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Squishei

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Posts posted by Squishei

  1. There are a handful of bugs in almost every phase of the fight, some are easy to spot, while others are little more of a ninja. i would suggest you look through these forums and the CS ones and see if any of the bugs might be causing the additional damage to the tanks.

    My guild is also having issues on him, and we have wiped to a few bugs and the handful of times we got into the final phase and had the tanks rolling and dropping their circles, we did see crazy 20+k spirts which on their own aren't so bad, but when followed by 12k back to back hits, we have had issues. We heal with two sorcs. In all honesty if the fight was a lot less buggy and we could just practice healing and tanking more, I am sure we could kill this guy with little issue now. We have been on him for two nights, so about 8 hours, and the bug wipes followed by the long run back def makes the fight less fun. Beyond that, the fight is actually the first one I find real fun to heal.

    So yeah not much advise other then check your logs for any odd hits, like abilities hitting the tank when he doesn't have agro, which is one we have seen, and just oddly huge near 1 shotting abilities when they shouldn't hit that hard.

     

    Fight mechanics =/= bugs.

     

    They fixed the bugs that were in the encounter: gift of the masters, pulsar droid health.

     

    On topic: in the purple shield phase, it is a hardmode mechanic that the time between waves is nearly halved. There is a strat that allows you to take your time with the waves even with 0 AOE. I'll leave you to figure that one out.

    Hint: the shield has a finite size no?

     

    Make sure you know what kephess' abilities.

    Pre 60%: A dot that can be healed through.

    A jump that deals damage upon landing and increasing his next swing by 100%

     

    Post 60%: breath of the masters: taunt time

    Savage arcing slash: frontal cone knockback, applies damage vulnerability debuff

     

    Otherwise if that's not your issue, it's just the fact that he just hits plain hard. (I'm a healer I have to heal this damage) just tell your healers to go all out.

     

    Good luck. Hope this helps.

     

    P.S @#fraeblood really interested in whatever bugs you say you're finding. Because i can account each of your "bugs" to a flaw in your strat. Care to show me a vid?

  2. My top wants as a healer

     

    1) Mouseover healing: I really hate click healing but can live with it for now.

     

    2) Ability to see the amount of healing but not the percent of health: I can see the percent health from the red bar, no need to take up more space..

     

    3) Colour coding: A) Class colours B) Debuff colours: I hate knowing I have a root, but not knowing if it's tech, or force as they have the same icon.

     

    For some reason I seem to be the only one that is ok with seeing debuffs.

  3. In the two scenarios you mentioned you can just as easily fall into the pit or jump into a fire trap to die quickly.

     

    But yes, I would say it can become a problem but currently it's not so bad. But they can't fix it really, I've used it in hutt ball and had to use stuck to kill myself to get out from under the map, etc. the only place where /stuck would truly give an advantage IMO, is to quickly swap between side turrets on CW

  4. Imo I would fix voidstar by making a gameplay change to it:

     

    Instead of having to "arm" the doors, we should be able to slice-into the doors, every second in the channel takes the health of a door down by 2%, and multiple people can click it. Once a door is down they unlock and it progresses forward.

     

    Alternatively, the arm-cast should be 2 seconds shorter.

     

    Alternatively, for the very *first* door, make a physical barrier blocking the two doors, like at the second set of doors (the platform you fall down onto,) This would require more movement of defenders and a higher chance of actually successfully capping doors.

     

    If you don't like any of these suggestions, thats cool :p but one change desperately needs to be made:

     

    If you're sitting in a respawn timer as a defender, and the bridges go down while you're waiting to revive, it should automatically open the door. Same thing with the shield doors. Its never fun to be completely stuck behind a respawn while the enemy team takes TWO objectives. (You die at bridges, they take bridges and the second door, or the case where you die defending shield doors they take shield doors AND door 3.)

     

    I also think there should be more speed powerups for offense. Especially near the bridges for offense.

     

    I agree with you on the plant. It should be more like novare coast, where you need a total of say 15 seconds to plant but anyone can do it but the defenders can also channel to remove time. That would make it more dynamic and not cursing that you were at 7.9 seconds and have to start over again.

     

    The getting stuck behind the wrong door issue, isnt that big IMO. Alternatively it can just immediately port you to the next current defender spawn

  5. I love voidstar.

     

    Use the timer to your advantage. It is consistent. It will be open for 10, then closed for 20. Learn the timer of door if you're defending and if you know you're going to die and the door is about the open, dont prolong your death. Die, and immediately come back with full health. Or in case of a healer full force/energy/resource

  6. The first time we killed it, it was about 10-15 seconds into enrage, and boy was it a satisfying kill. Make sure your dos are squeezing out every bit of dps, including using the knockback to the shields instead of running; just make sure you position yourself correctly. You should ideally beat the second DD as that is about the pace of the enrage. If you're really having trouble, skew one of the sides with dps to push the phase faster, then just make up for it later.

     

    Good luck.

