I'm wondering, how long it must take NCsoft to fix their AI?
More than a month ago, before one of the minor patches broke something in Kartia, I was able to finish the instance (lvl 90 solo) in less than 35 minutes.
Lately I completed it twice and each time it took exactly 1 hour, because I ended up with only 2 npc out of 4, and the next attempts failed for the following reasons:
1. The archer always gets lost after finishing the first room.
Once he got stuck in the door when it closed on him. Next time he was standing in the corner in the corridor between the two rooms, and never followed the rest of the team. And all the other times he just went out of sight (most likely, stayed in the first room behind the door).
2. The healer stops healing one of the npc in the last room. The warrior died twice because of that, as if she hated to heal him for some reason.
3. Every time the healer starts planting the Tree of Life, it means it's time to quaff a life elixir or (when it's on cooldown) time to die, because she won't be casting any heals for half a minute.
I have no idea why the developers decided to implement that, as the tree is totally useless (in most cases, even when I survive its untimely appearance, I miss its healing effect anyway).
4. The way the tank uses his hate skill has been already discussed. I'd only like to add that after losing the damage dealing npc (as the archer gets lost and the warrior dies) the process of boss killing becomes ridiculously slow and boring: you have to keep running in circles while the npc captain keeps stubbornly chasing the boss, neither hitting him nor using his Hate skill.
And once I had to tank both the final boss and the dimensional watcher while the whole npc team was just chilling around.
5. The prisoners all die almost every time, no matter how fast I finish the first 6 stages in the first room. Is there a reliable way to save at least a couple of them?
I know some classes are able to save them by healing them or dragging out of the danger area; so, what about the rest?
6. It's odd that according to the game design (as of GoD) we are supposed to hunt mobs within 2 levels only, while the mobs in Kartia are pink at 90 (I guess they are lvl 93).
I don't get it: if the developers are so concerned about proper level ranges that they implemented severe damage penalties (done or received when you try to kill a mob of improper level), why won't they adjust the mobs' level accordingly?
Same can be said about some of the new quests that force us to beat pink mobs, there's certainly something wrong with it. Moreover, once you are 2 levels higher than the mobs and they finally become green to you (i.e. a bit easier to kill) you can't enter the instance or take the quest anymore. So, why do they force us to xp on white mobs only yet offer pink mobs for quests and instances?
The NPC are better now (at least they fight again), but they are still stupid. But I want to add that I NEVER saw the npc healer plant a tree of life. Maybe she only does that for specific player classes? I am doing the 90 kartia on my ISS.
Also I noticed that the "killer beam" which kills the prisoners appears pretty regularly (one on stage 1 and 2, then 2 on each of the other stages except for stage 7), but on some runs you get LESS beams (e.g. I did a kartia run before during which there were none on stage 6, so at least two of the prisoners would have survived even without me healing at all). So I guess if you can't heal the prisoners, you need to just get lucky.
I always send archer to town cause he tend to go awol
Summoner seems to have been fixed to the point that she keeps warping around, prolly to keep summons in same room.. (bugged, but working)
The poison cloud in first room (stage 7) is there only to kill summons, cause i see no other purpose of it, wich is very annoying cause my epts keep dieing and no point trying to outheal it with weak summon heals
Problem must be only in lvl 90 kartia then, the NPCs in 85 kartia actually have improved since last patch. And the "dreaded" 2nd room now comes rushing to you in waves if you just stand outside it, so you can pick them off easily, and not have to deal with the entire room at once.
The waves of mobs in the last room now rush towards you instead of just forward, making aoe on them alot easier.
But I want to add that I NEVER saw the npc healer plant a tree of life. Maybe she only does that for specific player classes?
She will do that when your HP is bellow than 20%(critical state, the bar flashing red), more or less.
The Tree that she uses is different than the Aeore Healer one: The tree is just for show, the healing comes from the Chant-like buff you receive, that will heal you overtime, and like all buffs that heal you overtime: It's sucks.
The heal over time only sux if you just stand there and keep tanking the mobs that got you near death.
Why not try running around when you see tons of mobs coming for you? Especially if you are wearing light or robes?
I am not saying that I have problems with this.(People jump the gun a lot in this forum xD)
I never see she uses the tree on me since I was level 86, and I only see my hp get bellow than 50% in Kartia only if I lag baddly, I don't died since the first days of the instance. Sometimes I even do with self-buffs when I get lazy to log my Iss.
But imagine a close range fighter in the middle of the mobs; When your hp flash red, the last thing you need/want is a overtime heal, trust me.
