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Flyluke

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Everything posted by Flyluke

  1. I would really enjoy if people would not spread rumors about Ambassadors quitting AGAIN. We are still here, we are still raiding and yes we would enjoy some new recruits to bolster our Setup. Should that ever change at a point in the future we will announce that ourselfs. Regards Lukas, Raidlead Ambassadors
  2. Hi Ambassadors on T3M4 Pub side is still raiding and we have cleared all content pre and post 4.0 in NiM without Crystalls of course. Cheers Luke - Raidlead of "Randgruppe"
  3. Die Randgruppe hat nun auch Revan down und ist damit 10/10. Möge das warten auf neuen Content beginnen.
  4. Great Project! I would love to participate but I can't really handle Matlab and get the simulator to work properly. Could you maybe provide some "how to" in regards of handeling the files and what needs to be defined before running the sim? Thank you very much for your efforts! If you need any suport in regards to parses and such, just tell me which ones ;-)
  5. Melees in general are in a tough Situation right now and most Ops Groups run with max 1 Melee which in most cases needs to be Vanguard. This is mostly because of Hold the Line. Shadows can cheese certain mechanics which is usefull but fall behind in other aspects. The same story for Sentinels, Smugglers and Guardians ... They all put out decent numbers but are punished hard by mechanics. If you want to do HM right now I would suggest a ranged DPS class. To be specific Commandos and Gunslingers are favourable in the current Meta. Sages fall behind in Damage and in Survivability. All of the above does not mean that any Class right now can't do 10/10 HM, I think any class has got its full clear right now. But it gets harder if group composition is not optimal. The suggestions can of course change quite quickly with incoming buffs and nerfs to the classes and only BW knows how the next Tier will look like and what Comps will be favourable. If you fancy one Playstyle however, take it and don't look better. Get very good at the class you love and prove to anybody that you can do any fight with it!
  6. Wanted to way in on this. In my opinion 100% reflect is healable and he does indeed take damage. But you would need to group up better then even in progress and have at least 1 scoundrel and let him kolto wave you to the win. You can also use the chase phases to recover the raid with hots so the raw hps requirement does decrease. I think also Dot sages, Watchmen Sentinels and Dot Shadows or Scoundrel DPS wouldnt hurt for the selfhealing part. We tryed it prenerf to heal through and got a good 10% boss hp after the second challenge failed and then things started to go bad really fast but DPS had to step down from their numbers to leave the healers some breathing room to keep the tanks alive. Now I suspect you have to focus the tanks almost not at all so if the DPS take a little bit care to what they are doing its possible. Would be a fun challenge =)
  7. Bestia out of sync happened for us almost all the time. I think what triggered it back then was when you delayed the swap after you get the stacks for the first time and she casts again. But yeah you are right out of sync bosses happen often and it seems to be a general issue. For me the most famous issue was Corrupter Zero. 3 or 4 different mechanics at one time was no fun .... in a 16man nim run we asked the dps to only do half the dps they are capable of to avoid all mechanics at once ^^ It happens often for bosses who have to cast all there abilites ... they tend to get attack overflow when you add more dps then they are designed for (which happens allways)
  8. With broken mechanic I meant the time sny issue which pulls in the Tank with the rapid fire which killes the group instantly. The other things are working perfectly. Lets see what NiM brings ... I guess debuff from targeting droid increasing damage on the targeted tank from that unit to enforce perma-swap between the tanks. And I think an insta wipe mechanic will come when stacking 2 shields on another to prevent the not using of the first shield and therefore prolonging the fight. Also why only let the Unit 1 shield? Make it random which one of the two gets the shield ... or shield both =) I also think repair droids which spawn and are trying to repair the Walkers would be a fun mechanic for dps. But lets clear HM first, gear up and then talk about NiM.... Can't wait for it anyway.
