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Norlon

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Everything posted by Norlon

  1. Ok I gotcha thx for the help. Haha and thank you for the luck we will defiantly use some. We will defiantly be trying both strats......the strat's are helpful. Hopefully we will be able to get this stuff done and get our two hour clear haha.
  2. We run with 5 healers. The composition sometimes can change. Normally though 2 sorc's, 2 BH's, and 1 operative. If it were up to me I would swap a BH with an Operative, but that means that there is another operative healer on the server lol. But I get what your saying on karaga, one week its a perfect one shot, the next its a week we resort to hard mode after an hour. Are you saying that Karaga will pull in your tank sometimes as well? And I was a tad unclear on your description of karraga I have seen a strat with two different ranged groups is that what your are talking about? And your strat on Jarg and Sorno is very interesting on burning one we had a theory the closer they are in health together that effect doesn't occur (probably a lucky fluke that week.) We will try the 45% strat next week for sure. (The one thing that I hate about this sort of strat type is that its completely unavoidable by the raid the players death. In wow and Rift and other raiding PvE style games you could AVOID a one shot death but there were mechanics that would cause a insta wipe sort of stuff. This game you simply can't avoid it....) Congratz on your unyielding run btw!!
  3. My guild does 16m Nightmare and even 8 Nightmare with some of our newer raiders having a few pieces of oranges. 8man Hard mode I have a feeling as long as you have good mix of chapion/tionese/columni and maybe a few orange pieces if necessary you would be in good shape.
  4. Ok my guild has cleared 16m NiM KP, but we are having a hard time getting the bosses to consistently go down every week so that we can get faster for the two hour clear. The reason for this is as the raid leader I feel the boss's are inconsistent in how they handle themselves and was hoping to come to the forum's to see what other people KNOW and/or think about the encounters. Jarg/Sorno P1 - Tank and Spank Split DPS with melee on Sorno for interupts and Jarg on ranged. Have the ranged watch the bosses to make sure they stay relitvely within a 1-2 % of each other health wise. P2- Middle Jarg and Sorno jump into the middle of the room. I have our two sorc's each throw an AoE down on top of both of them since they both pull people in the extra few sec's of heals gives us some cushion. P3- Probes Sorno goes int o the air and the fracking carbonizer probes come down. Have the tanks swap aggro on Jarg if the other is carbonized....and have DPS burn down the probes. These 3 phases repeat but after we go through basically 6 phases like this it is P1 again. This time though the bosses have a one shot mechanic when they say "Your turn." "My turn." And a raider dies. We used to try and just BURN sorno down asap to stop this, but found they one shot faster the harder we burned him. We then tried keeping them within literally 1% of each other healthwise. They continued to shoot down our healers and top ranged DPS at least with 1 every 4 to 5 seconds going down. Has ANYONE figured out how this mechanic works we have tried cleanses the target it puts on the raider that say's their next but that doesn't work. Any other idea's this is what kills us every single time. Karagga We tank the boss in a room in a square. The tank stacks fire overlapping each other and this has never been our problem. While this is going on the raid is standing at max range to and going ape on the boss. With this though we have 3 healers stand in with the melee and 1 with the ranged so that we have our healers always in close range to healing our tank after the fire/frontal cone effect. Mouse droids is never a problem when they come out. The probelm/mechanic that gets us on this fight is he will pull all the melee AND our tank into the ranged group for that dumb void zone. This causes our fire to get plopped in a very very undersirable position and a frotnal or back AoE cone to go down on the raid. My only thoughts to why this occurs is because maybe there are supposed to be a predestined number of ranged and if there are say 10 ranged he will pull in the melee. From there a chain lighting effect takes place and brings the tank with him. This is my only idea to why this occurs. In conclusion its two mechanics that gets us on both bosses. For either Jarg/Sorno or Karagga does anyone have any suggestions on how to avoid the mechanic or a whole different strategy to avoid this in 16m? (Hard Mode doesn't have the same problem yesterday we got tired after 45 min on both and just switch to hard mode to kill them. The mechanic's don't occur then.)
