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Levram

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Everything posted by Levram

  1. Did you have a Powertech that took the "Sonic Rebounder" utility, and who AoE taunted the boss right before the end of the Devastation cast? If their Sonic Rebounder buff hit the seven remaining people in your group, you will all take zero damage, even with a red cross.
  2. Hey Tealik. Just in case you missed it for the progression update, the above post was TIO's clear of HM Underlurker on February 12. Thanks!
  3. If you re-read what you quoted from me, I said that "the RNG elements, when they are handled by skilled players, are not causing unavoidable wipes." I was only contradicting another poster who was claiming that there are too many RNG elements to the new operation fights that cause wipes that are impossible to avoid. My point was that multiple guilds are one-shotting multiple HM operation bosses, therefore the RNG elements are not resulting in unavoidable wipes. My team one-shotted HM Bulo last week, and that fight has several hard-hitting RNG elements to it. I made no comment on whether the HM versions of the new operations are appropriately difficult.
  4. You should definitely go back and properly study your "countless hours" of videos wiping on Bulo. Obviously you're not actually being observant of the mechanic that results in the spawn location of the Drunken Pirates being completely controllable by your team. Rather than just assume you're right because you've spent hundreds of thousands of credits wiping, try listening to the multiple other players in this thread who are telling you it's a controllable mechanic, because it is. My team's chosen spawn location for the first set of Drunken Pirates is always the bottom right door because that's where we want them to be. There's no RGN involved. And no, I will not explain the mechanic for controlling their location in this thread because, if you were actually interested in clearing this boss, you would bother to go research the detailed mechanic responses that players have provided for Quartermaster Bulo in the Flashpoints and Operations sub-forum.
  5. I run the new HM FPs because they are fun in that they actually present a moderate challenge. I don't care about the loot drops in the least. The challenge is enough of a reward for my time.
  6. The first boss fight in Blood Hunt has some RNG AoE elements, but most of the fight is controllable through tactics. Tanks, when speced into the right ulilities and timing their abilities correctly, can totally prevent themselves from being knocked back by the boss. The first two blue circles are random and further away from the boss. The third blue circle is always centered on each players' feet. Therefore, the team should stack on the boss in anticipation of the start of the blue circles and not move when then first two come out. They should then spread as the third circle is marked on each of them. The only true RNG aspect to the fight is the positioning of the adds and the electric domes. If you understand the fight mechanics, there are always tactics to employ.
  7. 192 token gear from the 3.0 SM operations is perfectly appropriate for clearing the HM versions of those operations. And yes, everyone in the group needs to be in 192 token gear, that's why you run with a guild for HM operation progression content. The current HM operations are not PUGable with players in commendation gear, just as DF and DP HM weren't when they were current at-tier content. I can't identify any ToS bugs that prevent boss clears since the 3.1 patch. The fights all work as intended now. The spawn location of each set of Drunken Pirates is not random. It is controlled by the player whom Bulo is aggroed on. I would contend that there are no RNG elements that "can wipe a group no matter how perfectly they are doing the mechanics." As long as the RNG elements are handled appropriately by the player(s) affected, there is no reason why a wipe would occur. Progression operation teams are one-shotting the new HM operation fights. Therefore the RNG elements, when they are handled by skilled players, are not causing unavoidable wipes .
  8. The Drunken Pirates always spawn from the door closest to the position of the player that Bulo is aggroed on when the red text appears announcing their arrival. No exceptions. There is no RNG to the Drunken Pirate spawn position. My co-tank and I make them spawn wherever we want to, every single time, which for us means never in the top-center position. There is no reason to be stingy with taunts at the beginning of the fight. You want the tanks to be rock-solid in the #1 and #2 positions on Bulo's threat table. Therefore they should be taunting their asses off prior to the first spawn of Drunken Pirates so that one tank can go pick up a barrel without losing threat prior to the first Scatter Blast. My co-tank and I taunt Bulo a total of six times in the first 20 seconds of the fight. This results in one tank having multiplied their threat by 483% and the other tank by 627%. With guards starting out on the top two DPS in our team (later swapped to the squishy healers to reduce their damage taken from Barrel Tosses), I can go pick up the first barrel, kill the Drunken Pirates, fall asleep for a moment, and still not have lost threat to a DPS.
