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1

Saturday, June 1st 2013, 5:13am

SW and Flame towers

We are a level 12 Guild with stone walls and 3 processing plants. Our main plant level 5 is where we pull our flame towers during Siege. Our flames just plain don't fear. Never ever, nope, zip. They also come down rather easy. Flames that are maxed level wise. We just don't get it. Wondering if anyone has any ideas?

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2

Saturday, June 1st 2013, 5:20am

try upgrading them after you summon the towers, it works wonders lol
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Saturday, June 1st 2013, 6:33am

You have to click on the Flame Tower and click "Oil Bomb Research" to upgrade them so that they will fear enemies. Its the first option. The second option, building research increases the tower's HP by 10k, which is pretty much just a waste of merits.

And in these days, its natural that Flame Towers get destroyed easily. They were designed for level 55 player attacks lol.
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Saturday, June 1st 2013, 7:39am

Quoted from "ruisen2000;602838"

And in these days, its natural that Flame Towers get destroyed easily. They were designed for level 55 player attacks lol.


Um, no. Flame and Electric Towers, as well as FoTs, Eyes, and Sea Washed Stones, all received an upgrade several months ago. They're level 70 items, as are the Tower Guards.
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5

Saturday, June 1st 2013, 7:55am

Quoted from "Kalvan;602844"

Um, no. Flame and Electric Towers, as well as FoTs, Eyes, and Sea Washed Stones, all received an upgrade several months ago. They're level 70 items, as are the Tower Guards.


And they're still completely oneshottable by any decent dps class xDD
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6

Saturday, June 1st 2013, 8:10am

I can 1 shot them with a t9 wand and ~10k matk.

They updated the level, not the attributes, from my observation.

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7

Saturday, June 1st 2013, 9:18am

Thanks for all the help. Yes we are well aware the flames have to be upgraded, we upgrade the oil burn and building research after placing them. I can understand the high dps attacks taking them out. Just can't understand why they aren't fearing anyone. Could it be the fact we have 3 process plants and 1 is at level 5 and the others are lower levels?? As I stated earlier, we only pull from the level 5 plant. Its driving us nuts.

8

Saturday, June 1st 2013, 10:35am

Quoted from "Ververver;602849"

I can understand the high dps attacks taking them out. Just can't understand why they aren't fearing anyone.


A: They're a Mage with Electrostatic Charge active
B: They're using Magic Immune Food
C: They're using an Aoth Ring
D: They're under the effects of Fearless
E: All of the above
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9

Saturday, June 1st 2013, 4:00pm

Quoted from "Kalvan;602844"

Um, no. Flame and Electric Towers, as well as FoTs, Eyes, and Sea Washed Stones, all received an upgrade several months ago. They're level 70 items, as are the Tower Guards.


Well Kalvan, yes they have supposedly been upgraded but it doesn't work. Guards should be put to level 90, so are flames and electrical. Remove the cast time of FOT/eyes and seawash stones, as soon as you approach them boom, you are caught. When you have them running at super speed they just walk through them and take them all out without being stunned. Seawash don't work btw on casters. Cloakschemer doesn't count here loll.

I can 2 or 3 shot flame or electrical towers on P/S with healer gear on, so ya not upgraded enough. We should have an upgrade on one of the building that increases the bonus to guards and towers, that would be so damn cool ;-)

We place flames and electrics only agains't lower levels, anyone above 75 is just not worth it.

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10

Saturday, June 1st 2013, 7:18pm

Quoted from "zidlef;602866"

Well Kalvan, yes they have supposedly been upgraded but it doesn't work. Guards should be put to level 90, so are flames and electrical. Remove the cast time of FOT/eyes and seawash stones, as soon as you approach them boom, you are caught. When you have them running at super speed they just walk through them and take them all out without being stunned. Seawash don't work btw on casters. Cloakschemer doesn't count here loll.


As mentioned, upgrade the towers to oil bombs that is what makes them fear people.

As for increasing the HP/defense/damage of things in siege that's just a bandaid, good till nect level cap increase, every time they raise level cap they'll have to do it all over again. Each time they raise the hp/defense/damage on them, it raises the minimum level of players who can be effective in siege. If the minimum effective level for players in siege is too high there won't be many new people joining.
For most sieges anyone below 60 is just a farmer or a distraction, not much reason to join if you need to be 70+ to do more than farm

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11

Saturday, June 1st 2013, 8:40pm

Quoted from "refugee;602873"


As for increasing the HP/defense/damage of things in siege that's just a bandaid, good till nect level cap increase, every time they raise level cap they'll have to do it all over again. Each time they raise the hp/defense/damage on them, it raises the minimum level of players who can be effective in siege. If the minimum effective level for players in siege is too high there won't be many new people joining.
For most sieges anyone below 60 is just a farmer or a distraction, not much reason to join if you need to be 70+ to do more than farm


All pretty much true. I have a 69/62 R/M that is reasonably effective, and spends much of his time farming merits (middle area, and is now able to farm tower guards fairly well.) His gear is a mixture of level 55, 60, and 62 items, decently statted. I'm working on getting better stuff for him and, obviously, leveling him even further.