I prefer how it is now for kartia 85:D Mobs target lock right away on last room, there is no mini boss on last room, i hated that third apearance, the monsters from 2nd room go to 1st room so it's easy to NOT have so much mob ganking on 2nd room. And the NPCs do stuff instead of looking at my **** body!
PS: seriously? Did i just have that word censored? OH THE AGONY -.-
preferred version before update. least then i could keep summons all the way to last room now they just die/disappear and she's useless. other then that i don't have issue with any classes. sometimes you gotta atk the npc to "wake them up"
Also I noticed that the "killer beam" which kills the prisoners appears pretty regularly (one on stage 1 and 2, then 2 on each of the other stages except for stage 7), but on some runs you get LESS beams (e.g. I did a kartia run before during which there were none on stage 6, so at least two of the prisoners would have survived even without me healing at all). So I guess if you can't heal the prisoners, you need to just get lucky.
Yes it seems so... as random as everything else in L2.
Once I completed the first room in 20 minutes and one of the prisoners survived. On other occasions I did it twice as fast but every prisoner was dead by stage 6.
Today I succeeded at pushing one of the prisoners out of the danger zone (using my wind nuke); so what, she still died from poisoning.
Btw the healer once managed to kill me by planting the tree twice in a row! I got low on hp, she went to care of the tree instead of healing, I popped some heal potions, tried to kite the mobs waiting for a heal but then she made another tree, right when the nuker mobs did another well assisted assault. gf!
Why not try running around when you see tons of mobs coming for you? Especially if you are wearing light or robes?
I've learned that in Kartia 85 most damage comes from melee mobs. However in Kartia 90 it's ranged mobs (watchmen) that cause most trouble. When a huge wave of mobs arrives in the 3rd room, I AoE nuke them and get a devastating salvo in response; if the healer is busy treehugging I have to use heal pots but the mobs keep nuking non-stop.
Also, some mobs in certain spots seem to appear out of thin air (maybe it's just the lag, or maybe they really spawn like that), so, it is quite possible to get suddenly stuck in the middle of mobs and die before you realize what happened.
there is no mini boss on last room, i hated that third apearance
Not sure about 85 but in Kartia 90 it's still there, standing in a remote corner.
If you or your npc team run around too much, it will eventually aggro to make you enjoy its "third appearance".
Not sure about 85 but in Kartia 90 it's still there, standing in a remote corner.
If you or your npc team run around too much, it will eventually aggro to make you enjoy its "third appearance".
:(
On kartia 85 he appears for a second but vanishes and i don't get to fight him...i rly dislike that dude messing up my waves..
So, I've just experimented with a different team set-up (sent out an archer, took a summoner instead). Did it twice, both times it took around 45 min to complete.
In both cases the summoner lost her servitors upon moving to the 2nd room (another bug).
I also noticed she neither healed the summons nor resummoned them when they died. In the end, she was just hitting the mobs with a stick (still, it was a bit better help than from the ever-absent archer).
Conclusion:
the npc helpers' AI is so bugged it is not even funny, because the programmers failed to implement even the most basic rules.
How hard is it to make the archer always perfom a simple location check ("IF out-of-range THEN teleport to the team")?
How much brainpower it takes to set the top priority rule for the healer's AI: "if target's HP is under 25% then use battleheal"?
How difficult is to program the summoner to heal its servitors and resummon them when they are dead or lost?
...and so on.
How hard is it to make the archer always perfom a simple location check ("IF out-of-range THEN teleport to the team")?
How much brainpower it takes to set the top priority rule for the healer's AI: "if target's HP is under 25% then use battleheal"?
How difficult is to program the summoner to heal its servitors and resummon them when they are dead or lost?
...and so on.
Maybe NCSoft programmers should take lessons from ranger scripters
So, I've just experimented with a different team set-up (sent out an archer, took a summoner instead). Did it twice, both times it took around 45 min to complete.
In both cases the summoner lost her servitors upon moving to the 2nd room (another bug).
I also noticed she neither healed the summons nor resummoned them when they died. In the end, she was just hitting the mobs with a stick (still, it was a bit better help than from the ever-absent archer).
I'm nuker.
At 85 instance it is practically the same.
Summoner is dummy most cases in 2nd room he is solo ;)
Healer is lazy or with extreme slow reaction.
Archer, I see him hitting but, I still take summoner what for some reason is more efficient.
With summoner in 1st room I safe 2-3 soldiers while with archer I mostly end-up with none.
