How tough is the Water Guardian? The Compendium recommends level 10 and I'm lvl19...
Dunno about the other guardians, but my server fought a couple of water guardians, and it seemed pretty easy. We had one level 17 and two level 1s. We were using a server with other mods on it.
Because this is the second time people have asked about the water guardian in the past three pages or so, I'll offer my best recollection of my experience, but it might be slightly inaccurate. (There was lots of confusion and shouting involved, and what I remember seeing may not accurately reflect what actually happened.)
One person was armed with an ars magica spellbook with a fire-bolt kinda spell and some healing spells, and wore diamond armor (save for a TC4 Thaumostatic harness in the chest slot - comparable to leather armor but lets you fly.)
I was armed with a Thaumcraft wand (shot out a zappy-stunlocking ray) and wearing diamond chest and legs, but boots of the traveller (essentially permanent haste II but only as protective as leather) and bibliocraft glasses (Forgot to take them off.)
The last person was armed with a Tinker's Construct shortbow, and wearing full diamond armor.
We all had diamond-strength swords as backup weapons.
We created a 40x40 arena made of metal blocks (we have waay too many ingots on that server) and summoned the water elemental in the middle.
I opened by blasting it with my wand as soon as the thing appeared. Stunlocking it seemed to be pretty effective, but the thing hardly took any damage. My companions hadn't seem my wand in person, and they avoided attacking the water guardian out of fear of being hit by stray lightning blasts. It didn't retaliate; it was stuck in its pain state. After focusing on it with my wand for a good 30 seconds or so, I ran out of charge on my wand, and it was still at a little more than half health. It then started unleashing the fury at us, and screaming ensued. (I get the feeling if my companions had less trepidation, they could have hacked it to bits with a sword as I was keeping it stunned.)
The guardian proceeded to pretty much exclusively focus on our AM mage character. Our archer and AM mage played keep-away trying to avoid its rapid spinny attack thing, and did so pretty successfully. Our AM mage complained that often he got hurt for no apparent reason. Turns out the guardian was shooting bubbles or something at us, but they were about the same color as the sky at that time of day, so we didn't see them. (Our arena was about 40 blocks above the surface of the water, so all we could see past the platform was sky.)
It seemed as though projectiles didn't always affect it, both from the spells and the arrows. My wand got through consistently, but did very little damage, and I had run out of mana. Eventually, once it was at about 1/4th health, I got bored of hanging back with no mana, so I ran in and chopped it with my Manillyn TC sword. After taking a pretty decent hit or two, it died.
After that, we decided to try it again, but with no ranged attacks. Again, it focused essentially exclusively on our AM mage, and he nearly died. He ended up having to fly straight up with his Thaumostatic Harness (which he hadn't used last battle) at half a heart and strafe around in the air dodging bubbles. When that happened, I ran up and hacked it in the back with the sword, taking very little damage in the process, because it was still so focused on the AM mage above it.
As fragmented as these two anecdotes are, this would be my summary advice:
- Have diamond armor. The only person who took significant damage was the guy without the diamond chestplate, who nearly died.
- Take it down in a group. It tends to overfocus on one character, leaving openings for others to attack it.
- If you have mods that provide access to stunlocking mechanisms (like a Shock focus from TC4) that seems to be a tactic so good it borders on cheating. (But then, merging mods together introduces all sorts of exploits; I certainly don't blame Mithion for this.)
- Have a decent sword. Melee attacks hurt because of its spinny thing, but both times we took it down, the swords seemed to deal more damage more reliably than the projectiles.
Hope that helps, and anybody more educated than I can correct any mis-observations! If we fight the next guardian, we'll let you know how it goes!
Zone + Beam does not charge additional mana with the 5 ticks of beam that are cast from the zone.
Zone + Projectiles DOES charge additional mana for the 5 projectiles that are cast from the zone (which originate from you).
I'm unsure of which is the intended way for Zone to work, but I'd assume the beam one just doesn't charge mana because it isn't held for any period of time. Also: Zone + Beam + AoE + Dig is a little ridiculous (and I love it).
That is an acceptable answer for the Age, but the Moo Moo Farm is a part of Ars Magica 2.
The description says that it works from anywhere, but it doesn't work in other dimensions, not even the one that Ars Magica 2 adds.
It also doesn't work in The End.
It seems to only work in The Nether and the Overworld.
Ender Intervention also doesn't work in The End, but it does work in The Moo Moo Farm and in Mystcraft Ages.
