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eNcFireWraith

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Everything posted by eNcFireWraith

  1. They can be CC'd on Hardmode as well. When you reach the end-boss, it should be a full out burn on the boss, just assign 4 people to CC the turrets and leave them (you'll probably have to re-CC them once during the fight). Have your raid position on the cave-side of the boss, only your CCers need to be anywhere close to the turrets.
  2. Benevolence is useful in PvP to draw interrupts, especially if you have multiple interrupters. If I have two Marauders on me, I cast Benevolence so that they interrupt it. Otherwise they'll lock out Healing Trance and Deliverance.
  3. I'm just hoping the second tier of content is harder comparatively (i.e. it isn't cleared in the first night). It seems to be the trend in most MMOs.
  4. Perhaps you forgot what Rift's raid content was like when it first came out or weren't participating in it... Greenscale was a joke, the boss didn't even have enough HP and the first guild that ever killed him kept him in the air phase the entire time (negating almost all of his mechanics) because he had such low HP. When River of Souls was released, it was cleared in a day as well, and there were plenty of bugs in that as well (the obelisks that Harold dropped could be cleansed so they didn't release any adds). The first decently hard instance was Hammerknell and it was only hard because of bugs. Every week, the top 4 guilds (I was in Addiction) would get stuck at a boss simply because it was unkillable. Then in a week or two, they would nerf it or fix one of the game-breaking bugs, we'd kill it, move onto the next boss, and again get stuck because something was broken or not working as intended. Hell, you could get out of combat on the 2nd to last boss and just constantly keep rezzing your party since there was no enrage timer. The first two weeks that we were attempting Akylios, the devs TOLD US that it was mathematically impossible to kill. They just wanted to gate-keep us so that no one cleared the instance "too quickly". So yea, I'll stick it out with SWTOR for a bit thanks.
  5. Alacrity is garbage in this game. Why would you stack Power/Alacrity when you can use Power/Surge mods? I don't care what the DR is on Surge, if you STACK all alacrity, you can get a 2.5s cast down to ~2.1 seconds. Wooo.... I bet if you dropped all your Alacrity mods, you would only see a drop of about .1-.2 seconds on Telekinetic throw. Getting more surge is vastly superior to that. Bottom line is power trumps all. After power you want a decent crit rate (30-40% w/buffs is more than adequate) and then surge. Alacrity is a last resort.
  6. The most gear-dependent fight, imo, is annihilation droid. If you have low HP or survivability, it's going to be hard to keep yourself up during the missile salvos, especially at the end. And the lock-on mechanic could one shot you as well. Not a huge issue in hardmode, but it is in nightmare.
  7. The titles are broken, you can get them without even doing Nightmare. I wouldn't use them as a measure of talent.
  8. I prefer attack. The power adds to your bonus healing. I can just about hit 8k crits of Deliverance with my cooldowns popped.
  9. The PvP gear is still better than the PvE gear. I'd rather be a homeless crown than a fairy princess with a fan on my head. In general, the Consular gear just looks awful. I don't know how they could make the Sith Inquisitor gear look so ****** and just completely tank the Consular gear appearance. I don't even like the orange gear looks. Here's to hoping the next tier of gear looks better.
  10. I know in Ilum, using a buff will cause you to "tag" any players that are being killed by the players who just received your buffs. I haven't tested in in WZs, although I never have trouble getting 10 kills and rarely trouble getting 25 as long as my team is winning.
  11. *** are you people talking about? Salvation is arguably the best skill we have as a healer. I can heal my ENTIRE team for about 3k hp EACH and all it costs me is 2s of cast time. That's 24,000 healing potential for a 2s cast. Name 1 other healing skill that has that much potential. There isn't one. Salvation is even useful as a single-target heal if you are not having force issues, because it effectively puts a constant HoT on your target which is extremely strong, not to mention you are continuously casting while your salvation is down. Even in Huttball it is useful because part of winning tough Huttball matches is having control of the ball spawn, and that is where Salvation shines. I've broken 700-800k healing repeatedly and much of it is because of well-place Salvations. The other healing classes can't touch our numbers if you play well.
  12. Enrage timers ensure you have "skilled" DPS players rather than just skilled tanks and healers. If your DPS is bad, you can't kill the boss, just like you couldn't kill the boss with bad healers or tanks. Taking out enrage timers and putting in other stuff would just stack more importance on the tank and healer roles.