Later on summons without summons and 2-3 soldiers are far better then archer who does nothing :(
They improved IA of mobs in 3rd room.
Before there were standing at middle of RB room now they chasing you....
In 2nd room you can wait outside doors and they running to you - that is handy, however mini RB does not.
I total I was 'enjoying' Kartia more before recent update.
I'm doing kartia 85 with this setup: Adolf + Warrior (he has aoe, like tyrr, and kill very fast when mobs get in crowd)+ archer (half-kill chance +aoe) + healer (for recharge). Being healer, I manage to save minimun 7 of the prisioners (what makes my task a piece of candy at final room), and about Adolf: I noticed that npcs just start to attack when mobs get aggroed by him, then dont run too far from him when he cast his aoe. Also, in the 2nd room, the Dimensional Watcher stays in the left side of the door, in the corner; then if you manage to kill fast the 1st wave (on the right side, when you enter the room), you can hit him alone, with the room empty... with few hits, he'll go straight to open next door. Ah, and to prevent the archer to teleport instantly to 2nd room after the 1st miniboss, keep the fight on the stair's side (no in front neither in back)
@aconyte, if u're feoh, I'd recommend take some HP/Mp elixir pots (2min cd), use mass devil's curse+aoe and abuse of your blinks teleports, to avoid melee dmg
Yup, weekly kartia mob+npc change ftw. Like you wrote, the prisoners you save die VERY quickly now in the 3rd room when you fight the boss. Never happened to me before this way - I usually save all of them with my heals, and they give a lot of killing speed on the boss. Today, when the final boss in the 90 solo was half dead, I suddenly noticed that none of the prisoners were alive anymore :D
Also, I saw for the first time today that the npc actually use skills which they so far never used (or which never landed, dunno). The first miniboss was knocked back and the icon for my combo skill appeared on the screen, never seen that before in kartia.
And of course the mobs are back to "dumb" again. They do not charge out of the 2nd room anymore, and in the 3rd room, they all run to the door again and then stand there, bored, instead of aggroing you from across the room.
Kartia is worse than ever. I do it with a tank / healer / iss and it just got harder for all classes.
I saved 9 guards on my tank in kartia 90 and they all died with the boss aoe.
In the healer, the tank cant hold hate and the boss fears everybody making the instance longer and boring.
In the ISS same problem like the healer.
Was doing kartia in 25 to 27 min with all 3 classes. now takes longer than a buff round, I really don't see how is this a fix
Summoner still bugged. summons don't do anything in the last boss and warrior dies for the lack of heals.
I don't know if NC west just installs patches that come from Korea or if they make their own but kartia is different now than it was yesterday and dev only warned about summoner.
In the bright side mobs go for the npcs now instead of the player now that is plus
It's a bit better now, still very easy for feoh tho, on karta 90.
Tank starts to grab mobs better, alto its kinda screwing me now, since i was pulling them before in 1 spot and AoE, but what a heck, still good.
Healer didn't change, you just have to know how he react so you always have a heal. Also, DPS is doing it's job properly now, instead of just standing still and looking pretty.
Just one thing would help imo: increase in aggro on a tank, I pull bosses from him in 30 sec and for the rest of the time they just stay on me. Kinda useless to have a tank, isn't it?
Still, I like it, 22-24 min and 670 mil of exp. Twice.
It's a bit better now, still very easy for feoh tho, on karta 90.
Tank starts to grab mobs better, alto its kinda screwing me now, since i was pulling them before in 1 spot and AoE, but what a heck, still good.
Healer didn't change, you just have to know how he react so you always have a heal. Also, DPS is doing it's job properly now, instead of just standing still and looking pretty.
Just one thing would help imo: increase in aggro on a tank, I pull bosses from him in 30 sec and for the rest of the time they just stay on me. Kinda useless to have a tank, isn't it?
Still, I like it, 22-24 min and 670 mil of exp. Twice.
What i've recalled from Kartia 85 Solo on Dagger (Dwarven) 87, with Warrior-Summoner-Healer Setup (Archers drool >.<, last 3 times, he died before 3rd room):
1) Tank now aggros, warrior rushes, healer heals more consistently, summoner banishes and summons attack. I honestly sat down the first room's 7 waves without any problems whatsoever. I still stood up when miniboss came, but lethals do their job quite good.
2) Second room, not hard at all, mobs didnt even aggro before entering, i had to do a little recolection lap to get them all, and surprisingly enough, tank now has the common sense knowledge to keep aggroing and keeping the mobs inside the "phart area" (as i amusingly call my dearest poison area pool thingie).