(so yes, you can go to the nether and then divine intervention your way home)
Wow i never knew that AM2 adds a dimension. Can someone please tell me how to get there?
Divine and ender intervention was only ever intended to work with the nether and the overworld thats why you can't leave the end with ender/divine intervention. In AM1 trying to do so would only display a message saying 'God can't save you now!'.
Rollback Post to RevisionRollBack
"BEWARE the man who has nothing to lose, for he has only to gain."
- Have diamond armor. The only person who took significant damage was the guy without the diamond chestplate, who nearly died.
- Take it down in a group. It tends to overfocus on one character, leaving openings for others to attack it.
- If you have mods that provide access to stunlocking mechanisms (like a Shock focus from TC4) that seems to be a tactic so good it borders on cheating. (But then, merging mods together introduces all sorts of exploits; I certainly don't blame Mithion for this.)
- Have a decent sword. Melee attacks hurt because of its spinny thing, but both times we took it down, the swords seemed to deal more damage more reliably than the projectiles.
I can attest that diamond armour is not strictly nessecary, nor even anything equivalent. My sister and I took the guardian down as a two person group, with me in AM Mage Armour (about as good as iron, plus mana regen) and holding a firebolt spell (projectile fire damage, nothing fancy). She had dartcraft armour and an earth damage spell. At levels 8 and 15 we managed to take it, with me losing all but three hearts and she lost just a couple hits. You just have to run around it to avoid the shots
Be really careful about fighting it over water though. Make a platform, cause if you go in the water it likes to cast watery grave and try to make you drown.
Sorry if it's been mentioned/fixed, but I seem to be having trouble adding this mod to a mod pack, Stellercraft3. I added thuamcraft and tried to add this one, but when I add this one it crashes showing the launcher again. I looked at the developer console to see what happened, and I still don't know. The console says:
Anyone able to help? I checked the past few pages to see if there was mention of it, but I saw nothing.
Edit: Hmmm... Okay now I'm just confused. I removed ars magica for now, and it still crashed this same way. Let me try starting it again to see if it works.
Very strange.
I re-added ars magica, and it kept crashing. Where as without it it will sometimes work I think... More testing needed.
It looks like when I try to add ars magica, I get that error, and when I remove it the next time I try and play it has that error, and then runs the next try.
No one able to help me with this? I really want to play this new mod version with a large modpack
Mith, when this forum topic reaches 100 pages i think we should have an ars magica party on a new server built just for this mod and all compatible with it. So for celebration we make a new ars magica mod pack (that would have all magic mods that are compatible such as thaumcraft and morph) just for an ars magica server (it would have a very large castle for people to rent rooms and learn magic/practice magic, and a huge castle in different places where only certain affinities can live otherwise a player coming into a fire "temple" would be judged upon and killed unless they have at least 50% fire affinity) plus mith can you add a genoratesd stucture for each affinity that gens in villages but only the corresponding affinity can enter and take the items otherwise you cannot enter because a magic force is keeping you out.
It's pointless to even speculate. We have no idea of how many mods are in your "large" modpack, which ones they are, how up to date the mods are, in which order you installed them or which one (or ones) is causing the crash. The only thing to do is start with a clean Minecraft folder and then add mods one at a time, which might give you an idea where the problem is.
Well, it is an exact mod pack that I downloaded. Here's the link to it's mod list. (I just added the newest thaumcraft) https://sites.google.com/site/stellarcraft3/mod-list
But, yeah. I think that I might just have to disable them one by one to see what works. Oh well. (Would be nice to check though to see if there are any mods that you know it doesn't work with.)
Well, it is an exact mod pack that I downloaded. Here's the link to it's mod list. (I just added the newest thaumcraft) https://sites.google...craft3/mod-list
But, yeah. I think that I might just have to disable them one by one to see what works. Oh well. (Would be nice to check though to see if there are any mods that you know it doesn't work with.)
I have a problem. Whenever I try to make a spell with Projectile then AoE, only the projectile itself does damage. There is no AoE damage or particle effect. Am I doing something wrong?
For some reason, when I put energy through a mana battery it wont polarize. it will be neutral essence when it is in the battery but it will come out as dark/light essence. Is this supposed to happen or is this a bug?
I have had essence problems myself, I put the light nexus right beside the crafting alter (gold caps btw) and then flip the switch and no dice, I then tried putting a essence conduit in the center of the crafting alter atop the iron block still no dice. I then tried using the wrench to click the nexus and then the conduit, they connected no dice though. All outcomes end with the level being flipped and it not doing it, the spell is magic damage, AoE, knockback, and color.also when using optifine the print on the book all runs together, anyone know a fix?
