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Shinaa

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Everything posted by Shinaa

  1. Maybe they could listen to feedback that clearly is onesided? Like the guardian/jugg thing where not one player said it's a good change. Not. One. They just showed us how stupid we are for wasting so much time with PTS and discussion in it's forum.
  2. I can't believe it, they are really pushing the patch like this to live, for what exactly do we have the PTS forums anyway? 50 pages on Guardian tanks in just one of the 3 threads, with no word to our concerns, that were totally valid. Guess I can save my time in the future and not visit the forums anymore or give any feedback, it's really a waste of time.
  3. Right because it is so much fun to say: guys slow down, go afk or something. Our DPS are doing exactly that, they hold back all cooldowns and if one of them dies because he fell asleep, we let em lie till fight is over, because THAT makes the fight easier, really, how much sense does this make? And it's not only this fight, most fights in Denova do have that problem because they seem to be desinged around boss health instead reasonable timers. Tank fight: skipping phases, not spawning shields or adds. Kephess: Bombers not spawning because the walker is already at too low health (phase 3, you just can't do anything at that point, just wait till you die, fun? ...), Walker destroyed before bots spawn is also funny. Anyway, my main point is, a fight should be challenging and fun, it is NOT fun if you have to know every technical detail about it, just to avoid bugs and unintended behavoir. It's also not fun if someone cannot play at a high level/maximum performance of his character because he would break it and wipe you. But I also wanted to add to the original question: They will balance new content around the fact, that you can have so many augments. I think it will make it even harder for the normal player if he does not have his gear optimized in this way.
  4. Having two tanks (like intended for all ops) helps with this problem though.
  5. It's even worse, sometimes they would bug horribly, not jumping at all etc. We have to be extremly carefull with Toth and Zorn every week, it's the only boss that wipes us anymore, it's just bad design.
  6. Are you sure they are going to correct it? Last time they corrected a flashpoint boss, was nerfing the loot so he was not worth doing at all (Kaon Bot, he was easily the hardest flashpoint boss, but dropt columni, they fixed it and gave him tionese lol). All those people saying it can be easily done in the appropriate gear are either lying or just full of themself. It would be a mix of tionese and columni for most part with maybe 1-2 rakata pieces for the WHOLE group, not one member of the group. The healer would struggle alot, the tank would take even more damage. We did the flashpoint in the first two weeks before any of us had big upgrades from Denova in full Rakata and our healer already struggled a bit, and don't say she was bad, we cleared nightmare on a weekly basis in 1-2 hours and had Denova Hard clear in like 3-4 days of trying (4 hours each). So we do know what were doing but it just was not worth doing it, after doing the weekly for LI twice, we already saw that. The biggest insult of the drops are the tionese crystals ... I mean really, WHAT are we supposed to do with those completely useless crystals? I have already 600 or so of them and never really had to buy tionese anyway. To the black hole comms: Yes you can get a few from the weekly, but guess what, doing two flashpoints for 8 comms is so not worth it, at first I thougt you had to do ONE of the two, that would have made a little sense and would have encourged lesser geared players to do Kaon, but both ... that takes easily 2 hours, not worth it.
  7. This always bothered me about flashpoints and is one of the reasons our guild doesn't do them for quite a while now. We are all for challenging content, but it HAS to be rewarding or it's just a waste of time. If the flashpoint is indeed balanced around only the last boss drop, then please add something that makes sense to the other bosses, like daily commendations (which would be cool since I hate grinding dailys, doing flashpoints would be much better) that we can actually use for something, not total crap gear that you already have to have to complete the instance in the first place.
  8. As someone already said, the bug is old, workaround is to never leave the instance with everyone at once, always have at least one inside (even if he is dead). This is just one of the other things BW seems to not care at all, since there is a workaround for it, maybe they think it's ok.
  9. It is 30 m, but it is 30 m from his center and since his hitbox is large, standing at 25+ m is enough to avoid it (we stand at 28-29m just to be safe). What I don't understand is why Bioware favors ranged dps on this fight so much more. Not only can ranged avoid fearful, they even take alot less damage. The other thing is, why does fearful not have a internal cooldown like almost every other ability in the game, if you have dots on the boss or executing an ability that does serveral hits and get fearful, your dead. We get it you want us to switch the target, but how are melee supposed to compete if they have to stop damage jsut because fearful could come any second or else they're instagibbed? Oh and by the way, who ever desinged the fight and thought: hey we can do phase switches depending on boss health! How about thinking a bit more into the future, we are already breaking the fights with too much dps, and that will get even worse with better gear. Having to taunt Zorn while fearful still has 10-20 seconds left is not funny, or at the tankfight... switching phases before Firebrand even cast his debuff, very funny yes but no longer a bossfight.