  7. Personally I don't remember Bioware ever coming out and saying how their threat system worked so. . . I'm gonna have to say your basing that on you World of Warcraft experience.

     

    Our groups did notice that Stormcaller does SEEM to have an agro drop shortly after DD that can usually be mitigated by a tank taunt, AOE usually since the range is right not to pick up Firebrand or Basic if your doing Storm w/o Swap.

     

    Bioware never came out and said it but the theory crafters on sithwarrior.com did the research and found it is very similar .

  8. None whatsoever since so much damage circumvents our physical armor rating.

     

    You need to learn what armor protects from, that being kinetic and energy. Thus only elemental and internal damage passes by it which makes sense. By "so much", I think you mean a little as classes have only a small subset of internal/elemental attacks.

  9. I'm assuming this is story mode. If I remember correctly savage arcing slash is the knockback, in which is cast on set intervals towards the main tank. This is a frontal cone with a HUGE range, so your entire raid must stand behind him. After he knocks back the tank, he will then begin to cast breath of the masters, this is when your off tank should swap.

     

    So long story short, it's cast on set intervals which a huge range towards the main tank.

  10. The point is, BW screwed up when they forced ranged and melee classes to have roughly the same amount of hp.

    Fully buffed, rakata geared ranged classes can easily reach 18-19k hps, while melee classes can go as far as 20-21k.

    However, melee dds will get ***** by multiple aoe/cone attacks, etc, while ranged dds just stand in a place and only have to move an inch or two when some targeted/zone ability (that affects melee dds, too!) is cast on them

     

    I'm not asking for a melee dps buff, or **** like that. Just make sure that the ranged dds'hp poll is resized. Wanna stay clear of 99,99% of the game's mechanics just because you are always outranging them? Np, enjoy your 12k buffed hp, and learn to stay on your toes just as melee dds do, because you'l get one-shotted if you don't move out of the aoe blast or whatever it is.

     

    I still rage when I think about the dev's words on Denova, saying that the old ranged dps favoritism would cease.

     

    Toth and Zorn: one of the bosses literally does constant aoe damage. Even if you follow the one that doesn't do it, you'll still get hit when they move close for the tank swap, or eat the other one's times aoe jump.

    Firebrand and Stormcaller: staying on the Stormcaller's hull negates the red circle's damage but, guess what?, when you want to run under the shields, the ranged dds will reach it more quickly, since they are farther than you on the hull. Enjoy your missiles while you run for the shield. Also, you can't jump to it because you'll make it explode. Congrats.

    Colonel Vorgath: want to damage a turret? too bad, run to its position while the ranged dds just rotate on their feet and don't lose a single ounce of dps.

    Warlord Kephess: the two droids fire uber-sized purple circles of doom? Good luck running around them, while the ranged classes just stay barely inside the circle and move a few steps to the left/right in order to stay out of it.

    Lost Island: don't let me start on that ****. Just don't. On the entrance, a sign should say: "we totally forgot about melee classes. Enjoy your stay while every single boss has mechanics so punishing against melee-ers that you'll just run away crying. On the other hand, 1 tank + 3 ranged will make that FP such a joke you'll actually FARM rakata chestpieces".

     

    And I'm sure 12k health will be compleely balanced in pvp.

     

    Zorn and Toth: I agree with you here, melee are kind of gimped.

     

    F & S: Who says you have to "run" under the shields. I'm sure you've noticed the tanks have a knockback a few seconds before the shield phase starts. And guess what? It knocks you the perfect distance into the shield; all you have to do is line is up. Ranged have to run, melee don't, so if anything ranged are more gimped on this fight and that's what we've seen in our raids.

     

    Colonel Vorgath: Why are you killing the turrets? I'm assuming you mean the ones that spawn while you're killing the boss. They will target the closest member and you can abuse that, just get your OT to be the closest one to all the turrets and melee and ranged will have the same uptime.

     

    Warlord Kephess' Pulsar Droids: If you're having ranged stay on the outskirts of the other droid's circle, I want to congratulate your healers for healing up all the unnecessary 15k damage rail shots the droids put out. In your strat is seems the ranged are causing your healers WAY more stress than needed and counteracts your argument. There is a strat which means that phase have 0 damage other than the occasional fire from the walker. Trust me, that's the strat you want.

  11. Bioware has come out and said melee dps is higher for the reason of having to deal with more mechanics. However your points are flawed in some cases.

     

    1) Melee should have the same if not more of an uptime on this boss as ranged cannot cast while moving while melee can. Thus 2 phases of increased dps from melee.

     

    2) In the same way I can say that ranged are penalized for being ranged because they take lava damage on each knockback which is unavoidable. Granted it doesn't hit very hard but considering pounce is completely avoidable if needed and frenzy is transition anyways, ranged can take more damage in that fight.

     

    3) It's trash. For the record they have a grapple skill that pills anyone at ranged in that interrupts casts.

