Although I havn't gotten past the Golden Hill levels yet, judging by that and other posts, I believe Mara is the most painful of the KQs in the "OMG so many losers!" wise.
King Slime allowed for ALOT of leway: there's little planning needed except for the King, and few pitfalls that could ruin the group. All you need to do is run up, kill everything and stay alive. If you were lazy, you just hang in the back and leech. If you have a strong, scrolled warrior, a good cleric, and..well, any 3rd person to pull monsters of the cleric (or some luck in that queen and co don't target said cleric) everyone else could be a backstabbing useless pansy and you'll win.
Mara's another story. Rush too fast and you die. Pull too much aggo, and the party dies. Pull 2 bosses, and the party dies. Can't hold aggro, and the party dies. Don't know which is real, and you've lost. Gold Hill isn't nearly as bad: just make sure the key doesn't go to an idiot and that someone can tank marlone (don't even need a tank for GH boss, since he has no party-killing AOE..just keep him in range of the attack and keep eveyrone attacking)
You NEED a half-decent party to survive Mara, and all it takes is one person to ruin it. It also starts just before the L20 point, when, I believe, most people who don't care about the game start to leave in mass, your build choices and skill start to really show, and those who rushed through L1-16 in 2 hours start to slow down and..oh look, a KQ.
Result: the scum of the earth having to work together in a VERY sensitive KQ.
Keep trying, though. There's still plenty of well working Mara KQs, and you'll find them. Till then, at least work on your sidequests.
Last edited by jacquin; 12-18-2007 at 01:17 PM..
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