3) Zellaka now fears NPCs. I got a little jumpy when he feared the whole party, and got me around 1/4th my HP before doing a little running to the healer's side.
So far, the only thing i regret is that now Kartia has become duller than before (i liked the fact that i had to juggle and run to AoE efficiently, but now tank does all the work and i just have to phart efficiently). So far, so good, im now trying to break the 22-minute mark from start to finish.
1st room reapers kept dieing cause as before healer dont heal pets and they take aggro = dead, had to resummon 3 times today, in 1st room
2nd room npcs ran straight in agroing most of the mobs and before i had time to do much dmg they ran to 3rd room...
3rd room went fine, until 3rd or 4th pack where the bss from 2nd room spawned and started chasing me, tank didnt aggro it so pets died
More packs came, while npcs was fighting mini-boss and adds so i was running in circles with tons of mobs after me..
Once i got them resummoned it took some time but they went back to "normal" again
On boss, he feared whole room ( i was far away as always), still i got feared and he attacked me and i couldnt do anything, escaped with 1k hp
most stressful kartia i have ever done
used like 28 min on it
before downtime i did them around 20-25 min and more relaxed
Today Kartia things get a little more interesting.
I as always saved the 10 soldiers on the first room, and when they spawn in the last room, now the mobs go for then, not ignore then, and sometimes they get ganked by 3 or 4 mobs.
Since they spawn in different places in the room, and I can't heal then all in time, guess what:
Only 5 prisoners alive when I did my buff round on then, so, all your babysitting in the first room now counts for nothing in the speed of the instance. xD
Or maybe I just need to get more used with the new features.
Actually I'm enjoying it.
Every week new instance :)
Not just a boring predictable situation.
Most annoying was week ago when I get stuck in corridor from 2nd room to RB room with mobs on me and died :(
Apart of it no casualties and just some action :)
Tbh I don't understand how does it work but with summoner(*) in setup I'm able to save 2-3 soldiers (ok they die in RB room anyway !) while with archer who seem to do some action I hardly save 1.
About changes, change that NPC can be feared is nasty :p
(*) summoner most time look like run in room without any action!
Don't even know what he's talking about, before update, finish kartia 90 with 5min left, since npc doesn't take agro very well. After update, finish kartia 90 with 7min left. I hate to say this but might be a computer graphic glitch on your end. Btw lvl 90 archer.
Instance is worse than ever. NPCs getting feared. NPCs still warp all over the place and the healer NPC can barely run to you to heal or recharge you because she warps back. It's ******ed that the few times the tank actually peels the boss off of me, they all warp across the room and the boss figures if they're gone he mind as well go for me.
I actually died in there today because the healer planted a tree (which is useless, for obvious reasons - you can't kite around that tree cause you don't want to die in the next hit or eat a Boss Fear) and then warped back across the room when she was trying to run in to heal me.
This is the worst instance I've ever done in any MMORPG I've played - ever.
Its impossible to do kartia 85 solo on summoner. the tank NPC dosent fix agroo and when boss fears healer in the end its impossible to stay alive.
Why keep a instance in game that its impossible to do for some clases like summoner and nukers, just remove not make it so bad like it is now after this last update.
Conclusion:
after the latest fixes, Kartia (solo lvl 90) is quite doable within 30 minutes. Only minor bugs are left, but it's ok as long as there exists the optimal, winning party set-up:
send away the archer, take the rest.
Yes having the archer in your team still causes trouble. As you remember, before the fix the archer usually got lost after 1st or 2nd room; now he follows the team everywhere but then something else happens: the healer totally ignores one of npc's and the npc (usually the warrior) dies. And an npc's death means that it takes considerably more time to complete the instance.
During my tests, once it was the archer who died; fortunately it happened in the 3rd room so I was still able to complete it. On the other 4 or 5 tries the warrior died to Dimensional Watcher every time while doing the first room. (Then I just restarted the instance.)
As a result, I gave up on the archer issue, since taking a summoner npc instead always guarantees a positive result (within 25-35 minutes, depending on your class).
Yes npc prisoners now die to mobs too easily, but if you kill the mob waves fast enough the prisoners will live till the last stand, the finall boss.
On my first 90 kartia, the mini boss on 3rd room stood there without moving, i killed the final boss and she was still there looking at nowhere, hope it stays like this for now haha im having quite the trouble finishing it in less than 30 minutes.
And yes that archer kept low HP the whole time..fortunately he didn't die.
