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vandana_

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  1. Gratz on the biggest fail in the history of gaming industry. You marked your place there EA. I don't know if free-to-play is the future of the industry but i know one thing for certain. Your game was so poorly executed it should be taken out of the equation. Bye, I'm off to play games made by companies who have balls & skills.
  2. My subscription is running out and the game is already uninstalled. When browsing Massively I learnt that SWTOR Executive Producer released "state of the game" and thought to myself: "Maybe they will finally say something true". Not that I care about this game anymore (I moved to much greener pastures) but it always strucks me that they try to repeat the same LIE again and again. And here I thought I would hear something SINCERE. God, was I wrong. Aren't tattoos with failed games logos like old girlfriend tattoos? It is OK for a while. When you go deeper it fails on many levels. It is obvious that during those meetings something else happened than everyone saying "the game is awesome". EA bosses told you: "The game is underperforming, we won't pour anymore money to it, go free-to-play and Jeff you will be controlling the damage". You underestimate the IQ of human species. Whoaaaa, a TRUE statement, well done. Partially true because that was not the only reason. Probably. Who cares? People see the results and the results are layoffs and less people to work on the game. Doesn't sound very promising for the future. LOL. I mean, seriously??? It would be enough to hire 16 QA testers to find the Denova bug and Warzone 7/8 backfill bug. Hundreds are really not needed. You should spend those vast resources you spend on QA elswere. /sarcasm off Never concerened me but I have seen what is your modus operandi with server populations and basically I can sum it up as "keeping your head in your ***". To sum up - I don't see a point to those state-of-the-games because they don't give people hope the game can be better. They confirm you will deny the problems and spin what really happened. I don't know where it will lead you but I'm guessing not to a good place since it hasn't work for couple of months now.
  3. I unsubscribed recently (along with half of my guild) and uninstalled SWTOR but I must admit... The grass on those screenshots looks very pretty.
  4. 1. Not enough people online to do all the stuff I like - rated PvP, 16 man operations on a casual level, stuff outside of raids. 2. Lack of perspectives. No clear direction for the game, no ambitions to compete for top position in MMO market, EA giving up early, lay-offs. 3. No ambitions to create a competitive community. Eg. lack of universal PTR copy, picking some guilds for testing which kills fair competition. Hero-engine not suitable for world PvP. Complete joke of a PvP balance. No rankings. Ridiculous grind to cover lack of content. No appreciation of how important PvP is (Damion Schubert's: "legacy is our best stuff"). 4. Lack of experience and skill of developers. Constant failures in development of basic systems and features. Constant "catching up" with features other MMOs invent. Learning by own mistakes, not the mistakes of others. 5. Terrible communication with the community. Community managers speak like they were working for ministry of propaganda and they had an EA hammer over their head ready to strike them if they were sincere with the playerbase. Too little activity from CS (due to layoffs). --- Seriously, I have put up with this game for far too long for the sake of keeping my guild alive. But with so many people who left the game (reason 1) I I'm no longer willing to ignore reasons 2-5. HINT: "I AM into subscription business. I AM willing to pay a subscription for a good game and I WOULD NOT buy a single thing from the cash shop". After all "customers won't pay for crap". I am not only unsubscribing but uninstalling the game as it is not worth my time.
  5. Nicely done. I find the damage types & values tables especially invaluable!
  6. Some nice alternatives and tips, thanks We will certainly use the one with tanks kiting circles on final Kephess phase.
  7. 1) It works 2) Why struggle and take risks if you can easily do it with the repeated purple. If that is not good enough explanation for you see point 1
  8. 1) Deletion protocol "protect" not working. Both people - the target of Deletion Protocol and the person running in die even though the person running in correctly killed their sphere and had the "protection" buff 2) Master Contol despawning but Operator IX occasionally (happened once) not spawning after we killed all cores. In addition Regulator adds spawning again.
  9. I'm tired of everyone saying "only time will tell". You can make educated guesses. My guess from looking at the matrix is that this very limited free-to-play (more of an extended trial) will not change anything. f2p players lured into the game will get pissed off with the limitations and leave before paying sub for a game with already bad press. Maybe they will finish some storylines (for free) and then quit. With regard to current subscribers endgame PvE (operations) is nice but there are less and less people to play it with. And f2p will not change it. PvP is a grinding, bugged disaster with no clear goal (rated season) and lack of balance. While still enjoyed by hardcore PvPers - lets be honest - there isn't enough of them. There is a lot of potential to make PvP better but it is clear that there is not enough funding. That applies to everything in this game. Solid base and excellent potential that will never be fulfilled because EA gave up on the game and went for useless f2p that had only one effect - more bad press for the game and more subscribers losses. EA's aim at this point is to make money on ridiculous cartel coin fluff. Good luck with that.