  9. I had like 20mins to parse a little bit with my gunslinger. Gear is mostly 192 including mainhand with a few 198s including offhand. 5.2k isn't to bad for a non optimal opener =)
  10. Not swapping does also reduce the cleave into the group from Unit 1 if Tank 2 taunts Unit 1. We do also the non swap mechanic and its not even hard to heal the Tank 1 when he tanks both Units. I know its "outsmarting" the mechanics which seems to be broken. But not swapping does reduce damage and prevents the time sync issues you describe, we have never seen this issue and the only way to get the whole group killed instantly is to walk into the pulled people with the white grenade ... well or if you place the red circle in the middle
  11. If you need any raw data from my runs just let me know. I can provide a couple of logs when I'm tanking ;-) I would be glad to help Praise the programming skills =)
  12. Thats exactly what I mean by cleave. You got 4 main abilities that should be used in the single target rotation that will also do damage to anything in the vicinity of the main target. 1) Incindiary Grenade (ground placed Dot damages up to 5 targets) 2) Thermal Grenade (hits Main target and up to 5 with a little bit less) 3) Roll /Scatter Bombs (Approx 10k dmg to anything which is inside the rolling line 4) XS Flyby (Ground placed Dot to hit up to 8 Targets) Roll and XS are only used under certain conditions: For Roll the bossfight has to allow the usage of the roll. Some fights do (Malaphar), some fights absolutly don't (Bulo, Revan) XS is quiet energy absorbing and might mess up your managment, so it is to be only used with cool head or illegal mods if you have to continue with your rotation afterwards (i.e. in the Underlurker fight you can regenerate in the rock phase) On the dummy, using the roll I hit just under 5k with a mix of 186 and 192 token gear (Offhand and 1 or 2 peaces are 198) New Setbonus is 6/6 (this gives you about 2-300dps more then 4/6) Since I have done my almost 5k parse I have got some upgrades so when I have got time I will parse again. With 186 token gear you should hit 3,8-4,2k on the dummy
  13. The spec is generally in a great place right now. On Sparky: As long as tanks don't keep moving the boss constantly and your not the rDPS who has to kill every add incoming the spec does fine. You can keep high uptime of Inciendary Grenade and can roll through the Boss. If your group struggles with Adds or Boss placement or putting the adds together when more then one is present you should switch to SS. Underlurker: You can play anything on it and it will be fine. The moveability of the spec is in HM not of that much use. But the cleave dps while dealing while focusing one add is handy. Your dots will keep ticking while hiding behind the stone if done right and your moveability helps in the cross phase. Again, if you struggle with the add SS is the save bet to get it down in time. Commanders: Haven't tried this yet with my gunslinger but since the end phase is pretty much the only thing that matters really in this fight lets look only in that. It is a little dependend on your strat but cleave will definetly help, but I'm not sure if SS wouldn't be better to get the first boss down asap. Don't ever try to roll under the shield, but if your group stacks up the adds nicely you can roll and bomb the adds away quickly after the first boss dies. Moving while keeping the damage up is nice because of having to move out of the adds aoa quiet often. Energy might be an issue with the aoa required to make up for the non existend burst though so it gets a close call ... Try both and see what helps your group better On a side note, Malaphar is just funny with Saboteur... Cleave ftw I play Saboteur on almost every boss and if I have to I switch to SS because of add issues or something like that. I don't like the new DF playstyle with the way too long dots and the possible energy constraints. The only fight I would consider DF would be the Walkers since you can almost constantly keep dots on both targets and that helps energy managment quiet a bit.
