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Posts posted by Cabiria
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The map in the OP has been updated.
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Thanks for posting the map! The hypergate irregularities only spawn on the upper ring?
The yellow circles on the map are the Hypergate Anomalies DURING the tentacle phases. They randomly spawn on any of the outside rings. They Hypergate Irregularies can spawn on any platform that tentacles are not on. I 8-man it's random, and in 16-man it's EVERY platform that doesn't have tentacles on them.
Our tanks are having alot of issues with placement here and it seems they are always getting acid on the platforms that the dps need to use after the tentacles phase.I'll be updating the map in a few minutes with changes and additions. The Anomalies only appear on platforms 3 through 8. So the tanks should be tanking on 11 and 15 and dropping the slime pools on 2 and 9. The slime pools disappear once each tentacle phase ends so if an Irregularity shows up on either 2 or 9, the slime pools won't be there when you need to attack them.
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I realized I haven't shared this with the community yet and wanted to get it out there for any guilds still attempting TFB. It is a map with legend that we created to help our players better understand the mechanics of the fight, as well as assigning platforms for each player for Hypergate Irregularity phases.
The map should be pretty self-explanatory, but if you have any questions, feel free to comment and I'll try to reply.
This particular map is for 16-man hard mode, so I'm not too sure if there are differences for 8-man SM/HM or 16-man SM.
MAP: http://i.imgur.com/6yJLr.jpg
EDIT: The map has been updated to fix Anomalies' locations, added locations for Irregularities and added a DK barrel between 5 and 6.
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2) I hate that phase 1 is so long
Congrats on the kill.
And I'm pretty sure we had some players fall asleep during the first phase of that fight the night we killed it.
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Our tanks were taking varied damage, I know I was taking a solid 941 a tick and it never changed, our PT tank said his was vary from 300 a tick to 1200 a tick sometimes. Just trying to help clarify for anyone reading that it's not quite as strong as you said here. Everything else in your post was spot on though.
I think that was mostly because I, as a merc DPS, accidentally picked it up so I was taking a bit more damage that the tanks would. lol
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Maybe I was experiencing a bug, because standing ontop of a raid member allowed me to do damage to them (thus boosting my DPS as well).
The "cloud" does 2 things:
First it deals damage to you every few seconds... something like 3-4k per tick.
Second, each of your attacks deal somewhere between 2-3k per tick on your target.
I accidentally picked up the cloud when moving to kill a beacon so that's how I know. It doesn't deal damage to people around me because no one else took damage when I was stacked with the group.
One of the reasons you want to the tank to pick it up is because it makes it easier for healers because the tanks are really the only ones who are supposed to take damage during that phase (exception to ranged DPS for slimes). But also because it helps them with threat because of the +2-3K damage they deal because from what I can tell, holding threat on the Tunneling Tentacles is quite exhausting.
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Guild: <Chosen>
Server: Prophecy of the Five (US)
Writhing Horror
Kill Time: 22:51:48 GMT // 18:51:48 EDT
Screenshot: http://i.imgur.com/hCt0p.jpg
The Dread Guards
Kill Time: 00:33:11 GMT // 20:33:11 EDT
Screenshot: http://i.imgur.com/iPlKk.jpg
Operator IX
Kill Time: 01:08:17 GMT // 21:08:17 EDT
Screenshot: http://i.imgur.com/xeW22.jpg
Kephess the Undying
Kill Time: 02:36:14 GMT // 22:36:14 EDT
Screenshot 1: http://i.imgur.com/7H2jQ.jpg
Screenshot 2: http://i.imgur.com/lK7bY.jpg
I messed up a bit on screenshot 1. -_-
Terror From Beyond
Kill Time: 07:18:31 GMT // 03:18:31
Screenshot: http://i.imgur.com/tXHdL.jpg
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Guild: <Chosen>
Server: Prophecy of the Five (US)
Writhing Horror
Kill Time: 22:51:48 GMT // 18:51:48 EDT
Screenshot: http://i.imgur.com/hCt0p.jpg
The Dread Guards
Kill Time: 00:33:11 GMT // 20:33:11 EDT
Screenshot: http://i.imgur.com/iPlKk.jpg
Operator IX
Kill Time: 01:08:17 GMT // 21:08:17 EDT
Screenshot: http://i.imgur.com/xeW22.jpg
Kephess the Undying
Kill Time: 02:36:14 GMT // 22:36:14 EDT
Screenshot 1: http://i.imgur.com/7H2jQ.jpg
Screenshot 2: http://i.imgur.com/lK7bY.jpg
I messed up a bit on screenshot 1. -_-
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Okrill, the armor in the very last scene is actually the Champion PVP armor set.
Accuracy in end game
in Flashpoints, Operations, and Heroic Missions
Posted
You have three types of abilities... 'normal' attacks, 'special' attacks and for your Sentinel, 'force' attacks.
Normal and special attacks are the white numbers, and force/tech attacks are yellow.
Your yellow attacks will never miss, but can be dodged/parried. Yellow attacks have a base 100% accuracy and any +accuracy you add will lessen the chance for those abilities to be dodged/parried.
Your normal/special 'white' attacks are different. 'Normal' attacks, which for the most part, only include your auto attack (slash, rapid shots, etc.) while your special attacks are pretty much everything else. 'Normal' attacks have a base 90% accuracy while 'special' attacks have a base 100%. 'Special' attacks work the same as 'force/tech' attacks in that they will never miss, but can be dodged/parried.
If you hover over your accuracy stat in both melee/ranged attacks, you'll see the number difference between 'normal' and 'special.'
To answer your question, you want 100% MELEE/RANGED ACCURACY. Don't concern yourself with force/tech accuracy. To clarify, when you open your character window and look under melee/ranged without hovering or clicking on anything, you want that number to 100%.
For example on my Mercenary, I have 100.27% ranged accuracy with an accuracy rating of 300.0.