  10. There is no such thing as free.
  11. KEPHESS THE UNDYING The fight is based around 8 pillars which get destroyed and when they collapse they knock Kephess down so you can deal increased damage to him. There are 2 phases and in each of those phases there is a different mechanic to get those pillars on Kephess. The positioning on this fight: Everyone stacked behind the boss except 2 ranged DPS dealing with the Energy Distortions (explained below). Phase 1 Tank swap One of the tanks tanking Kephess will receive a debuff - 2 small white glowing lights will attach to him and then he will start glowing himself. When this happens, the other tank needs to taunt Kephess so that the tank with the debuff can run to the glowing pool around the center of the room which will cleanse him. The glowing pool will spawn from a blue circle - other players than a tank with the debuff should avoid the circle and the pool. Laser Blast Kephess will have a white electricity beam attached to him periodically throughout the fight. The tanks need to locate the pillar it is attached to and move Kephess to that pillar. Kephes at one point will stop and a red text message will be displayed on the screen: Kephess Charges a Focused Laser Blast at Player X! This is when the targeted player should run to between Kephess and the pillar. Kephess will channel a 9 second Laser Blast (the player will take damage - need heals) from it. The tank should move to Kephess' side to avoid the damage from the laser as Kephess will not be attacking/targetting anyone but the person affected with the Laser at this point. At the end of the 9 second cast the laser beam will destroy the pillar and Kephess will be knocked down to the ground for a few seconds - you can do increased damage to him while he is in that state. Due to the strict enrage timer on Kephess, it is recommended that you do not miss a single pillar in phase 1. You do not have to stand next to the pillar, as long you are between Kephess and the pillar. Make sure that the person being targeted by Laser Blast runs to their position ASAP so that Kephess gets 4 stacks of the damage increase debuff for maximize DPS as the stacks increase with the amount of time the laser affects the targeted person. Energy Distortions Energy Distortions are two white orbs that spawn in the middle of the room. They each have 10k HP and will attach onto the nearest person. When they spawn, they have a white circle underneath them for a couple of seconds. Those who run into the white circle will get the energy distortions attached onto them. If no one runs into the white circle, they will pick the person closest to them and place the white circle underneath them. Each energy distortion has about 10k HP but it cannot be damaged by other players once they are attached onto someone. For that reason, 2 assigned DPS will pick them up ASAP as their main priority in the fight and kill them. If you have 2 ranged DPS they should be staying closer to the center of the room so they can get to their distortions quickly. If you make a mistake, and the orbs attach to the main tank keep in mind that the Kephess’ ability that cause tanks to glow will kill these energy distortions. The distortions will do a pulsating AoE damage that increases in damage overtime. Keep them away from the raid and kill them ASAP. Rinse and repeat this all until Kephess is ~ 50%, which triggers phase 2. Phase 1 to Phase 2 transition There will be a big red circle in the middle of the room to which Kephess make will a landing from the air. The landing will cause walls going out from the floor towards the corners of the room. The walls move slowly that they are easy to avoid. Keep nuking the boss in that phase. Phase 2 Dread Bomb Unlike in storymode, the pulsating blue circle that marks where Kephess took off no longer exists. Instead, the red circle that Kephess places on a random raid member to indicate the position he will land is no longer avoidable. It deals ~19k damage to the targeted player. If the person is not topped off, they will most likely get one shot. Sorcs/sages should place shield that person to mitigate some of the damage. The targeted person should use a defensive cooldown and a medpack to top themselves up before/after the strike. Needless to say, the person with the red circle should move away from the rest of the raid so they don’t take any unnecessary raid damage. Radioactive Barrage Radioactive Barrage is a lava trail that follows the targeted person (you will see a red text on screen). Whoever being targeted needs to run away from the raid and basically do a circular lap on an empty area before returning to the raid. This will drop the lava trail well away from the raid. Corrupted Nanites In phase 2 Corrupted Nanites is the the mechanic which will break the remaining pillars. Corrupted Nanites is a DoT casted on a random player. You will see a red text on screen: Corrupted Nanites on YOU! as well as a circle icon above your head. You will run to one of the clickable pillars ready to click it to channel a skill called Hypergate Tower to remove the Corrupted Nanites. Click on the pillar will immediately cleanse you of Nanites and the pillar will break when everyone on it either cancels the channel or let the channel finish. On hardmode this channel is 6 seconds but might be shorter if you have alacrity. If Kephess is near the