  13. Good Bounty Hunters don't just spam, but there are plenty of terrible ones that give Mercs a bad name. As a Sage player myself, it's hilarious when you interrupt one of the spammers and they just sit there for 4 seconds doing nothing, wondering why their skill isn't casting (omg, must be ability delay!).
  14. Hmm, I got the healing relic and tested it quite a bit and it healed for almost exactly what it said it healed for (I was getting 4 ticks of 110ish and I believe it says it heals for 430 or something). It could be that they're different relics, I got mine of the 16-man Nightmare. I didn't test if it scales with Willpower or anything, but I'll try using it in PvE vs PvP gear (since PvE gear has higher of every stat) and see if it changes anything. Honestly, I'm not sure if I'll keep using it, I kind of think having an extra cooldown with a power trinket is more useful than a crummy proc that you can't really control.
  15. I agree that ranged have a huge advantage, but how would you fix that? It's hard to think of ways to give melee an advantage, or to even put them on the same playing field unless you just start axing mechanics and make everything a tank and spank.
  16. The problem is there are almost no melee-friendly mechanics that can't also be ranged-friendly mechanics by simply making the range go into melee-range. And the mechanics that do exist are overplayed like crazy (need X number of people to stand X meters away from the boss, bla bla).
  17. You need to have someone taunt the boss if your main tank gets mind trapped or loses aggro due to a mechanic. Otherwise he goes poof.
  18. The loot is fine, the problem is that 8-man is quite a lot easier than 16-man. They need to make the difficulties more equivalent.
  19. In terms of difficulty, I'm not going to start panicking until I see their Tier 2 raid content. Most games start with easy content because your population will all level up at different paces. You'll have some people who clear everything fast and are geared for Tier 2 months before it releases. You'll have other people who take their time and don't get geared for Tier 2 until right before it starts. If you made the Tier 1 content really tough and take a month or two to clear, that second group of people wouldn't be even close to geared in time for Tier 2, because they took longer to get to end game in the first place. When Tier 2 content releases, the majority of their player base will already be end-game and geared, so they'll be able to make the encounters tougher without pissing off a lot of people (look how many people QQ already at the difficulty of hardmodes). This happened in Rift, first 2 raids were trivially easy, the third was tough as nails (nearly 2 months before a guild cleared it). Hopefully the next tier of content is tough. They do need to fix nightmare loot, it's really frustrating to constantly kill nightmare bosses and not get any Rakata drops.
  20. This week was probably the last time we go and do Nightmare 16-mans until they fix the loot. Although the content is not very hard, it's still about twice as fast to just do Hardmodes and the loot is practically the same (hell, hardmode loot is better in EV). It just isn't worth the extra time to do Nightmare. We got 0 Rakata pieces from Nightmare Karagga this week. The loot was all garbage.
  21. Anytime anyone posts anything about "progression" and "ranked kills" people come out of the wood works just to ***** at you. Haters gonna hate. Grats on the kill btw.
  22. So why aren't you and your guild clearing this nightmare "casual" content, or can your guild not clear casual content? It's easy right? I guess it's easier to try and kill bosses on the forums than in-game.
  23. Just because the content isn't the hardest thing we've ever killed in an MMO doesn't take away from the fact that we cleared it fast. If you don't care about how fast a guild clears content, then you aren't a competitive progression raider and this post clearly isn't directed at you. Progression raiding is about quickly figuring out encounters and executing them. That fact doesn't change regardless of whether the encounter takes 1 day or 3 months. It's like playing on a PvE server and going and griping on the PvP threads about how PvP in MMOs doesn't matter. None of them will care what you say. If you don't like progression raiding, don't read the thread. It's pretty obvious from the title what the thread is, it's not like we tricked you into clicking it. @OnePercentWipes, I'm surprised you agree with him considering your guild calls themselves a progression raiding guild and your website states you only care about nightmare content.
  24. It's probably an oversight on their part. You won't want to hear this, but the last boss in KP also uses a mechanic on the tank that shouldn't be used on the tank and can instantly wipe out half the raid if it happens at an inopportune time. I think they just didn't plan for the consequences of these skills being used on tanks.
  25. Grats on the kill, it's definitely a boss you don't want to wipe on much because it does force you to reset the trash in order to turn the screens back on.
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