  9. So which is it? The first boss of Blood Hunt HM and the Manaan bonus boss are too hard, or there's a lack of challenging four-man content? You ask for nightmare versions of flashpoints, but then complain about the above two bosses being too hard. That makes no sense. The first boss of Blood Hunt HM is at an appropriate HM standard (i.e. a straight-forward clear for players who know the mechanics and can execute well). It is not tuned to the challenge that a "nightmare" version should present (i.e. barely clearable with perfect play).
  10. The electric domes are only about five meters across, and are certainly not greater than eight meters across. Therefore, a melee DPS can always attack an add while standing outside the dome, no matter what spot the add picks. Attacking from 3.75-3.99 meters away is further than most players think it is.
  11. This advice is the opposite of what should be done in almost any circumstance. Threat generation from healers is very low and only mobs that are untouched by either the tank or DPS will aggro on a healer. A tank should be guarding the DPS who generates threat high enough to cause problems for the tank to be able to hold aggro. If neither DPS is capable of pulling aggro, then the guard goes on the DPS who's the squishiest for the damage reduction. Under no circumstances should DPS ever be asked to "ease DPS." That is the best way to A) have a tank never improve their gameplay, and B) fail at content. Maximum DPS should always be expected, unless there is a specific hit-point trigger mechanic on a boss or mob that is being carefully managed in a fight. Expecting DPS to use their threat reduction ability at the appropriate time, in coordination with the tank, is all that should be asked of them. Tanks are provided with enough threat generation, that in combination with the appropriate use of taunts, can hold threat against any DPS output. Watch some videos from nightmare tanks that are clearing the new HM operations. They are successfully holding threat against some of the best DPS in the world. Actually, you need to take your own advice and learn to read the tool-tip for guard. The damage reduction aspect works in all content, including PvE. It is only the damage transfer mechanic that is specific to PvP, and requires the guarded player to be within 30 meters of the tank for it to work.
  12. 1) Don't PUG the new HM FPs. Run them with your skilled friends and guildmates. 2) Complete the new FPs for the challenge they present. Run the new SM operations for gearing your character.
  13. The achievements for the hard mode version of the Blood Hunt flashpoint reset upon leaving the game client. I cleared the flashpoint on 12-Feb-15 and received the achievements for clearing the three main bosses, and all six of the minor bosses for the bonus. When I logged into my account today, the achievements were wiped out. I have also submitted an in-game bug report for this issue. Thread on the topic in the FP forums.
  14. Same. All my achievements from my clear yesterday are now gone. I have created a bug report for the issue.
  15. The Imperial Order has cleared The Underlurker (HM/8) @ 9:09pm EST.
  16. I agree. The first boss in Blood Hunt is a significant DPS check to clear the adds fast enough on the first two waves before they enrage. Random SM-warrior Fleet PUGs are going to be stonewalled there.
  17. The Imperial Order has cleared Sword Squadron (HM/8) @ 11:05pm EST.
  18. You are correct. The commendation gear is terrible. The best path to follow if you really want to optimize your character's power is to start clearing bosses in SM Ravagers and Temple of Sacrifice. The 192 token gear that drops from those operations is better than anything in the game other than 198 token gear. If you don't want to risk PUGing the new operations, then join a guild that runs them on SM every week. It will take a time investment to win your tokens, but grinding out HM FPs for Ultimate commendations to purchase worse gear is not really an ideal investment of your time, if that's a concern.
  19. Yes, here is the original thread on the issue in the Bug Report forum. It would be nice to have this large hook positioning problem solved as is makes multiple decoration items, essentially, trash including the new ones you keep adding to the game. It's a waste of time to develop new decoration assets that cannot be placed in any sort of useful position in a stronghold. The other frustrating part about this bug is that one decoration item (Selkath Console) used to be able to be positioned properly, then was broken later, so it's clear that an adjustment could be made to get things working in an intended manner again.