All I see is she runs with all three servitors out, at all times. Their hp sometimes goes down to 0 and stays like that for minutes, without any reaction from their master, but in the end there still are 3 summons (not sure if she finally heals them or resummons), getting the job done.
As regards the archer/warrior issue, I can only guess that the archer doesn't do enough damage while facing a single target (mini-boss) so the warrior gets all the aggro and takes too much damage from the boss. Still, it doesn't excuse the healer's lack of action.
On my first 90 kartia, the mini boss on 3rd room stood there without moving, i killed the final boss and she was still there looking at nowhere, hope it stays like this for now haha im having quite the trouble finishing it in less than 30 minutes.
And yes that archer kept low HP the whole time..fortunately he didn't die.
Happened with me also, but gave me some time to proper buff everyone.
PS: Btw, I am disappointed that Kartia 90 boss is way "easier" than Zellika. She have no annoying moves and her damage is quite low....
On my first 90 kartia, the mini boss on 3rd room stood there without moving.
It's always like that, you just don't run across the room towards the mini-boss and it won't aggo.
But it happens sometimes (I think it's a glitch) that the mini-boss suddenly pops up in the middle of 3rd room (at Stage 4 or so) which makes things a bit more complicated. If you don't finish it off before stage 7 you may end up tanking two bosses simultaneously. ;)
On kartia 85 mini boss would always come running to midle of room..i still have them lightred/pink names for me so having that mini boss just chiling in the other side is a relief!
I dont want that boss any harder lol, i mean it's easy but i take a long time to kill her compared to zellaka, my dmg is so low xD
Right now im hating the midle room :/ my pets die before i can brush off the mini boss, and then he crits on me, i swear the agro from tank NEVER works on that mini boss and im doing rather low dmg.
With the recent fixes solo Kartia 85 is easy as hell for me. The NPCs seem more intelligent than ever! Tanking, killing mobs while I do nothing (or heal the prisoners), etc. Only annoying thing is that they get teleported in the 2nd room as soon as the Dimensional Watcher in the 1st is dead, and I must follow the summoner's pets... O.o Pretty weird.
Also, they sometimes still get bugged and don't appear in the 2nd room for some seconds.
But still, it's a lot easier than ever now...
It's always like that, you just don't run across the room towards the mini-boss and it won't aggo.
But it happens sometimes (I think it's a glitch) that the mini-boss suddenly pops up in the middle of 3rd room (at Stage 4 or so) which makes things a bit more complicated. If you don't finish it off before stage 7 you may end up tanking two bosses simultaneously. ;)
The real problem now is that the npc are WAY more active, and you cannot really "move" the prisoners by running somewhere else, since they do not port/follow you like the tank/warrior/... npc.
So the prisoners end up standing way in front, right where the mobs spawn, and automatically run towards the mobs and attack them. While I used to not aggro the miniboss when the npc were still dumb, now I end up having to kill the miniboss all the time, because the prisoners attack it >.<
Well, it's no problem, the miniboss dies fast and before the next stage starts, but it still is extra work.
Now im getting the prob Aconyte talked......my warrior dies on 1st room lol and more ironic is that the moment he dies..the boss comes to me..not the freaking tank :/
my warrior dies on 1st room lol and more ironic is that the moment he dies..the boss comes to me..not the freaking tank :/
How to do Kartia (summoner's manual):
Preparation: send away archer npc.
1st room, stages 1-6: use reapers to clean off the mobs as soon as they come down from the stairs. To save their mana, use AoE nukes only.
Stage 7: when Dimensional Watcher enters the room and the "gas chamber" starts, don't heal your pets, just unsummon them or let them die to the miniboss. Then summon panthers and attack. Don't waste mp to heal, just resummon them again and again.
2nd room: to save the time, attack Dimensional Watcher as soon as you get inside. There are 2 alternative ways to do this room:
either use reapers to clean off the mobs as they spawn, while your npc team is taking care of the mini-boss,
or summon panthers to attack the mini-boss while running in circles to kite the other mobs.
3rd room, stages 1-6: use reapers to kill the mob waves.
Stage 7: once all the mobs are dead and the fight with final boss starts, unsummon reapers (or let them die to the boss) and use panthers instead.
If you are a kamael you can finish it within a couple of minutes: UD on summons + final form, and it's over.
Now im getting the prob Aconyte talked......my warrior dies on 1st room lol and more ironic is that the moment he dies..the boss comes to me..not the freaking tank :/
I guess the tank agroo is not powerful enought to hold the actual DPS/Healer Hate, because the Bosses keep turning to the player/other members of the npc crew and not on him.
