Jump to content

tigervol

Members
  • Posts

    11
  • Joined

Everything posted by tigervol

  1. Thanks for the info. Sounds like an example of you being willing to take more damage (thus putting more pressure on the healers) from something that you could avoid taking damage from in order to make the fight easier for your group. Your condescending tone is pretty unnecessary here. I don't know how your raid is setup, but ours has 2 tanks, 4 healers, and 10 DPS. Let's throw up a hypothetical here: Healers have no problem healing through the fight, either way it's tanked. DPS have no problem moving between platforms, regardless of whether they need to pay attention to tanks' positioning or they don't. Let's say, for the sake of argument, that NONE of these players are incompetent. Sometimes, even elite players make mistakes though. Brain fart, mistimed something, whatever... It happens. If it's not an issue either way for the DPS or the healers, it seems to me that the odds are in your favor that 4 people are less likely to mess up / make a mistake / have an issue than 10 people would. Granted, DPS aren't generally going on 15 or 11 frequently, but when people need to spread out to kill irregularities, sometimes they head out from the tentacle a bit early to get in position. Plus the DPS killing the anomolies sometimes have to go across those platforms. So hey, if you're happy with your strategy, more power to you. It's clearly working for you since you have cleared the content. But calling our strategy terrible is ignorant, because we're also easily clearing the content. Our second time in the zone we full cleared the zone in 3-1/2 hours, and the third time took 2 hours and ~20-30 minutes for a full clear. Oh and since we're apparently making up for our incompetence by using some terrible strategy, how about we talk about the fact that it took you ~19 days from your first kill of boss 1 til your TFB kill, versus our 6 days. We didn't start doing 16-man until the third week, due to some people being out of town and generally bad timing for us when the patch was deployed, and we still beat you to the final boss clear by roughly 4 hours. I'm not sayin', I'm just sayin'.
  2. Time for 16-man.................
  3. What is void disturbance? Internal damage that both of you guys took that I did not take any of.
  4. Here is a link to my parse from last Tuesday's 16-man Hard Mode run: http://www.torparse.com/a/36213 I tank from platform 9, when the spit comes, I drop to 15, run back to 1 to clear my debuff, then go back to 9. By the time I get back to 9, it's time for me to taunt again, so I tank at 9 until the green pool goes away on 15, and when the green pool goes away, I hop back up to 15 and tank there again until the next spit. Rinse repeat until final burn phase when I move down to platform 9 for the final burn. *NOTE: Platform numbers are based off of this map: http://i.imgur.com/XnkOy.jpg* I see that based on my total damage taken vs. both of your tanks' damage taken, I took roughly 200k more damage than the 2 of you over the course of the fight, but I also had substantially more absorbed damage. It's important to note that I'm a guardian, so our classes are different. I'll try to get our vanguard to post his logs from last week to see how they compare to your powertech logs. If I'm not mistaken, he tanks almost exclusively on platform 2. Our main reasoning behind tanking much of the time on platforms 2 and 15 is that it gives the DPS more freedom to move around without the worry of getting smacked by being on a tank platform. We have no problems clearing the content at all.
  5. We tank him up top so our healers will have something to do! They tend to zzz mid-fight if we don't keep 'em busy.
  6. The biggest problem with what you're suggesting is that it is impossible to create enough of these unique scenarios and content to keep people interested long-term. What I'm saying is, once you've seen the story, for most people, you aren't particularly interested in seeing the same thing over and over again, week after week. There is no way to make it unique each and every time, so you have to introduce some sort of grind to make it worthwhile to keep coming back. In this case, as with most, it's a gear grind. I agree it's a bit frustrating the lack of customization of how your character looks, due largely in part to so many pieces of gear being the exact same thing just reskinned in other colors and textures. So having some unique things that you could get for completing certain objectives is nice and is something that they should do more of. Things like the title for completing Nightmare Mode ops in under 2 hrs. The Infernal and The Unyielding titles aren't rare anymore because that content isn't difficult compared to