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Shandellon

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Everything posted by Shandellon

  1. Long post, but your problem is mentioned in one sentence 12k would be low for 3 dps, let alone 4. We might discuss some crazy tactics to make it easier for you, but after all, your players just need to step up, each one on their own. I know you have no sorcs or snipers who easily do 5k dps on this fight, but everyone else should be on 4k if you want to clear this
  2. There is no such thing. Rectangle behind a rock is always green. It might occasionaly change position if boss moves, but its always green.
  3. You can jump on rocks to the right, then jump down onto red spot. Sure, slightly harder than reaching all 4 colors in middle of the room, but hardly impossible.
  4. The animation is different, yes, but its ok. You should never confuse it with Freighter Flyby, cause its never used anyway. Also remember, that new fire "spawn" in waves, after you see first sign of it, a few new locations will be put on fire half a second later. All in all, its not worse, only different, much less smoke
  5. There is no reason to omit a melee on Ravagers 2nd boss, your raiding team must be doing it wrong. Even two melee is fine. Sure, your dps uptime will be slighty lower than ranged, but its almost negligible. Same on next one, you acn get away with a melee on Torque as long as you're good and have decent fps
  6. Those were quite easily (thou long) soloable on 55. On 60 its a walk through a park
  7. Ranked scene is favoring imps, but if you're good you wont have problems with achieving post-season ranks on rep side either In regular warzones its balanced. There are more good imp players, but since there are more imp players in general, there is also more ******* there. On both sides winrate averages over day/week to 50%
  8. Should I make a video for you on how Google Chrome auto-translate works? It's suprisingly accurate in this particular case
  9. You are able to clear both adds on left side of the boss withing 2 globals. Damage output from remaining two is then manageable for even quite badly geared healer
  10. If the ball is taunted and you remain in its proximity it has 100% chanses to blow up. I never encounter nor heard of it behavbing differently. Your problem might be either position update (its good to force leap onto ball or just attack or jump on it, so the game reupdates your position) or taunting late/early (it will take a ball like a second to actually turn to you, its not instant). Also remember, that while a ball is cc'd it will not explode before 20, cc needs to run out or be broken Regarding your role in second phase of burn, a tank on the remaining tentacle can take care of three corners, while you stay close to where the previous one were and take care of balls coming form there. Someone suggested tanking boss in that time, which is completely unnecessary and some dps would actually say counter-productive. Just keep an eye on your corner. If you see a ball, cc it with your hard stun, then other one, basically keep it there until its close to exploding. If no other ball spawns in the meantime, taunt it and run into it, no cooldown is needed. If another ball spawns while first is still there, aoe taunt + sabre reflect + blow both up. Ocassionally you might encounter 3rd ball there after those 2 are dealt with, but it happens at the same time as second tencacle is being pushed. Just either have someone pull it closer to shield so it blows itsef, or if not possible, make it wait until 15 stacks, pushing if neccesary, then taunting and running in. Third phase of burn will then take place. If your dps is up to standards, no new spawned ball will reach 20 stacks before boss is dead, so along with other tank, or fellow guardian/shadow dps take care of most stacked balls Regarding times at what stacks should tentacles be pushed. The first one we do on 6 stacks, we wait for 6 then look at spawn points and push tentacle immediately after new balls spawn, so they are dealt with by tank who can then go and cleanse their debuffs with no balls roaming around. Second one is faster, we usually give command to push it at 4-5 stacks, but that is relevant to dps, as on most attempts now we have boss below 15% at 4th stack, so no point to prolong it. You will have to adjust that particular timing to your own dps Hope it help, dont hesitate to ask further
  11. You seem to not notice, that there is a heavy deficit of tanks that do those PUG runs. Now, for every two tanks, 10 dps can do ops, while previously it was only 4. Its a very good move
  12. 3.3k is not exactly impressive anyway for 16man. I mean, it surely is for Sharpshooter, but why would you cut your own leg. DirtyFighting and hybrid goes up to 3.7-3.8k
  13. Just because you dont normally encounter this, doesn't mean its a bug
  14. Lol. Now on top of trolling and usuall brag in threads like this, someone is actually being deluded
  15. Again, why do we even have this discussion? Its 8man progression thread, leave it to 8 man guilds Trying to argue over which mode is more difficult is like discussing if dogs are better than cats. Obviously each side will pick their own. Could you not just chill and enjoy this beatiful game. This was primary a "post a kill and wait for congratz" threath, leave it as it was, dont bring any petty conflicts in here After all, this is Interrnet, anyone really thinks he can prove his point? And if so, for what reason
  16. Clearance denied, offical video has way too bad music to not make people wait for it Although I myself certainly prefer videos with voice over those with only music
  17. Apparently the recipe to get a kill was to wait until your top dps goes on 2week vacation
  18. Every person in ops can be targeted with this mechanic, with exception of: - healers in full healing spec (being speced into either Salvation, Bacta Infusion or Kolto Cloud) - main threat of Calphayus (if dps steals agro, tank can be pulled, so be wary) - players with Bestia's stacks (Bestia's tank can also be occasionally pulled, as uptime of stacks is not 100%) - being hit by Raptus's Melee Attack prevents you from being pulled for few seconds, yet if you kite properly (melee hit every 15seconds at max) you can still be pulled, very rarely though, when all timings match and you hit bad rng Regarding post above me, first 3 of those mechanics are 100% accurate, as they have been not only proven in real fight, but also datamined. Only 4th one might be consider gimmicky Of course, as in all other mechanics of this type in game, if boss runs out of eligible targets (only possibly in this particular fight if you do this on purpose, ex bring 2tank/6healers) boss will target a random person regardless of any limitation
  19. This is how you parse - you pick lowest amount of crit you feel comfortable with and keep trying until you got a decent regen ratio, which with more power results in higher score. In this case maximum score is more important than average
  20. Healing challenge starts the moment first person with green debuff enters green portal, same rule applies for dps and tanking challenge. They are not connected to each other, to the point that a person with quick reaction times, movement and quick pc, can do two challenges within a minute (not that its needed for anything, but possible )
  21. Another 15mln damage dealt, Masters are laughing in my face. Brontes Reaches trolling and just as annyoing as every other day
  22. Well said. Myself, I've dealt to those bastards already over 100mln damage and they don't even seem to notice
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