     

    4) Melee should be constantly on the big droid, or else who is goin to interrupt cleave and more importantly overload. It's cast so frequently that the tank can't do it alone. Ranged can kill the droids... Or just have someone soak them. The random adds that run in and melee you don't matter anyways. If you claim your melee are 'sitting atound' I'm wondering how you beat the droids enrage.

     

    5) Melee just have to be on his hind leg and they will have 100% uptime on the boss. Ranged will get pulled and interrupted EVERY gravity well. Trust me, it's really annoying.

     

    6) Bet you never looked at your damage during defensive systems. The tanks take 99% reduced damage in the phase. On another note, melee dps are more suited to soak DD because of the immense damage it does and they tend to have more cool downs then ranged. Also, most melee have a taunt to soak IA on firebrand side and without a Taunting melee soaker, a tank swap must occur.

     

    7) haven't done this flashpoint

     

    The only fight which would be difficult with an overload of melee would be zorn and toth because of the fearful debuff.

  12. The one that says "my turn" puts marking missile on a target that will deal 4k+ damage. This will leave a debuff on the target that can be cleansed but you have less than a second to find and cleanse. As a healer I just look for a person that got chunked and immediately cleanse them, whether i see or hear any cues.

     

    A good strategy is to burn them equally until abrupt start their plan d talk and then fully burn either jarg or Sorno as when one dies the combo goes away. You just have to kill the other before the enrage debuff gets out of hand because it starts small and slowly increases once one dies.

     

    Otherwise, just burn them down before the war of attrition boils you over.

     

    Some say it is a soft enrage that occurs more as the fight draws on but I have no clue.

     

    Good luck. Endurance stims are amazing for this fight.

  13.  

    It's actually more beneficial to swap between the left and right. We blow all cooldowns on the right, swap to the left and the two people solving immediately go back to solving the right, as the right provides a debuff on the buff that increases damage taken.

     

    It's beneficial to have two Commandos up top, as they can knock back the droids, rather than needing to kill them all. This decreases the time it takes to solve each puzzle, ultimately increasing the amount of damage done prior to the enrage timer. Please feel free to check out this guide, along with the videos of our strategy:

     

     

    It's actually most beneficial to only use the right on heroic. On normal it doesn't matter but on heroic the left doesn't give the damage increase buff. It adds an extra step but you get about a 80% greater uptime on the debuff. HOWEVER, the only downside is he will constantly have the damage increase. To get this to work, you must fully disassemble the puzzle and move the base then reassemble on the right again. Good luck

     

    This staying on right allows you to clear less droidss because your not moving, greater dps uptime.

  14. I wear heavy armor.

     

    It hit me for 22720.

     

    Lol.

     

    You shouldn't link an 8 man fight either.

    16 man nightmare is bugged so much harder than 8 man nightmare on that fight, it's not even funny.

     

    Half the time he doesn't even say Proximity Violation.

     

    He just stuns.

     

    Invisible rockets randomly exploding on people is nice too.

     

    I raid 16 man as well now, and yes we had this problem with cannonade blowing up a player until we brough an off tank. Make sure he's second on threat at all times and the ability is countered. The only time someone might Get a cannonade is in the chance that he picks cannonade right after a frontal swipe

  15. Hi guys,

     

    Our guild is looking to start doing Opps end of the month.

    Now back in WoW I knew where to do and what to look for, to provide my guild with detailed breakdowns of encounters and videos (L2Raid and Fat Boss).

     

    Even tho I have been playing since day 1 early access, I still feel a noob so any help would be great.

     

    Regards,

     

    Wyer.

     

    I have started to put strategy guides up for the ops, and will continue doing so after my midterm week is over.

     

    Here is the link to the first boss in EV, and let me know what you think. Still trying to get a good design going.

     

     

    Squishei

  16. Hey guys,

     

    I've just been getting enough footage to get together some operations guides and started with hard mode XXR-3 in Eternity Vault. Here is the link:

     

    Any constructive feedback would be appreciated, as I will be doing full guides for all the bosses, with ability rundown, strategy and voice overs

     

    I will update the thread when more I finish more guides.

     

    Thanks!

  17. Even if you can take right, the imps have an advantage, however slight, in taking it. You can prevent a cap against imperfect play, you can overcome the advantage with skill, but it is still an advantage-- Imps have easier access to a "better" turret.

     

    They also apparently have a smaller spawn? Could anybody post a comparative screenshot of that? How could Bioware have possibly not considered the advantage inherent there?

     

    I can confirm that the imp spawn is smaller (main is imp). Not by a completely game breaking margin but definitely noticeable the first time I went into Alderaan as a pub. It's about one gcd difference from what I remember (casting sprint). In class, if I remember when I get back I'll try to post one.

  18. All tanks have some soft of defensive cool down they can use. Upon reaching 50%, get your tank and other mitigation skills used about 3 seconds after force storm. Force lighting is usually cast around 7 seconds after force storm. Kick and burn revan to 20% (meteor phase) before the next one. The one tick of lighting should drop a tank to about a third but considering revan doesn't even hit very hard you should be fine.
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