pillar when it is destroyed, Kephess will be knocked down temporarily again, allowing you to do increased damage to him for a couple seconds. You will need to break the pillars when Kephess is next to it to knock Kephess down. Breaking the pillars when Kephess jumps away will basically “waste” that pillar. That means that when Kephess performs his Dread Bomb you need to wait with collapsing the pillar until he lands. Corrupted Nanites on hardmode do not fall off and will keep increasing in stacks (at 4 stacks it deals over 7k damage a tick) until it is cleansed with a pillar. do not wait longer than necessary to break the pillars You cannot miss a single pillar here as doing so will most likely cause trouble with enrage! The way we manage the pillars is as follows: - Once two players get the corrupted Nanites debuff, we click on the first pillar and break it immediately if Kephess is nearby (we don’t wait for the 3rd person as it takes too long and the first person may get too many stacks of Corrupted Nanites and die from it). We do one 3-2-1 countdown for click and another 3-2-1 countdown for release channeling. - For the next two pillars, we wait until 3 players get the Corrupted Nanites debuff. All three players stack on the pillar and we do the cancel countdown as soon as Kephess returns from his jump . - For the last pillar, we use it when Kephess is at 11-12% so we can break it and push Kephess into Phase 3 with maximized knockdown/nuking time below 10% which is soft enrage treshold. We wait for 3 people to get on the pillar. Pop all DPS cooldowns on the last knockdown. Phase 3 Phase 3 is basically a burn phase but Kephess also has two nasty abilities. We bubble shield all raid members before going into P3 and everyone pop medpacks etc to help survival. If you use the last pillar at 11-12%, you should get Kephess ~7% before he gets up and start phase 3. Fury of the Masters Deals 1.6k damage every second until Kephess is dead. Soft enrage mechanic. Volatile Emissions Circles on the ground that will target raid members and deals 5k damage to them if they don’t move out of it immediately.
  12. OPERATOR IX Phase 1 There are 4 color phases in phase 1 of the fight (indicated by the color of a circle in the center of the room). Your goal is to kill 2 datacores in each phase which will trigger the next phase. The order of phases is always the same: Blue -> Orange -> Purple -> Yellow. There are 2 people assigned to each color. 1 person of the color of the current color phase activates the channeling console (on one of the 4 pillars around the center of the room) by standing in the circle in the center of the room. The other person channels the console throughout the duration of the phase which removes shields from the data cores. The duration of the channel (time to kill the cores) is shorter in each consecutive color phase (exact values below). Everyone should set Master Control as focus target which will allow you to see his cast bar - phase duration. Consequences of not killing datacores on time: 1) Master Control will repeat the color phase including spawning any adds that spawn during that color phase (they will spawn again). 2) Additional Rectifier add spawns (you will get the following message on screen: Failed to Achieve Red Obtuse. Activating Green Bisector). Rectifier has 90k HP and a conal attack so he should be tanked faced away from other players. On Purple phase you fail the timer on purpose to clean up the Regulator adds (explained below). Timers and role assignments: Blue: 70 seconds RANGED DPS + DPS (channeling) Orange: 60 seconds TANK 1 (channeling) + HEALER Purple: 55 seconds RANGED DPS + DPS (channeling) + additional 55 seconds Yellow: 50 seconds. TANK 2 (channeling) + HEALER. Adds During the color phases the following adds will spawn: Blue: Recognizers Orange: Regulators 1st Purple: Recognizers 2nd Purple: Recognizers, Rectifier Yellow: Regulators As you can see Blue and Purple phases only spawn Recognizer adds - these are silver, low HP (15K) mobs and can killed off by tanks picking them, healers and DPS passing by. Orange and Yellow phases spawn 2 x Regulator adds. These are champion mobs with 70k HP and cast a knockback (End of Line) followed by a stun. For this reason, they should be tanked facing away from the central color circle (so they don't knock the person stending there out of it) and the person channeling on the console. Optimal position to tank them is with your back against a pillar (other than the one with the active console). The second Regulator will spawn about 10 seconds after the first. The tank who picks it up must make sure he has his cc breaker / interrupt ready so he can pick it up asap. As soon as Orange phase ends TANK 1 (that was channeling) should pick up the new (Recognizers) so they don't break the channeling and try not to AOE taunt so that the Regulators stay on their target (TANK 2). Regulators and Rectifier always spawn in the eastern "entrance" to the room. Repeating the Purple phase You repeat the Purple phase on purpose to clean up the Regulator adds from the Orange phase. It is the Purple phase you should repeat because only Recognizer adds spawn in that phase. Colored spheres During each color phase, two color spheres of the corresponding color will spawn. Each person of the same colored pair will need to grab one and kill it to receive a buff.