  14. Maybe a good starting point would be to implement 3 basic profiles (high M/R [70/15/15], high F/T [50/40/10], high In/El [40/20/40]) to get to something more boss fight like. The numbers I have given are very rough estimations from the first 3 fights in the new HM ops but the extremes are very much reduced to avoid the suggested real extreme item loadouts ;-) The fully costumizeable calc seems really really cool but I worry about server load if you want live online calc. So 1 min seems fine if only one person is using it ... but if people start to like it and use it more often the server will crash or disconnect. Parsecs story all over again. I don't know how you want to implement the calc but thats a point to think about. Maybe a local calculator would be the better solution in that case. Server load only increases if people start downloading your client more and more. Just a really wild idea at the end: Someone stated that he has an automatic script to extract combat logs and evalute the damage ratios from that log. So I was thinking the optimal tanking tool would be to use your calc (local on the pc) to enter the log I just created, calculate the damage ratio I had in the selected fight and then have your calc show me what would be the optimal MMP and TTL for that specific fight and show me the difference to my current numbers on my gear. I know that idea is very advanced and its just something I thought that would be optimal for all tanks in all scenarios I can think of, a hard boss fight, a specific pvp matchup and also later in nightmare fights. One more advantage would be to get optimal profiles for fights where avarge profiles are not yet available. Loving the tool and the potential it has for the community =)
  15. I would be interested on the basis of the different profiles? Could you enter a description of the different profiles? Because I really had no clue what to select to match the different fights in the game. Maybe including an avarage would be also cool. But so far a really great tool, thank you for the work you have put into it!
  16. I have killed it multiple times now, also since 16th and this is how the groups I where in have done it mostly. Melee DPS or Tank moves out at 10seconds, rest of raid stacks on top of boss. Tanks have to taunt in the first minute of the fight on CD to ensure number 1 and 2 on the threat table. One Vanguard uses the shielding utility for the group because of a high risk that the first barrel will hit the group. This is desired because all of the dmg gets reflected ;-) If the tank gets the first barrel timing of taunts and masstaunts is vital but if its pulled of correctly its quite nice. Lets say Tank 1 gets the barrel. He starts tanking right and does the pull. Tank 1 taunts at about 5seks, mass taunts just before moving out and after picking up the barrel he taunts again (there is a small window to get abilites of after picking it up). Tank 2 needs to taunt accordingly right after Tank 1 so that the boss stays on Tank 2 most of the time. Then the first damage spike comes in: The scatter blast. If you see stacks on the tanks prepare for the hard hits ... Tanks need to use CDs and healer need to focus them. The first one is nasty because Tank 1 is coming back from barrel duty and Tank 2 gets the Lores while scatter blast is happening. After Tank 1 returnes he needs to taunt instantly because Tank 2 needs to move out and reveives additional damage from the lores. As Shadow or Guardian: Rescilience and reflect work on the Lores and on the Load Lifters. For the subsequent groups of adds: 2nd wave needs to be killed by mass barage ... Get the tanks to place the last 2 circles of mass barrage to place them on the possible spawning points of the adds and enjoy (If more then one add survives you need to deal with them with a barrel) 3rd wave is quite wonky with the timing. They will come approx. at 2min into the fight. Deal with them with a barrel to be save. DPS needs to do this, Tanks are asked to mass taunt the adds before the barrel carrier comes by and pics them up to reduce damage on healers. 4th wave should be clearable with a mass barrage, but the timing since tuesday is a bit of so we dealt with it with a barrel. 5th wave: Mass barrage. Never have one person pick up more then one barrel. The consequence would be -1000% accuracy, which is hillarious but it will let you miss all taunts as tank and will tank your dps to a dead ones. Spreading out after the first purple circle is the key to reduce the damage and healers and DPS have to be carefull to be nowhere near the spawn points of the boss or outside of it. Tanks need to move according to the barrel carriers to not hit them with a scatter blast! DPS is not an issue with this fight so play it save and you will be fine ;-) I hope this helps with a few HM kills.
  17. Any info when you will begin bringing down Europe servers? Its main raid time ... nobody cares about mails at the moment...
  18. Flyluke

    arena t3-m4

    Auch ein Danke für die schönen 3 Stunden rated Action von der Forlorn Hope! Wir versuchen vor und in der S3 sicher wieder zu listen, es gibt noch viel zu lernen und noch mehr zu prügeln Wir sehen uns online
  19. Have you pushed them before you died? We figured that pushing them will get you above the healers in terms of aggro. We have also seen multiple deaths of just "splash damage", explicitly the lightning sages when they hit the boss with a wave and the adds run by. Well, bad things happen if you don't dodge the adds.
