Dusty over at Of Course I’ll Play It posted a great top ten of MMOs mobs that have earnt his respect.
There are some simple rules: no bosses, elites or named mobs, so without further ado here is my list.
10. All of the Birds (Lord of the Rings Online)
I really disliked all of the birds enemies in LotRO, I would always miss them when scouting ahead and end up with 3 or 4 attacking me, a pain when you were just starting out and could be overwhelming for less hardy characters.
Easy to under-estimate as you’d often end up aggroing another group in the process.
9. Sappers (City of Heroes/Villains)
I have to agree with Dusty on sappers, when they teamed up with Malta Gun Slingers you were usually in for a rough time.
As all powers in the game required endurance to activate, having an enemy that could drain it could lead to devastating results for a group when the healer was targeted. The gunslingers would follow up while an attack that slowed your regen and attack speed. Nasty duo.
8. Caretaker (Tabula Rasa)
The healer is usually the first to die, but the caretakers often blended into the background and were only noticed when the Thrax you were trying to kill didn’t seem to be loosing health. For this 8th slot it was a choice between the Caretaker and the Thrax technician.
7. Blade Dancers (Fallen Earth)
The enemy group had so many different suffixes (Butcher, Scalpel, Dagger, ripper) it maybe wrong to add a whole group but they really were annoyingly tricky. It maybe more down to the lack of player Vs mobs balance that made them tough to take down but of all of my deaths in Fallen Earth I’d say more than half had to be at the hands of this group. With there high respawn rate and odd placement, I’d be very unlucky and end up aggroing 2 mobs.
6 .Carnival Illusionists (City of Heroes/Villains)
I much as the fun colours and theme of the carnies made them look a push over they really weren’t. The trickiest of these was the illusionists, with a arsenal of psychic abilities the presence of these in a group meant it was going to be a fight to remember. The tricky part was when the phase shifted and couldn’t be hit for some time, you’d have to refocus your attacks then once more when they returned.
5. Iron Fortress Defender (Rift)
There are probably more mobs of this type in Rift but this one stood out the most for me in my original play-through. Questing around the Iron Fortress was generally tough at the right level but these were hard little beasts and if you pulled more than one could easily end badly for you.
4. Centurion (City of Heroes/Villains)
The Cimeroran mobs required a rethink of our whole attack strategy, the shield defence was no laughing matter when used by multiple enemies in a group. However the toughest of all was the Centurion whose alpha strike could take huge chunks of a players health in one go, a tough job for the tank and more so for the healer.
3. Ak’ab (The Secret World)
Despite their telegraphed charge Ak’abs are a nasty pain the ass, they are the personification of mobstacle. I used to believe it was just that I was soloing and if I was part of a team things would be better, but they weren’t and encountering Ak’abs still causes a commotion.
2. Mursaat (Guild Wars)
Ah the Mursaat’s ability “Spectral Agony” was an utterly horrid debuff that effected skill speed and applied a DoT along with a health regeneration debuff.
Of course there was a defense against it, namely Infusion, but it was a pain if one member of the team didn’t have it.
1. PPD SWAT Equalizer (City of Heroes/Villains)
Playing as a villain mean you got to experience fights against the Paragon Police Department, who between level 1 and 50 continued to gain in strength and abilities.
The PPD Equalizer was one of the most irritating mob members, with a powerset that focused on debuffing and crowd control you ignored these at your own risk.