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Monday, April 4, 2011

Fort Boyard

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Fort Boyard, the port-stronghold of Master Boyard... 
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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