before, but those titles used to represent a small and elite section of players, and you could wear those titles as a point of pride because not every group can clear that content. What this game really needs more of is things that really are difficult to obtain. Getting gear is so easy in this game, but if they had some really uber rare pieces that only drop once a month or take some ridiculous amount of effort to obtain, and are substantially better than the standard tiered gear, that'd be awesome. The gear could be Bind on Pickup or Bind on Legacy to prevent abuse or people farming them to sell, but it'd have to look unique and be worth the effort involved in getting it. I do agree with what one of the posters above me said, though. I raid because I enjoy raiding. I like the encounters, I like the zone design, and I like working with a team to clear that sort of content.
  7. It is not basically impossible to get back to the top to clear the debuff and then back into position before the next scream as you stated. In fact, it seems to be tuned absolutely perfectly so that right after you get back to the appropriate platform, it will be time for you to taunt. Because the timing is so consistently on point with this, I strongly believe that this is the way the encounter was designed to be handled, not for the tanks to fall off and respawn at the start. There is a map for phase 2 located here: http://i.imgur.com/XnkOy.jpg Based on that map, the tank strategy should look like this: (1) Tank is tanking TFB from platform # 9 to start. (2) Acid is spit onto platform # 9. Tank moves immediately down to platform # 15. Acid is an indicator that scream is coming soon and other tank should be ready to taunt. (3) Tank stays on platform # 15 until scream hits to avoid being hit with scream in between platforms and potentially causing a bug. Once scream begins to cast, the other tank can taunt. (4) Tank that just got screamed follows the following path: #15->#8, #8->#7, #7->#6, #6->#1, HALFWAY UP RAMP TO CLEAR DEBUFF, #1->#6, #6->#7, #7->#8, #8->#15 (#9 will still have acid on the platform at this point) . When you get back to #15, you should be ready to taunt because scream will happen just after you get back. *NOTE* At this point, I keep an eye out for #9 acid to clear off, and joust back up to #9 once it is clear because I prefer to keep the rotation the same each time, but you could just as easily tank on #15 until the acid hits, joust up to #9 to take scream, and then follow the same path with the same number of platforms to go back. I just prefer to start my acid on #9 each time. All of these numbers are just flipped for the tank on the opposite side to whatever the mirroring numbers are. For example: Other tank starts on platform # 2, moves down to #11 after acid hits on 2, then after he takes scream on #11, moves in the following order: 11->3->4->5->1->5->4->3->11 ------------------------------------------- As for your point about threat, it has already been mentioned in this thread, but he does not have an aggro drop or reset mechanic. The 75% reduction in damage significantly reduces a tank's ability to generate threat with almost any abilities other than a taunt. Swapping taunts between tanks for the first 30 seconds is a surefire way to make sure that a tank does not lose hate early in the fight, and is something that we did successfully for 1-2 of our runs. The last 2 runs, though, we haven't bothered with it. Instead, we switch our guards to our spikey healers (scoundrels in our case) that are most likely to pull hate, and it hasn't been an issue since then. We have had a couple of people with issues of dying when dropping off to go back to the start, so we pretty much avoid doing that now. We're jousting between platforms all the time, and have had very clean pulls the last couple of encounters. We have killed this on 16-man two times since the 1.4.2 update with no major bug-related issues.
  8. Has anyone tried going back to the Secret Cave after The Terror From Beyond has been defeated? Not sure if that's even possible, but that'd be something pretty simple but easy to miss.
  9. Same night we got a second Black-Purple Eviscerating off of Terror From Beyond on Hard Mode. This is our second full clear on HM (cleared it last week as well) and no crystals dropped from Kephess or TFB at all last week. It could be that crystals can drop randomly from any of the bosses, but we've only seen them on Kephess and TFB. If we see anything other than Black-Purple in the future I'll update this thread and let you guys know.
  10. We got a Black-Purple Eviscerating from Kephess on 8-man Hard Mode tonight. Haven't seen any cyan-black or any other color crystals in 2 hard mode runs and 3 story mode runs, all full clears.
×
×
  • Create New...