  20. My guild has cleared this fight in SM/8 using a different strategy almost every week. The only bug we've seen in over a month is that the door is never there, which we just ignore. The phase transition and fight complete successfully. Our clears have included: Bring bird to 5% and boss to 20% at the same time. Kill bird. Push boss. Bring bird to 5%. Switch to Boss to 25%. Kill bird. Push boss. Bring bird to 10% and boss to 25% at the same time. Push boss. Kill bird. Push boss and completely ignore bird. Kill bird. The only bug avoidance strategy we follow is that as soon as the boss delivers her dialogue line when she breaks for the escape pod, we stop all DPS on her. Also, no one uses pets in our group.
  21. Yes, the move was the right one, but amusingly the Developers implemented it in just about the worst possible way from a business perspective. They removed the training costs immediately after the 3.0 early access week was completed. That was flat-out one of the most poorly planned decisions they have made. The costs should have been removed with the release of 3.0 to pre-order customers. If that had been done, players would have heralded 3.0 as the Second Coming. The training costs from Level 56-60 were approximately 1.2 million credits per character. Therefore, the players who actually paid those costs were the most loyal and dedicated players of this game; namely those who pre-ordered so that they could experience the new expansion as soon as possible. The more characters a player leveled during their early access week, which likely corresponds to how much they love this game, the more they paid for training and the higher the risk of causing them to feel regret about their pre-order. After all, if they hadn't pre-ordered and played their heart out over those first four or five days, they could have saved themselves several million credits. The Developers misjudged the Community's reaction to the increased training costs and then reacted to the strong response from players by setting the costs to zero, but left their most loyal players hung out to dry with no refunded costs. Talk about leaving a bitter taste in the mouths of the players who were the most excited for the expansion. Customer relation aptitude, indeed.
  22. This is correct. Taunts and doing a threat rotation on the adds is completely unnecessary for the tank. All the tank needs to do after the four shields are removed is stand closer to the two adds on their side than the healer so the healer doesn't take any damage. You can 100% effectively tank the adds and protect your healer and rDPS while drinking a coffee and reading the newspaper, if you wanted to.
  23. I play both games, and the GW2 horizontal progression is exceptionally "grindy" feeling. For end-game, sure SWTOR requires you to re-run content to obtain your different token pieces, but at least your character becomes more powerful and you can move through content more easily. As well, becoming more powerful allows players to attempt harder content that they may not have been able to compete before. In GW2, if you're in armor and weapon skins that you love, and if you're not trying to 100% complete some random achievement, there is no reason to log in when you have completed the new story content once. The game gives you nothing back in return. A final observation is that GW2's horizontal system just uses large "numbers" to inflate the length of the content. You want the newest PvE amour look? Go collect 10,000 Bandit Crests, or more, so you can purchase the missing collection pieces you need because the RNG gods have not dropped the skins you require to complete the required collection. Enjoy your month of running the same 60 minutes of content a hundred times or more to collect what you need. At least with SWTOR, a player's skill in combination with their character's power will allow them to move onto new challenges without needing extensive farming. My guild finished SM 3.0 operation farming for gear in less than two months (i.e. approximately eight weeks of double-clears taking two hours, so 16 total hours invested.) My preference is for a vertical system where my skill allows me to move through content and obtain gear as quickly as I am personally able to rather than the mandatory hundreds of hours invested in mindless farming for horizontal progression.
  24. It good to start moving into more mechanically challenging fights for your guild. It certainly keeps things interesting, and teaches everyone to play their classes better. Now that players are Level 60, you'll find that the old Level 55 content is generally more forgiving that what guides, that were written when the content was current, would indicate. You'll take less damage, and be bringing more DPS and heals to the table. That being said, your group, or at least the operation leader, should read fight guides so that your group can understand what is mechanically different from Story Mode, and what needs to be accomplished in the fight. As for the order of what to tackle, I would suggest doing the operations in the order that they were released, generally. TFB HM S&V HM DF HM (except for Brontes) DP HM DF HM (Brontes) TFB NM S&V NM DF NM DP NM For a group of players with no nightmare experience, be prepared for the Level 55 nightmare content to still be quite challenging. Best of luck!
  25. Welcome back to the game! You must have been gone for a while, as Assassin tank self-healing was removed fifteen months ago in Patch 2.5 in November 2013.
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