  10. He does not have 6 m health, this was on the pts, his health was reduced on live, it's 4-5 m now. If your raid does not kill themselfs (this is the most difficult part of the fight), and are not undergeared, you can kill him without too much problems. We killed him twice now (again thanks to Bioware for bugging him out for weeks), first time with 2 tanks and second time with 4 tanks and we did not wipe because the enrage is tight, but because some dps kept killing themselfs on the boss or the mark.
  11. If a tank refuses to switch for a mechanic that is intended to make them switch, I don't know why you are using this tank anyway. This is like: Boss throws circles at dps, but dps says: I WONT MOVE! I can do more dps while standing. Yes you can "cheese" this mechanic with a off taunt/3rd tank, but this is not how it is designed, why do you try find a way around some lazy player? Ah I understand, the difficulty of 16 man, the one thing xenofire is so proud of. :cool:
  12. I think he means the one attack the boss does after each jump, he gets a buff that increases his next melee attack. He hits very hard and if your tank does not have very good gear there is a chance he can be oneshotted with this attack. You should work with cooldowns for this, if everything goes smooth you should not have more than 3-4 of this attacks (if you have more, chances are he will enrage and kill you anyway), so your tanks should have enough cooldowns to handle them, he does not have this abilty in the next phase after 60%.
  13. I still don't get why you discuss this when there is no world boss on most servers (if not all by now) because he cannot be summoned at ALL.
  14. Still no response from Bioware to it? That's just great, so it won't be fixed for another year or so? At least give us some information if it is bugged or we are all doing it wrong, why do you keep the only two endgame bosses bugged for weeks? If you don't want endgame guilds/players in your game, thats fine too, just say it damn it.
  15. There is one other option you could try, but some people in this thread referred to it as an exploit, however for some 8 man compositions it is the only chance to kill him, since every other tactic requires specific classes and cooldowns. You can LoS the pull, but it can be a bit difficult to get the timing right and there is a chance the tank could die while pulling him away. His AoE has about twice the range of the animation and the room is big enough.
  16. I'm much more upset and frustrated at the fact that the boss is bugged and does not spawn 99% of the time. For. Over. two. WEEKS. now!
  17. I did say we killed him right? Before the bug appeared, it did not kill you if you were 10 m from the boss before the pull, now you loose a lot of health just because you are not next to the boss, this is what you are seeing in that log by the way. If you are supposed to stack your raid right next to the boss before the pull, than that is in my eyes already a failed and badly desigend mechanic.
  18. Good to know. When I put in a ticket because of the bugged chest in Karaggas (some time ago long before 1.2) we never got anything but a lame reply.
  19. The damage stopped outside the circle before the bug (about 1,5 weeks after 1.2. release), after that the range is about double of the animation, but if you stay inside the circle, the last tick ticks twice, taking away up to 50% health of most classes and without good cooldowns, kills most non tanks. The initial pull to the boss often did alot of damage too, by the way.
  20. I did not read anything about it myself but a few people said it is gone with 1.2. Could be just a rumor though.
  21. Good luck with hoping for a hot fix, we did that last week, since nothing happend for over a week and it was last day before reset, we tried some diffrent ideas and killed him then. The damage was around that number, 5-6k ticks depending on armor and since our gunslinger was not avaible, it was pretty much impossible to heal through (we also don't have a sage healer with mainspec). So yeah, I call that stacking if you are required to have certain classes and specs just to be able to survive that crap that one week before, was working well (you had to use cooldowns and maybe a medpack to get out of the circle alive, but it stopped instantly when you left the circle and lived as dps with about 10-20%). Lich king: I was raidleader for all of ICC so I really now what was going on there, we killed Lich King 10 hard months before our 25 man, he was a little easier on 10, not exactly the same, but all it came down to was getting 25 geared people that did enough dps and did not stand in the f..... defile. I can live without that.
  22. As a guildie pointed out, they updated the Known Issues list with this bug, but ONLY for 16 man? I don't even know ...
  23. We have several people that learend diffrent schematics in our guild, however, no one was able to crit craft one with an augment slot. I'm beginning to think it is not possible, we made about 10 of them with no luck. Did anyone craft one with an augment slot? Maybe it's bugged, which would be normal at this point.
  24. So they really did patch in the bugged version from 8 man to 16 man version, glad to hear it (lol), and here we really thought they test changes, right? If they really decide to make it an intended mechanic, this will be just another step in the wrong direction, because it promotes (adv) class stacking, which is a terrible idea. On the 8 vs 16 thing: Well you finally said the challenge is the amount of people and managing them. This is exactly what I don't want to. Done it long enough in other games and if I don't have 16 good friends/guildies, I don't want to be forced or challenged with bringing someone just to fill the group. That is not fun, just plain annoying for the rest.
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