I have a problem with Blue Topaz spawns. I don't find it underground ever, but on the surface there will appear some blocks, that say blue topaz ore, but when I break them they drop Moonstone. So far I cannot proceed because I can't find blue topaz. I do use Id fix mod, but I havan'e seen any other issues. I don't see blue topaz or moonstone in the config at all either. There are no overwrites in the forge log, and I am able to cheat the items in via NEI, but their world spawns seem mixed up somehow. The problem does not exist for sun stone. If I put down a blue topaz orem, highlight tips say it is a moonstone block, and if I mine it I actually get blue topaz.. If I place a moonstone block, highlight tips says blue topaz block, and then it breaks into moonstone.Edit: This actually happens with all the ores. Sun stone gives chimerite.
I have a problem with Blue Topaz spawns. I don't find it underground ever, but on the surface there will appear some blocks, that say blue topaz ore, but when I break them they drop Moonstone. So far I cannot proceed because I can't find blue topaz. I do use Id fix mod, but I havan'e seen any other issues. I don't see blue topaz or moonstone in the config at all either. There are no overwrites in the forge log, and I am able to cheat the items in via NEI, but their world spawns seem mixed up somehow. The problem does not exist for sun stone. If I put down a blue topaz orem, highlight tips say it is a moonstone block, and if I mine it I actually get blue topaz.. If I place a moonstone block, highlight tips says blue topaz block, and then it breaks into moonstone.
Sounds like the names for moonstone ore and blue topaz ore got mixed up.
You find Blue Topaz Ore really deep down, near bedrock.
Quick question:
How do I disable the mob spawns? They are driving me crazy -.- I will spawn them manually (for my server). The config has nothing in the mobs area.
Also, am i able to disable certain spells (Dig for example) ?
I have a problem. Whenever I try to make a spell with Projectile then AoE, only the projectile itself does damage. There is no AoE damage or particle effect. Am I doing something wrong?
The AoE component has (as far as i know) not got any particle-effect yet. Though you can check with something that gives a pretty decent pointer of the AoE (Ignition/dig or something like that). Also make sure to check the casting mode you are in. The weakest casting mode currently gives a 1 x 1 block radius. Try higher levels if you have not already done that.
Also further on the discussion of wrong names on some ores:
If you are to click the middle-mouse-button in creative, you should generally get get block/mob-egg or whatever you are clicking on. Though when you do this on certain AM2 ores they give all wrong blocks (except one which I can not remember). This might not have been done on the newest version so it would be nice if someone can confirm.
Because this is the second time people have asked about the water guardian in the past three pages or so, I'll offer my best recollection of my experience, but it might be slightly inaccurate. (There was lots of confusion and shouting involved, and what I remember seeing may not accurately reflect what actually happened.)
One person was armed with an ars magica spellbook with a fire-bolt kinda spell and some healing spells, and wore diamond armor (save for a TC4 Thaumostatic harness in the chest slot - comparable to leather armor but lets you fly.)
I was armed with a Thaumcraft wand (shot out a zappy-stunlocking ray) and wearing diamond chest and legs, but boots of the traveller (essentially permanent haste II but only as protective as leather) and bibliocraft glasses (Forgot to take them off.)
The last person was armed with a Tinker's Construct shortbow, and wearing full diamond armor.
We all had diamond-strength swords as backup weapons.
We created a 40x40 arena made of metal blocks (we have waay too many ingots on that server) and summoned the water elemental in the middle.
I opened by blasting it with my wand as soon as the thing appeared. Stunlocking it seemed to be pretty effective, but the thing hardly took any damage. My companions hadn't seem my wand in person, and they avoided attacking the water guardian out of fear of being hit by stray lightning blasts. It didn't retaliate; it was stuck in its pain state. After focusing on it with my wand for a good 30 seconds or so, I ran out of charge on my wand, and it was still at a little more than half health. It then started unleashing the fury at us, and screaming ensued. (I get the feeling if my companions had less trepidation, they could have hacked it to bits with a sword as I was keeping it stunned.)
The guardian proceeded to pretty much exclusively focus on our AM mage character. Our archer and AM mage played keep-away trying to avoid its rapid spinny attack thing, and did so pretty successfully. Our AM mage complained that often he got hurt for no apparent reason. Turns out the guardian was shooting bubbles or something at us, but they were about the same color as the sky at that time of day, so we didn't see them. (Our arena was about 40 blocks above the surface of the water, so all we could see past the platform was sky.)