When he uses agroo, the monster turn to him for 2 secs, then he return to the previous target.
I doubt the Tanker agroo skills are in the same league than the Sigel Knight ones, maybe the agroo are in league with Pre-Awakened agroo skills, thats why they don't work too well.
I saw now the summoner is better from doing kartia 85 with ISS
1st room, stages 1-6: use reapers to clean off the mobs as soon as they come down from the stairs. To save their mana, use AoE nukes only.
That's basic xD i do that sicne harmony launched, also i never run out of mana on pets.
Stage 7: when Dimensional Watcher enters the room and the "gas chamber" starts, don't heal your pets, just unsummon them or let them die to the miniboss. Then summon panthers and attack. Don't waste mp to heal, just resummon them again and again.
Basic aswell, but mana aint a issue, i never run out of mana w/e skill i spam. You simply cannot run out of MP if you can land mark of void on anything (ncluding ur summons).
2nd room: to save the time, attack Dimensional Watcher as soon as you get inside. There are 2 alternative ways to do this room:
either use reapers to clean off the mobs as they spawn, while your npc team is taking care of the mini-boss,
or summon panthers to attack the mini-boss while running in circles to kite the other mobs.
I use panthers, with reapers die too easily and with cougars i can focus dmg on mini boss, i wanna put his hp to half ASAP.
3rd room, stages 1-6: use reapers to kill the mob waves.
Since the mini boss doesnt come, i do that.
Stage 7: once all the mobs are dead and the fight with final boss starts, unsummon reapers (or let them die to the boss) and use panthers instead.
If you are a kamael you can finish it within a couple of minutes: UD on summons + final form, and it's over.
I prefer reapers because the boss moves around a lot, plus i can AOE to finish the mobs he spawns. While the kamael form seems viable, the boss can 3 hit me on this form and when im rly low HP the healer spawns the tree instead of healing me...i think i need more level cause it's all red to me
I guess the tank agroo is not powerful enought to hold the actual DPS/Healer Hate, because the Bosses keep turning to the player/other members of the npc crew and not on him.
When he uses agroo, the monster turn to him for 2 secs, then he return to the previous target.
I doubt the Tanker agroo skills are in the same league than the Sigel Knight ones, maybe the agroo are in league with Pre-Awakened agroo skills, thats why they don't work too well.
Ya..but i noticed that the summons also use agro :D too bad no agro from NPC is strogn there for bosses..
While the kamael form seems viable, the boss can 3 hit me on this form and when im rly low HP the healer spawns the tree instead of healing me...i think i need more level cause it's all red to me
Wait, that can't be right... I'm lvl 90, everything in Kartia is pink to me, and if I keep just running around (with reapers out) indeed I can receive a lot of damage from the boss's drains.
However, if you do what I suggested, i.e. cast UD on panthers, make them attack, equip bow (don't forget to turn shots on!), use Final Form and rush onto the boss, then you kill it in less than 2 minutes, and none of your summons will take too much damage. Your hp will be almost full at all times, due to vampiric effect (from Iss buffs + epics) and some heals from the healer.
When I did it last time, I unsummoned panthers after killing Pelline, and then attacked Dimensional Keeper solo, - and killed it before final form wore off. :)
In the first boss, I heal MYSELF never giving him a SINGLE hit and he still goes to attack me anyway. :confused:
I found out an odd thing: the more aggressively I act towards Kartia bosses the less trouble they cause to me.
At first I tried to avoid fighting them, and every time I was just running around while npc fought the boss. Guess what, both mini boss and final boss kept chasing me all the time, ignoring the npc. I had to use lots of heal potions and elixirs, died often (since the last boss nuked me for 3-5k through 3k MDef and 1800 armor) and the instance took way too much time to complete.
But when I resorted to active tactics (attacking the boss non-stop) I barely got any problems with bosses' aggro, and the time required to kill them decreased drastically.
I don't have a single epic... x.x my weapon is 155 aswell, right now i just find it too risky, i hate kartia for being daily, and risking dying on final boss ugghhh ><
BUT i discard the archer and put the summoner, it's much easier..it relieved a lot of pressure since the mini boss is killed way faster..plus that agro comes in handy.
The Agro in Kartia is so finicky that you should just assume you will have to kite the boss for at least half the fight. It does seem like the higher level I get the less I have to kite him, though, which is sort of odd because my damage has gone up considerably from the levels.