My suggestion is to make an application in Road to Oblivion monsters that are weak to ice, as the map represents fire and the monsters are red, should be weak to ice, as well as Road of Regrets that the map represents ice and are weak in fire. Link to here are weak monsters http://bbb.hidden-street.net/monster/chief-oblivion-guardian Then, in the Big Bang http://global.hidden-street.net/monster/chief-oblivion-guardian Today: http://www.hidden-street.net/gms/monster/chief-oblivion-guardian Think about it a little, the Arch mage F / P have the benefit of training in Road of Regrets, however the Arch mage I / L has no benefit in Temple of Time Srry for bad english.
I like the idea, but it'd take quite a bit of magic to 2 hit them compared to Petris. 80k HP vs 141K HP. Plus the maps are so big, that it would be rather inefficient for arch mages to train there (and there's no safe spot to leech someone at either, nor can you bring non-leeching HS mules like you can in petris.) Ulu is the #1 spot for arch mages. ToT is meant to be a viable alternative training spot for non-mage classes.
I like this idea too after Red Wyvern there just like nothing weak to ice to grind on... Fire Mage got Newties if im right and a mob in ToT. Also the Bishops got Skeles. I wouldnt be Surprised if they wont add a new weakness but i still like the idea
Guess as long as there's no plans to add maker it doesn't hurt. However Ice A/M would have a huge edge hunting for AMC3 if it was added.
I doubt that the final monsters of Temple of Time were designed for Mages to one shot anyway. Every Arch Mage's main goal should be to one shot Petrifighters because their maps has very good spawn and outclasses even one shot Skelegons/Skelosaurus.
These monsters were not designed to kill in 1 hit, but with the elemental damage could kill these in 2 hits. I would like these monsters are weak to ice because the arch mage does not have good places to train with his element, and the arch mage F / P if you have good sites. (Road of Regrets) Clarified that the best place for arch mage is Petri Fighters, but it's also boring train only at that site, like the Bishop they have to train in skeles entire life. I just wish to have alternative sites for training.
There are alternatives as an I/L. You can do Petris, Skeles, or Newts. Good alternatives are out there, perfectly even alternatives are not, and should not be expected.
Here's the issue. FP mages rely on dmg/1-hitting because Meteor Shower does not have a status effect. Blizzard freezes the mobs, so when you hit the oblivions mobs, they dont fight back; therefore making it easier to two hit (and almost as fast as one hitting). FP mage two-hitting is such a pain, that's why we newt because we wont get knocked off. Plus oblivion mobs give more exp than RoR mobs.
Temple of time Road to Oblivion 2 is the best training spot for I/L archmages (even with 2 hit) if you duo with sm1 else, and get hs through fm its better than 1 hit petris imo. if 2 archmages go there and duo, the exp would be even better.
One shot petris gives ~125m exp an hour, do you have a number for Oblivion 2? It could be fun to have a change of scenery
I only like this suggestion because I main a paladin and I got to obliv road 1 and got super pissed when I found out its poison weak not ice weak so that pretty much tanked the whole last part of ToT for Paladins, making our best training spot Road of Regrets. Edit: Find it kinda funny how Paladins train at road of Regrets cause I regret not making a hero.
I honestly think that Road to Oblivion should be the way it's always been. Ice weak. I know this for a fact, because I reached road to oblivion on an I/L pre-bb. My ice strike always did 1.5x damage against them. Even though it's not a training spot, it's still a fault that should be fixed. If I/L AM's expect to finish ToT, we can't expect to finish it with 0.5x damage, then shitty damage through Road to Oblivion (1x). It's kind of cruel once you think about it. So basically, if it's not a training spot, then I don't get what's so hard about a quick formula change in elemental weaknesses. It could even be live-coded it's so simple. It's really simple, just look for the 4 mobs that exist in Road to Oblivion. Then change their elemental weakness formula for ice from 1000 -> 1500 (100% -> 150%). Or I could be wrong. All depends on what the server uses to code.
1) You are just flat out wrong. Road to Oblivion was not, and as such currently is not, Ice weak. You are mistaken, and either forgot the damage values, or played at a point that maybe they did change it. If you're curious you can double check here, I looked it up for you. http://web.archive.org/web/20100301104600/http://global.hidden-street.net/monster/101-150 (NOTE: Webarchives are fairly slow, and looks kind of bad, but it still very clearly shows that they are only poison weak, not ice weak. 2) If you have an interest in clearing ToT for the sake of clearing it, the time investment is really not that high. You get some friends, kill some mobs. It's not a big deal. 3) Normal damage is not "shitty damage". 4) While yes it is likely not difficult for them to make an elemental weakness change, your attitude is poor, and condescending. Our devs deserve more respect than that whining.
From the time I was playing GMS, Oblivion mobs were never weak to Ice, but it does make sense that they would be weak to them. If I calculated the magic for I/L's correctly (125% and 135% multiplier), they can one shot the 2nd map with very funded gear at level 200. You'd need around 1600 magic to do this consistently which, in my opinion, is asking for quite a bit (perfect earring/gloves/wand along with end game equips).
No, no it did not. At least not any time near v.62 Wow, what a horrible argument. Oblivion mobs resist fire. If any mage class is going to have a hard time finishing ToT maps, it's going to be f/p archmages, not i/l. Even then, I'm willing to bet they'll clear it faster than DPS classes will.