* (*The buff is used to protect people affected with "deletion protocol in phase 2 - explained later). Players not of that color will need to avoid damaging these spheres and accidentally killing them (they only have 5K HP). Channelers will be leaving color spheres until the cores are down. That means no AOE near them. The player in the center circle can kill his sphere when it comes by. On Yellow phase the channeling tank needs to very quickly kill his sphere before he starts channeling so he doesn't have to worry about it when he picks up the boss at the end of phase 1. You will loose some dps time of the Yellow phase but we found it easier to use all DPS as channelers on more relaxed phases Blue and Purple and free tham up for phases Orange and Yellow. A DPS can help the tank casting 1-2 shots on the spheres. The spheres always spawn in the northern and southern part of the room and are neutral (yellow, not targettable as enemy with Tab - you need to click it to target it). Color spheres do not despawn. KILL PRIORITY All phases: - Spheres - for the player in the center at any time and for channeler once cores are down (with the exception of the Yellow phase channeling tank ). - Recognizers killed by tanks and finished off by DPS and healers as we go. Blue phase: 1) One of the initial adds - the other one is killed by a tank and DPS in the center. 2) Data Cores Orange phase 1) Data Cores 1st Purple phase: 1) Regulators 2) Data Core 1 3) Data Core 2 2nd Purple phase: 1) Rectifier 2) Data Core 2 Yellow phase: 1) Data Cores 2) Regulators It doesn't really matter if you split your DPS on the cores as long as you can apply all debuffs and buffs on them to maximize dps. Phase 2 Black Obtuse During this phase the Master Control mob in the center of the room is replaced with Operator IX. When this phase begins the Regulators from Yellow phase need to be killed as 1st priority. A tank that was channeling needs to pick up the boss. Operator IX will cast Black Obtuse. He puts on a reflective shield on himself and places color circles in the spots around him. Each player has to pick 1 color circle of their color. On hardmode you have 8 seconds to do that. This means that all the players should stack in the middle with Operator IX as that offers the shortest travel time to their circles during Black Obtuse. If you run into the wrong circle, you will cause one random member of your raid to get hit with Disinfection once Operator IX finished channeling Black Obtuse (hits for 19k and will most likely one shot them). In the event that one player of a specific color pair dies, the remaining player of that color will need to run to both circles during this stage. Operator IX will aggro a random player around 5 seconds after the Black Obtuse so tanks need to make sure to taunt him when he ends his channel. Adds Operator IX will occasionally spawn 2 low hp adds with a knockback just before the Black Obtuse. One of the tanks needs to mass taunt and the other tank needs to single taunt the boss off. Ranged DPS should kill the ADDS during Black Obtuse. Color Deletion Protocol Color Deletion Protocol comes after Operator IX finishes channeling Black Obtuse. One random member of the raid will be targeted for deletion by a specific color and a circle of that color will be placed underneath that player. The boss wil target that player and start channeling the protocol with the color name in the name of the ability so you can quickly see who is targeted with which color by looking at target of target and the boss castbar. One person with the color buff corresponding to the color of the circle will need to run to the person marked for "deletion". Doing so will protect the person from the "deletion" aka death. You have 5 seconds to do this. Since there are two players with the buff for each color, make sure you sort out who does the “protect” first as to not waste both buffs. (For example we do it using the following rule: HEALERS for Orange and Yellow first and RANGED DPS for Blue and Purple first). If both players run in to protect, both of their buffs will be used up and whoever gets marked for deletion with the same color afterwards will die. Make sure that all players stand still after the Black Obtuse until someone gets marked and the player targeted for deletion stands still until the person that's supposed to run in does so. Also those without the corresponding color buff to protect should stay away. We use Bloodthirst in the beginning of Phase 2 and on the last 30%. You need to time it after the Black Obtuse when the boss drops his shield.
  13. First off, I'd like to say, these tactics are based on Dulfy's tactics posted in this thread. I'd like to start by saying "thank you" to her as it was her guides (awesome as always ) we used when killing those bosses. I edited the tactics with some adjustments my guild made, added some tanking tips and decided I'll post them - maybe you will find some useful information here in addition to what Dulfy posted. The tactics are for 8man Hard Mode. Terror From Beyond Boss 3: Operator IX Terror From Beyond Boss 4: Kephess the Undying
  14. I don't care about cartel coins. I don't care about Facebook dancing Jawas. You can officially erase them from my account. Get your development team on fixing bugs and pvp. Oh yeah and ptr copy feature.
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