  5. All I can say to your guy's post is ridiculous. Sniper's are not even close to underpowered. Sniper's range is much further than that of mercenary's. You guy's DPS in PvE content is much much higher than any other class at the moment. In PvP if you aren't just completely dumb you can LoS like a beast and at the same time sit back and put some SERIOUS damage to anyone and anything you see. And to make you guy's even happier instead of buffing your ranged class their nerfing mercenary's ability to spam 1 high dmg ability. They will have power shot/tracer missile but its still we will lose probably .5 seconds in between using them back to back since we can't spam the same keybind. Granted this isn't huge but .5 seconds is a 1/3 of a heal which can be a pretty big deal. I have one question though, you may not be able to use cover when stunned but can you not use crouch when stunned? Similar effect you just do not have the help of cover...... Just a question I may be wrong that you can use that but I do not know.
  6. Those Bro's has re upped their WoW accounts. Narcosis is done with 16m and is going to 8man until 1.2 comes out and have stated that unless the new content is good they probably won't do 16m again. Half of Death Before Dishonor quit to go back to WoW and to try out Diablo/Tera they got server first HM 8man right before they fell apart. The last one is blanking when I log on after work I will ask my buddy what the fourth guild that was that has fallen apart or lost substantial membership due to the end game raiding. Oh and I do know that Impetuous has lost 5 of its main core raiders due to dissatisfaction with the game. And when you only have a 22 Raiding Main Core....5 can prove to be crippling.
  7. Is anyone else wondering if Blizzard is paying Bioware to make WoW's endgame content look amazing again?! First off there are constant bugs in every shape way and form of Hard Modes and Operations. Constant CONSTANT CONSTANT bugs. Jesus Christ how hard is it to FIX THIS CONTENT before you come out with more bugged content? On top of the bugs the gear......players who are in Hard Mode content get the exact same awards as those of us who have done and cleared Nightmare content? Ridiculous Tuning. UM PTR......why instead of applying do you not just let everyone and their mom's join the PTR and copy their character over to make SURE THAT your coding isnt COMPLETELY BUGGED and also to check this ridiculous tuning. 8m Soa is RIDICULOUS on Nightmare compared to easy peasy 16m Nightmare Soa. On the other hand trash in comparison from 8man to 16m is AGAIN ridiculous. In EV it is seriously tough in 16m nightmare while in 8m you could 2 man most of it. Beyond that Karaga in 16m is tough as nails in nightmare and 8man is a joke. Also trash in Nightmare 16m is not CC'able at all. While in 8man you can CC the entire room if you want to. Finally 8man and 16man show no differences in why to do them. 16m and 8m have the same titles and mount rewards. WoW I think had a good concept of rewarding you for clearing both 10 and 25m but they made it a bit more prestigious to down the tougher content (25m). And this game has said as well that "16m is Harder due to coordination" therefore shoudn't 16m receive something atleast different than 8m to set us apart? Cmon Bioware you guys have to seriously get this fixed before a new content patch. If its the same in the content patch I can guarantee you half the guilds on Death Wind Cooridor with unsubscribe and wait for Tera, Guild Wars 2, or go back to WoW like 4 of the bigger 8man guilds on Death Wind Cooridor have already done.......... anyone else agree or disagree with the complaints/problem I see with end game pve content?
  8. Currently there is a difference in difficulty in 8man content from 16m content. As a raider that means that to clear nightmare in 16m is more "prestigous" than in 8m. Are there plans to differentiate future 16 and 8 man content rewards. For instance different speeders for 8/16m and different titles for 2 hour runs in 8/16? (Not neccesarily gear but the vanity items.)
  9. Ok guys 8 man and 16 mans are pretty similar. 8 man is pretty similar to 16m in difficulty in my opinion. 8man Nightmare Soa is the only boss that I find to be harder than 16m version of the boss. Don't get me wrong I think Nightmare could stand to be a few notches above IF there were no bugs. In 16m there are several bosses with 1 shot abilities and they will one shot multiple times in a single fight. With all the bugs fixed then Nightmare could stand to go up some more health on the bosses and a few more abilities to avoid if we had the entire raid up the whole fight. But in conclusion sorry for that rant. I think 8mans are much simplier than in 16mans except for Nightmare Soa. 16 people and you get 3 Balls. 8 mans you get 2. Final phase 16 get 2 8 get 1. Finally the = amount of mind traps but the scaling for 16 people it is easier to burn the amount of health on their mind trap than the ones in 8man (16man we have 4 ranged DPS specifically take out the Mind Traps on NM Soa). The boss's are inconsistent in difficulty.