  20. The roar puts an hidden taunt on the adds which lats 10seconds after the roar. During the period of the roar taunt the adds build a normal aggro table. So if you not kill them within the 10seconds or build some aggro on them they will switch to the healer with the highest ehps during the lifetime of the adds or to the guys who have pushed the adds (since the pushes also create aggro). This hidden thing is quite anoying but managable if the team is aware of the timing of the roar and who wil be having aggro when the taunt wears of. Hope that helps. Ps: Assa/Shadow tank is great for this fight .... Phasewalk ftw =)
  21. Hey there Just wanted to give my two cents to the questions since my main is a gunslinger and I love it shooting peoples eyes out. For PVE I would suggest another questions since it really bothers me atm: Context: With the fix of the double proc relic and the buffs of other calsses which are incoming in 2.8 the DPS gap between the class will be widened by a rather large margin and gunslingers are by far the weakest long tearm DPS class in the game. We do understand that we bring some defensive capabilities (at least with marksmen) for ourselfs and a great cooldown for the raid. This defensive capabilites and the universal playstyle of the gunslinger might have the potential to keep us in the raiding teams but taking a gunslinger in a raid team will lower the raid DPS and we might get changed out for higher level content just like shadows, sages or even commandos in the past. Playing as defacto melee without gap closer and exploiting game mechanics just to be on par with the other DPS players is not fun. Question: Is the combat team aware and is it intended that with the changes coming in 2.8 the gunslinger / snipers will be more behind in terms of sustained DPS and AoA DPS (all specs other then engineering) than any other class currently on live? Are our defensive skills meant to negate this lack of DPS or what do you intend to change to make up our loss of DPS in 2.8?
  22. Hey there Just wanted to give my two cents to the questions since my main is a gunslinger and I love it shooting peoples eyes out. For PVE I would suggest another questions since it really bothers me atm: Context: With the fix of the double proc relic and the buffs of other calsses which are incoming in 2.8 the DPS gap between the class will be widened by a rather large margin and gunslingers are by far the weakest long tearm DPS class in the game. We do understand that we bring some defensive capabilities (at least with marksmen) for ourselfs and a great cooldown for the raid. This defensive capabilites and the universal playstyle of the gunslinger might have the potential to keep us in the raiding teams but taking a gunslinger in a raid team will lower the raid DPS and we might get changed out for higher level content just like shadows, sages or even commandos in the past. Playing as defacto melee without gap closer and exploiting game mechanics just to be on par with the other DPS players is not fun. Question: Is the combat team aware and is it intended that with the changes coming in 2.8 the gunslinger / snipers will be more behind in terms of sustained DPS and AoA DPS (all specs other then engineering) than any other class currently on live? Are our defensive skills meant to negate this lack of DPS or what do you intend to change to make up our loss of DPS in 2.8? My vote yould be for the above question in PVE. Other questions would be PVP4 and O1.
  23. Draxus NiM Sörgluke - Saboteur Gunslinger - Forlorn Hope - 4045.53 http://www.torparse.com/a/660990/28/0/Damage+Dealt
  24. Jo viele wahre Dinge dabei... bis auf DnT und rechnen ... aber das ist ein andres Thema das damals schon lustig genug war ^^ Vor allem ist in der letzten Phase sehr viel RNG dabei aber es wurde der Boss schon mal von jeder Klasse gelegt. Gewisse Setups haben schon sicher nen Vorteil aber es geht auch ohne. Ob Brontes Prenerf bei uns liegen wird kommt auf uns an ;-) ... Naja und auf RNJesus ^^ Das Potential ist denke ich da und ich hab schon richtig Lust mir den Kopf einzuschlagen.
  25. Ging ja nur drum zumindest ne zweite Gilde vom JKS auf der Liste zu haben. PVE ist sogar auf unsrem Server nicht tot ;-) Jo Boss 4 ist leider zu easy für seine Position im Raid und die Bosse davor. Ich bin schon mal echt gespannt auf Brontes. Zumindest die letzte Phase sollte uns ja wirklich was zu knabern geben =)
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