(click to enlarge)
A spectacular zone featuring some nice zone elements like above average equipment, movable switches that open blocked exits, sentinel mobs that require DOT (damage-over-time) luring, and rooms with multiple mobs that should be killed in certain orders. All of which is wrapped up in a well-stylized environment. Large groups of mid-high level players, or small groups of high-level players, or very small groups of elite end-game players, can make short work of Fort Boyard.
These things all make Fort Boyard a great zone to learn very early in one's Duris career, and an excellent learning mechanism to familiarize prospective zone leaders with very different types of fights and a few advanced zone mechanics. Shortcuts, like dim targets, are revealed pretty quickly after one or two walkthroughs, and there are a few items here and there that people, who are so inclined, might just target to ninja-grab out of the zone without completing the zone in its entirety. (Dragonscale gloves and ruby-lined slippers are a couple of my old favorites that can really compliment a nice set of caster gear very well.)
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