  10. Impetuous - Death Wind Corridor - Empire Just found the threat today sorry about the tardiness. Impetuous downs 10/10 16m Nightmare content at 1:32 EST on 2/13/2012 Server First or Second.....Narcosis said they have downed all content but have not posted screenshots or videos of their kills. And Guild Master say's that "They are still working on Jarg and Sorno." http://www.impetuous.me/
  11. I personally cannot confirm this because I have not received the piece of gear. But my Bounty Hunter friend Deckard said that he Torian Cadera has the orange electrostaff from the Belsavis Bonus Series. This series is not obtainable and probably not doable till 50 anyway, but if you can gear him out with everything else and then do the bonus series you should get a weapon he can atleast equip then grab the champion weapona nd move the mods over to the electrostaff (That is if the staff isn't already fixed.) But check out the Belsavis Bonus Series that is where an orange electrostaff drops.
  12. Everyone loves raid mount drops and so do I. This is a forum thread to follow what mounts drop where so we know what to farm. Normal Soa - Tirsa Elite (Can anyone confirm if this mount drops off hard mode soa as well?) Please post what mounts have dropped for you in what ops or flashpoint runs. I will edit the post accordingly.
  13. We kill 5 of those things every single time. That definatly isn't the issue. We will give the fight more attempts tomorrow no worries and try and mess with it some more. Thank you for the help!! We were honestly a tad shocked after how easy the previous content had been. Figured we would kill him eaze mod as well. Thanks again for the help.
  14. yeah we learned that extremely fast. The orbs are the toughest part obviously. We were still slightly learning how to do it. We only got about 10 attempts in. Our big killer was when he would bring someone in the air for that 8-10 seconds....he woudl then land them ON TOP of a orb and they would die even if I was healing them in the air. Our raid wiper though, the only thing we could not manage, was he would flash bright yellow your screen flash yellowed basically and it did around 7-9k to the ENTIRE raid. We can overcome that one but the second time it became tricky especially if someone would accidently get hit from an orb. Any suggestions about this 7-9k raid wide dmg?
  15. My guild has reached Hard Mode Soa. After an easy first 4 bosses in a night we have reached a boss with a bit more challenging strat. From what we understand p1 is a tank and spank avoid green stuff. Jumping phase is straight foward. P2 is where we have gotten stuck. We are getting our tank mind trapped, is this a normal occurence. Secondly we are getting a continual 7k RAID WIDE dmg. This is WHAT is getting us. Is this 7k wide raid dmg normal, a mechanic we are overlooking, or just a plain bug?
  16. I see what your saying. That rapid shots is an extra 260-640 (depending on crits and so forth) heals that I could toss in between my abilities for heat disapparation. My question is would the gear stat change from stacking other things be more beneficial and increase my scans to that rapid shot amount. I can easily toss a heal...2 rapid shots....another heal....and so forth so that would not be a problem. But our class at healing is a little bit under powered in the sense we have NO mitigation skills and our strength should be being able to send out more heals more often. While the IA/Sorc are able to do things quite similar with a 4k shield. Oh and while I am trolling a tad I would also like to add how the Sorc's AoE heal is a 10 second channel witha 15 second CD that heals ALL targets in the area and does almost 1k a tick while Kolto Missile (AT ITS BEST with supercharged gas) costs a relatively large amount of heat heals only 3 targets for with a crit 1.2k crit and adds 10% healing/armor thats nice but I mean cmon the sorc's also get as many heals as us AND a shield.
  17. Bounty Hunter Healing: Heat.....And Cast Time As I cast a heal the heat from my previous heal begins to diminish. So this means that with a 2.5 second cast atleast 12.5 from my previous Scan (Sorry the name is blanking) will vanish. Well this is my major question about the bounty hunter stat Alacrity. This stat Alacrity is on all our healing gear. What this stat does is reduce our casting time of our abilities. Why would I want a SUPER fast heal if it is goign to cause my heat to start overloading much quicker. I can control my heat much easier with smaller doses of alacrity. Alacrity is going to be good for those OH #*$^ phases but other than that I mean why would I not want to go for surge rating, crit rating, and power over alacrity? The other bounty hunter columni, tionese, rakata gear that provide these stats would prove to allow for more POWERFUL heals that would help me still keep my heat under control. Does Alacrity secretly help us reduce heat as a quicker rate? If not does anyone see much of a point to stat this over the other 3 main bounty hunter healing stats (Crit, Surge, Power)?
  18. I am having the SAME DAMN PROBLEM! I have contacted a Gm got a response from him in game. After he took 10 minutes per response he said he would have to bump my ticket up to the next tier of people. Been waiting for a day since.
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