Character report
This death was painful because I was clearing Eruan and was fairly certain I was going to win. I did have to laugh afterwards though because I realized almost immediately what I did wrong.
I had stun and burning shock (which both reduce movement speed) on me, and most of my talents were on cooldown. I used Path of the Sun to get away from the group of mobs I was fighting. This worked great, because moving on the path takes no time regardless of your movement speed. Then I took one step off the path to try to go around the corner. Everything immediately caught up and took multiple turns on me, killing me instantly.
The moral of the story is, be very careful about moving when you have speed debuffs.
YASD: level 50 Shalore Sun Paladin (Insane/RL)
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Re: YASD: level 50 Shalore Sun Paladin (Insane/RL)
So what should you have done?
Re: YASD: level 50 Shalore Sun Paladin (Insane/RL)
Well, that's a hard question. I didn't have a lot of options under the circumstances. If I had waited a few turns after running to the end of the path, the duration of the stuns have been been low enough that I could stall until I got some skills off cooldown. I think my Teleport rune only had 1 turn cooldown from getting disabled by stun.
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- Thalore
- Posts: 172
- Joined: Fri Jul 18, 2014 11:48 am
Re: YASD: level 50 Shalore Sun Paladin (Insane/RL)
Impressive try. Is it eternal guard prodigy worth on insane for sun pally?
Definitely, debuff effects on higher difficulties is really issue. Thats perma stun mobs or ~40 turns disease.
Definitely, debuff effects on higher difficulties is really issue. Thats perma stun mobs or ~40 turns disease.
Re: YASD: level 50 Shalore Sun Paladin (Insane/RL)
I believe that standing in the path of the sun does take turns, so that would not have been an option.Effigy wrote:Well, that's a hard question. I didn't have a lot of options under the circumstances. If I had waited a few turns after running to the end of the path, the duration of the stuns have been been low enough that I could stall until I got some skills off cooldown. I think my Teleport rune only had 1 turn cooldown from getting disabled by stun.
Re: YASD: level 50 Shalore Sun Paladin (Insane/RL)
It's definitely helpful, although it's debatable whether it's the best choice. Draconic Will might be a better option, but it's hard to say.St_ranger_er wrote:Impressive try. Is it eternal guard prodigy worth on insane for sun pally?
Definitely, debuff effects on higher difficulties is really issue. Thats perma stun mobs or ~40 turns disease.
It does. I mean waiting a few turns out, since i had put 8 tiles between myself an the enemies. The stuns had around 4-6 turn duration at the time iirc, so I might have been able to survive long enough to use Teleport. I think because I had roughly -90% movement speed when I took a step, the enemies got 10 free turns on me.Majestix wrote:I believe that standing in the path of the sun does take turns, so that would not have been an option.
The best option, though, would have been to avoid this fight entirely because I didn't really need to do kill these mobs. I tend not to skip things and probably should do so more often.
Re: YASD: level 50 Shalore Sun Paladin (Insane/RL)
Ah yes, I am with you.Effigy wrote:I think because I had roughly -90% movement speed when I took a step, the enemies got 10 free turns on me.
Yes, that's probably the most common mistake on Insane, and the hardest to avoid. It is responsible for about 90% of my deaths after level 10 or so on Insane.Effigy wrote: The best option, though, would have been to avoid this fight entirely because I didn't really need to do kill these mobs. I tend not to skip things and probably should do so more often.