2009-02-08, 08:28 PM
I was wondering what level range training spots is more in demand in all versions?
| Poll: What level range training spots should be added int he future? You do not have permission to vote in this poll. |
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| Mobs with levels less than 50 | 2 | 1.14% | |
| 51-60 | 2 | 1.14% | |
| 61-70 | 6 | 3.43% | |
| 71-80 | 13 | 7.43% | |
| 81-90 | 11 | 6.29% | |
| 91-100 | 13 | 7.43% | |
| 100-110 | 16 | 9.14% | |
| 110-120 | 21 | 12.00% | |
| 120+ | 87 | 49.71% | |
| Nothing really. | 4 | 2.29% | |
| Total | 175 vote(s) | 100% | |
| * You voted for this item. | [Show Results] |
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What level range training spots is more in demand?
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2009-02-08, 08:28 PM
I was wondering what level range training spots is more in demand in all versions?
2009-02-08, 08:46 PM
from what I've noticed from the community theres a high demand for 120+, though I'd love to see more 70-90 areas (currently limited to 1-2 decent spots per class) though anything over lvl 70 (CWK part II promised this) would be nice
2009-02-08, 08:53 PM
All versions is kinda pointless...it's too varied.
For GMS only, i'd say 70-120. Yes, all of third job. I only have windraiders (6x-high 7x), cave of pain (8x), typhons (100-11x), gobies (90+), and newties (105+). o_o
2009-02-08, 09:05 PM
Takebacker Wrote:All versions is kinda pointless...it's too varied.That's plenty. On the other hand, how many real 140+ maps are there? None. Mages don't count.
2009-02-08, 09:07 PM
As I get closer to 120, I've started to look up and research potential training spots for my hero to be; and I'm noticing that my options are pretty limited.
I'm willing to be that its the same way for almost all classes across the board. So I'd say spots for the 120+ groups.
2009-02-08, 09:07 PM
Russt Wrote:That's plenty. They used to say having just coolies from 55-80 was plenty. ![]() But really, one good spot for each denomination of 10 levels in the job?
2009-02-08, 09:08 PM
More 4th job training spots. Skelegons are not made for 18x characters to be training on.
Better training spots for higher levels and people will also stop complaining that they need to hug a mage for 2%/hr.
2009-02-08, 09:16 PM
Mages sure as hell do count. They need more variety for 140+ period, around there Newties and Skeles start getting really lame. They are still good, no doubt, but when you have to compete with everyone from lvl 100-200, it's bs. Oh wait, no it's, from level 80-200, cause people like to train places where they don't belong, taking one spawn, and not allowing anyone else to train there, without calling in an army of people that should be training there with you. Then again, Nexon can just release the mini dungeon for Newties, and that'll make things a lot better, but they'd still need something for 160+.
And when did they ever say zombies were enough? People were complaining about that being the last training spot from just months after Orbis's release, up till they had Ludibrium.
2009-02-08, 09:17 PM
100+-120+ easily, everyone is being crammed into 3 different areas for 80+ levels.
Thats currently the longest grind in the game without switching training spots. Theres really no high end content yet aside from Crimson guardians, but those are untrianable for too many classes.
2009-02-08, 09:28 PM
Rayquaza2233 Wrote:I say 71-80, and 110+. Eh windraiders are pretty godly, also they just gave Magatia PQ, all of which is better than what I used to have in 71-80
2009-02-08, 09:45 PM
I think that there are enough training spots for people under level 110-ish.
On that note, time temple please =p
2009-02-08, 09:47 PM
I don't see the point training on a level 120 monster at level 170. There really should be stronger mobs to train on for the higher level people.
2009-02-08, 09:58 PM
Any monster over 120 that's not resistant to every element would be nice for my Paladin >_>
In my exp 1-100 is very well covered. 100-120 is ok for classes that can do Himes/Newties. Maybe it needs more for the other people. :x I just voted 120+ though.
2009-02-08, 10:51 PM
Shinryuji Wrote:B> CWK Mini-dungeon Maps Hopefully those signposts on Lower (and Upper?) Ascent lead to maps with pure spawns of each monster. (Two on Lower Ascent, 1 WR, 1 SB; two on Upper Ascent, 1 FB, 1 NS) I think we can agree 100+ need more training spots with stuff that isn't resistant to everything.
2009-02-08, 11:13 PM
randompeep Wrote:Hopefully those signposts on Lower (and Upper?) Ascent lead to maps with pure spawns of each monster. (Two on Lower Ascent, 1 WR, 1 SB; two on Upper Ascent, 1 FB, 1 NS) i was thinking rooms inside the castle o.o mini-dungeons can solve the density problem more monsters for 120+ are needed
2009-02-08, 11:20 PM
I think 80-10x is pretty bad. You're pretty much either stuck at gobis,himes, or maybe typhons.
At 120+ we got newties, skeles, peak, himes, CWK, and bosses like anego/bigfoot for ranged/some melee classes.
2009-02-08, 11:24 PM
randompeep Wrote:Hopefully those signposts on Lower (and Upper?) Ascent lead to maps with pure spawns of each monster. (Two on Lower Ascent, 1 WR, 1 SB; two on Upper Ascent, 1 FB, 1 NS) I've noticed those too. This is by far the best suggestion i've ever seen to fix the pure spawn thing other than making rooms inside the keep.
2009-02-08, 11:34 PM
Deviant Wrote:Eh windraiders are pretty godly Moreso for ranged classes, they do 800 damage or so to me, I only have 2082 HP. |
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