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Death_By_Smiley

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Everything posted by Death_By_Smiley

  1. I just updated this to make it more "pub-side" friendly. The enhancements are unchanged, but the labels should make you feel better.
  2. Yeah, 3 healer is the way to go on this fight it seems.
  3. Yeah, All Strength implants, Ears, and Mainhands are interchangeable. The same applies to every class (though you may have to strip the barrel/hilt, et al. out)
  4. This isn't a recommendation of min/maxing at all. This is just what enhancements come with the set pieces.
  5. This is notated in the key. All orange cells are available through comms (which at the point, is only Quick Savant)
  6. NP. Since 78 is not craftable, you will probably still have to settle for having 72s for a while going forward (especially giving how many crit/alacrity enhancements there are), but this should at least you help allocate the piece tokens early one most efficiently.
  7. By the way, my personal analysis: hands kind of suck. Of the hand pieces, 3 are not BIS, only 1 is highly sought (meaning power/acc or power/surge), and 7 of the 16 are crit/alacrity, which is generally considered a bad enhancement. Only 3, three!, have power, and two of those are with alacrity. My suggestion: go for chest and legs, learn those HM bosses, and you'll get the most useful enhancements. Boots also have a lot of accuracy crit.
  8. NP. And if anyone notices I got something wrong (I listed 96 enhancements and 48 ear/implants. I'm sure I made a mistake in there somewhere), please let me know, and I'll correct it ASAP
  9. So as we all know, BIS Enhancements are hard to come by for PvE. Thus, token assignment isn't just for set-bonus for armors, but also for a getting those BIS enhancements. This is made harder, since the only Best in Slot (BIS) enhancement available from comms is Alacrity/Power/Endurance from Marauder legs. Edit: This sheet is for 2.4 HM Token Gear items (HM Dread Fortress and palace). This doesn't necessarily apply to 72 token items and lower. Thus, I made a cheat sheet for everyone that has the enhancements for each token item. This should help raid groups assign tokens, and help people make the most informed decision on how to spend them (for example, sorc DPS would actually be better getting the Assassin DPS offhand, since it gives the rare and needed Accuracy/Power/Endurance enhancement). Note: I don't address armors and mods for the following reason: armors are all setup as expected, tank set armors are high endurance, DPS and Heals are all high main stat. Best in slot mods for heals and dps (mainstat/power) can be acquired by all classes except Strength users for 80 ultimate comms. Strength users have to spend a bit more to get (strength/power) mods. Tanking mods for comms unfortunately all suck, but all the token mods appeared BIS for tanks. That said, I didn't have room to address whether they were defense or absorb. Please let me know if I have anything wrong. I will correct it quickly. Happy raiding! https://docs.google.com/spreadsheet/ccc?key=0AocmtBO8DmSddGFXVDg5SUd5OHE2S3NYcG5kdGFsb3c&usp=sharing
  10. Edit: Please read this first post, guys. I'm not reccomending a min/max setup (if I was, this would be terrible). This is simply where to find each enhancement from tokens. So as we all know, BIS Enhancements are hard to come by for PvE. Thus, token assignment isn't just for set-bonus for armors, but also for a getting those BIS enhancements. This is made harder, since the only Best in Slot (BIS) enhancement available from comms is Alacrity/Power/Endurance from Marauder legs. Edit: This sheet is for 2.4 HM Token Gear items (HM Dread Fortress and palace). This doesn't necessarily apply to 72 token items and lower. Thus, I made a cheat sheet for everyone that has the enhancements for each token item. This should help raid groups assign tokens, and help people make the most informed decision on how to spend them (for example, sorc DPS would actually be better getting the Assassin DPS offhand, since it gives the rare and needed Accuracy/Power/Endurance enhancement). Note: I don't address armors and mods for the following reason: armors are all setup as expected, tank set armors are high endurance, DPS and Heals are all high main stat. Best in slot mods for heals and dps (mainstat/power) can be acquired by all classes except Strength users for 80 ultimate comms. Strength users have to spend a bit more to get (strength/power) mods. Tanking mods for comms unfortunately all suck, but all the token mods appeared BIS for tanks. That said, I didn't have room to address whether they were defense or absorb. Please let me know if I have anything wrong. I will correct it quickly. Happy raiding! https://docs.google.com/spreadsheet/ccc?key=0AocmtBO8DmSddGFXVDg5SUd5OHE2S3NYcG5kdGFsb3c&usp=sharing
  11. One thing to note is that snipers are really invaluable in this fight. Orbital strike will let you take out a Dread Monster at the same time as a tentacle and a larva or two. But the biggest thing they offer is the sniper shield. Dropping this for the tank to use will save you in Phase 3, especially during the final burn. Additionally, dot specs are very nice for this fight, especially in Phase 3, when you can use throw a couple dots at Bestia while killing monsters to keep her HP going down. I had a ton of success with lethality. Really, though, in Phase 3, your job is just to keep thing controllable until you get can Bestia down enough. With 72 gear, you aren't going to be able to keep up with monsters all day, so at a certain point (25%), you have to cry havoc and let slip the hogs of war. Or whatever farm animal of war, Lana, and rampage on the boss. *huff* *puff* *huff* *puff* *huff**puff**huff**puff**huff**puff**huff**puff**huff**puff* RAAAAAAAAMPAAAGE! Challenging fight. Also, for Phase 1, we found a lot of success with "pendulum" DPS. We all start and kill the left Monster, swing right killing tentacles and larva, (at this point, a second monster will be up) kill right monster, swing back left killing tents and larvs, repeat. Work really well. Good luck all!
  12. Also, something you left out that we caught on bug attempts. When fighting the ghosts of Styrak and Brontes, players can claim their thrones. (Run to empty throne, teleport and click gem). I know for certain the player that claims Styrak's throne get's aggro locked on him. It appeared to stop the debuff stacks, but Styrak still got a stack buff that boosted his damage output.
  13. Don't fret. Pretty much everyone is failing this on SM. Looks like it is intended to have a DPS come in and offheal.
  14. I think this might be one of those things where unless people provide a video, those keeping track of this should ignore any kill claims on this until there's a patch. We would have done this with IH, but we didn't realize what was going on until it was too late.
  15. I mentioned this as one of numerous issues in another post, but it does deserve it's own topic. Infernal Harvest had this happen in 16-Man SM on Tuesday night. We wiped once having gone in blind, then second time we had no mechanics.
  16. We are doing that. Telling them to save self cleanses for wave 5 in particular, since that is where the defecation hits the mean of air circulation.
  17. As I said, I was saying it's a perfect solution. But there are cases where it is a tolerable alternative that is still better than not having any implant.
  18. You're confusing which dot I'm talking about cleansing. Mass Affliction, as you said, is easy to prevent. I'm talking about Corrosive Grenade thrown out by Draxus on phases where he is up (namely Wave 5 in particular). It's a AOE, so if you have dps under the bulwark shield handling the corruptors, all of them get hit.
  19. What I'm suggesting shouldn't take away from your point, but I hope it helps. Some classes have perfectly fine implants available. For example, sorc healers can get power/surge (though no power/acc for dps). Just take stalk of what classes have good implants and which have bad, and prioritize your raid team from there. I agree it's silly it takes that long.
  20. They did an absurd amount of damage on SM16 man too. Haven't attemped on 8-man for comparison, and I know 16 man stuff hits harder, but it did seem over the top on 16 man.
  21. IIRC, this is listed under "known issues". I think you have to have the boss taunted or he will reset.
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