07-03

A lot of the sleepwood maps are really good. The first drake map is amazing(i was playing a crossbowman and could just stand in the middle of each plat and jump down then use the teleport to go back top) and can be started at like level 45 or so depending on class and funding. The mobs are lvl 50. I think its the third drake map that is also good, its the one right before you get to the ice maps, its pretty similar to the first map in that you just jump down for 4 platforms and then there is a teleport to the top. Mobs here are lvl 56 and 54 i think. Kargos(60) and Tauromacis(64) both have great maps too. Flat and pretty small, the last map in the dungeon(where 3rd job is) is the best map for tauromacis. However, I'm not sure if either of those could beat out Muddy Banks 3. It was close though, so if you dont like muddy banks or your class is just not suited to that map, try sleepywood.


Monster/map/spawn changes - Phoenix Wright - 2011-07-03

Birdie Wrote:A lot of the sleepwood maps are really good. The first drake map is amazing(i was playing a crossbowman and could just stand in the middle of each plat and jump down then use the teleport to go back top) and can be started at like level 45 or so depending on class and funding. The mobs are lvl 50. I think its the third drake map that is also good, its the one right before you get to the ice maps, its pretty similar to the first map in that you just jump down for 4 platforms and then there is a teleport to the top. Mobs here are lvl 56 and 54 i think. Kargos(60) and Tauromacis(64) both have great maps too. Flat and pretty small, the last map in the dungeon(where 3rd job is) is the best map for tauromacis. However, I'm not sure if either of those could beat out Muddy Banks 3. It was close though, so if you dont like muddy banks or your class is just not suited to that map, try sleepywood.

Don't you have to be level 50 to enter the Ant Tunnel? Or did they change that requirement?

By the way, the Poison Poopa map is pretty great. The regular Poopa one is decent, but has less spawn.


Monster/map/spawn changes - SEAmapler - 2011-07-03

Phoenix Wright Wrote:Don't you have to be level 50 to enter the Ant Tunnel? Or did they change that requirement?
There's no longer any requirement to enter sleepywood


Monster/map/spawn changes - Sorien - 2011-07-03

As SEAmapler stated, there is no longer a level requirement to enter the And Tunnel; however, there is still a level 50 requirement for entering the Cursed Temple where the Balrog resides (both of them).


Monster/map/spawn changes - Five Second Pose - 2011-07-03

They changed a bunch of Korean Folk Town maps, but I doubt anyone cares about those.


Monster/map/spawn changes - Phoenix Wright - 2011-07-03

Rayquaza2233 Wrote:They changed a bunch of Korean Folk Town maps, but I doubt anyone cares about those.

I go to them. I like them all except Hoguls and Blins. Hoguls are bad if you can't guaranteed OHKO them, because they slow you almost instantly after you hit them x.x


Monster/map/spawn changes - ChronosXIII - 2011-07-03

The rocks that fall from the ceiling in the map before Pianus/Doom Flounder don't stun you anymore. However, the ones that fall from its map still do.

Mixed Golems don't seem to crap out pots anymore. I'm getting 1 White Pot every ~30 of them I kill...


Monster/map/spawn changes - Birdie - 2011-07-03

ChronosXIII Wrote:The rocks that fall from the ceiling in the map before Pianus/Doom Flounder don't stun you anymore. However, the ones that fall from its map still do.

Mixed Golems don't seem to crap out pots anymore. I'm getting 1 White Pot every ~30 of them I kill...

They were dropping in stacks or 3/4 for me though, so not as many pots as before, but still more than it seems. I really liked the change.


Monster/map/spawn changes - Shenanigans - 2011-07-03

The aqua road monsters don't look weird staying on the ground, honestly.
And they're pretty good now too. Except Aqua Road itself is sort of in the middle of nowhere.


Monster/map/spawn changes - ChronosXIII - 2011-07-04

So...what does auto-aggro now? Maybe I'm late because I had finals and missed the patch that changed it, but...did all or most monsters lose auto-aggro?

Also noticed, the Ani Raid is now only at the top of the hour (xx:00), instead of xx:00 and xx:30.


Monster/map/spawn changes - Kevin645 - 2011-07-04

Did they nerf the puppeeter map in edelstin?