It seemed as though projectiles didn't always affect it, both from the spells and the arrows. My wand got through consistently, but did very little damage, and I had run out of mana. Eventually, once it was at about 1/4th health, I got bored of hanging back with no mana, so I ran in and chopped it with my Manillyn TC sword. After taking a pretty decent hit or two, it died.
After that, we decided to try it again, but with no ranged attacks. Again, it focused essentially exclusively on our AM mage, and he nearly died. He ended up having to fly straight up with his Thaumostatic Harness (which he hadn't used last battle) at half a heart and strafe around in the air dodging bubbles. When that happened, I ran up and hacked it in the back with the sword, taking very little damage in the process, because it was still so focused on the AM mage above it.
As fragmented as these two anecdotes are, this would be my summary advice:
- Have diamond armor. The only person who took significant damage was the guy without the diamond chestplate, who nearly died.
- Take it down in a group. It tends to overfocus on one character, leaving openings for others to attack it.
- If you have mods that provide access to stunlocking mechanisms (like a Shock focus from TC4) that seems to be a tactic so good it borders on cheating. (But then, merging mods together introduces all sorts of exploits; I certainly don't blame Mithion for this.)
- Have a decent sword. Melee attacks hurt because of its spinny thing, but both times we took it down, the swords seemed to deal more damage more reliably than the projectiles.
Hope that helps, and anybody more educated than I can correct any mis-observations! If we fight the next guardian, we'll let you know how it goes!
Zone + Projectiles DOES charge additional mana for the 5 projectiles that are cast from the zone (which originate from you).
I'm unsure of which is the intended way for Zone to work, but I'd assume the beam one just doesn't charge mana because it isn't held for any period of time. Also: Zone + Beam + AoE + Dig is a little ridiculous (and I love it).
Wow i never knew that AM2 adds a dimension. Can someone please tell me how to get there?
Divine and ender intervention was only ever intended to work with the nether and the overworld thats why you can't leave the end with ender/divine intervention. In AM1 trying to do so would only display a message saying 'God can't save you now!'.
"BEWARE the man who has nothing to lose, for he has only to gain."
I can attest that diamond armour is not strictly nessecary, nor even anything equivalent. My sister and I took the guardian down as a two person group, with me in AM Mage Armour (about as good as iron, plus mana regen) and holding a firebolt spell (projectile fire damage, nothing fancy). She had dartcraft armour and an earth damage spell. At levels 8 and 15 we managed to take it, with me losing all but three hearts and she lost just a couple hits. You just have to run around it to avoid the shots
Be really careful about fighting it over water though. Make a platform, cause if you go in the water it likes to cast watery grave and try to make you drown.
Try to right-click with a magitec wand
<----please click me
P.s. My dragons are dying please click them
http://dragcave.net/user/ASM_KALION
But, yeah. I think that I might just have to disable them one by one to see what works. Oh well. (Would be nice to check though to see if there are any mods that you know it doesn't work with.)
Odd, the two mods that where breaking it where http://www.minecraftforum.net/topic/1551715-xact-xhamolk-s-advanced-crafting-table-mc-162/ and http://www.minecraftforum.net/topic/1659892-164tinkers-construct/
When I remove those two it seems to work.
Combination:
Projectile
-Magic Damage
AoE
-Magic Damage
-Fire Damage
Sounds like the names for moonstone ore and blue topaz ore got mixed up.
You find Blue Topaz Ore really deep down, near bedrock.
The Moonstone Ore apparently falls as meteorites
How do I disable the mob spawns? They are driving me crazy -.- I will spawn them manually (for my server). The config has nothing in the mobs area.
Also, am i able to disable certain spells (Dig for example) ?
config\AM2\SkillConf.cfg
You can disable any Skill (Spell component) in that file.
for example:
B:Dig=true
to
B:Dig=false
will disable Dig.
I am unsure if this only prevents players from learning the spell, or if it will also prevent players who know it from using it.
The AoE component has (as far as i know) not got any particle-effect yet. Though you can check with something that gives a pretty decent pointer of the AoE (Ignition/dig or something like that). Also make sure to check the casting mode you are in. The weakest casting mode currently gives a 1 x 1 block radius. Try higher levels if you have not already done that.
Also further on the discussion of wrong names on some ores:
If you are to click the middle-mouse-button in creative, you should generally get get block/mob-egg or whatever you are clicking on. Though when you do this on certain AM2 ores they give all wrong blocks (except one which I can not remember). This might not have been done on the newest version so it would be nice if someone can confirm.