Awhile back, when he was level 64, he was completely unable to kill or even damage defensive towers or items such as treaches or eyes. But once he got to level 68 or 69, he was much better able to damage/kill those defenses. So yes, character level *does* matter, along with upgraded skills. (His main offensive skills are at least level 60--there's just not enough TP available to raise them much more than about 9 levels below his current class level.)

Increasing the amount of defense/damage on defensive items (again), or increasing the level of the tower guards (again) would, as you've said, make lower level characters such as mine less and less useful in siege. It's hard enough to damage or kill a character that's 10 levels above your own, if it's reasonably statted for *it's* level. And I agree that newer characters (not necessarily newer *players* might well be reluctant to join in Siege if they'll be relegated to "support", only being able to farm balloons or tower crystals at the castle. While very useful, there are a limited number of balloons available, and it's my opinion that it's better for one player to work a given side of the castle in order to collect merits and pass them along or set up defenses.

Those defenses may be "1-shottable" by relatively uber-geared players, but they're also valuable in slowing them down until the cavalry arrives to shore up the defense. Sure, it's a bit disenheartening if you've spent time, merits, and crystals to set up those defenses, only to see them taken out. On the other hand, they *do* slow down the opposition and, outside of Fearless or other immunes, Fkame Towers *can* Fear the attackers, while Electric Towers have a chance to disrupt a spellcaster and pop Rogues out of Hide so *they* can be targeted and dealt with.

Leave them as they are for the time being. Bog knows RW left the tower guards and defenses at level 55 for more than two years. They don't need another upgrade quite yet.

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12

Saturday, June 1st 2013, 11:23pm

Hi all... what i would like to see with the siege guard towers is that they are immune to any all all attacks! To take a tower, you would have to work as a group, most of the group to attack the guards to distract them from the tower while one person attempts to take the tower with probably some backup for that person to fend on incoming enemies. This would really make guilds have to work as a team and not just one person run around taking out guards for merits O.O If you are a good enough guild to deal with the guards and the incoming enemy while taking the tower, then you deserve to have it :)
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13

Saturday, June 1st 2013, 11:34pm

Quoted from "zidlef;602866"

Seawash don't work btw on casters.

They do now, from a patch a while ago. I get silenced by them once in a while when I don't see them. But otherwise, yeah they're pretty worthless. The low range and the cast time is not a good combo, and most people can ust take them out long before they do anything.

Quoted from "wneter;602891"

Hi all... what i would like to see with the siege guard towers is that they are immune to any all all attacks! To take a tower, you would have to work as a group, most of the group to attack the guards to distract them from the tower while one person attempts to take the tower with probably some backup for that person to fend on incoming enemies. This would really make guilds have to work as a team and not just one person run around taking out guards for merits O.O If you are a good enough guild to deal with the guards and the incoming enemy while taking the tower, then you deserve to have it :)


Imo, I'd like to see them buff up the guards to be as hard they once were when people did siege as a level 55. Not sure I'd like them immune though, I'd miss my Upgraded Defense 6 in siege without being able to kill guards T_T
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14

Sunday, June 2nd 2013, 3:23am

Quoted from "wneter;602891"

Hi all... what i would like to see with the siege guard towers is that they are immune to any all all attacks! To take a tower, you would have to work as a group, most of the group to attack the guards to distract them from the tower while one person attempts to take the tower with probably some backup for that person to fend on incoming enemies. This would really make guilds have to work as a team and not just one person run around taking out guards for merits O.O If you are a good enough guild to deal with the guards and the incoming enemy while taking the tower, then you deserve to have it :)


Guards make up 90% of the merits farmed in siege. Making them immune would be idiotic, and do nothing except make it take two people to take a tower instead of one.
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15

Sunday, June 2nd 2013, 5:18am

Quoted from "Borella;602909"

Guards make up 90% of the merits farmed in siege. Making them immune would be idiotic, and do nothing except make it take two people to take a tower instead of one.


Definitely not our guilds main source of merits but where the initial herald merits come from. Even if guards were immune there's an easy way even a single any class 4k hp lv55 char could still solo take.


please don't mess with flames/eye/treachs they're our only sandbox elements in like the entire game. We need more stuff like it. Short range crit resist towers etc. Or a class that can put that kind of stuff up in overworld if only for a minute