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ZouYan

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Posts posted by ZouYan

  1. So to settle things I decided to do the eternal championship on a lightning sorc to show where the current balance of the content is.  I only used a main hand, off hand, implants and tactical (98 gear rating).  Some fights were challenging damage wise, but everything was survivable and I was able to kill all 10 bosses.  Honestly the hardest part was figuring out how to keep my companion alive.  I did have to relearn some mechanics but I don't see where these fights are tuned to be too hard at all.

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  2. We know that isnt how taunt works.  While the boss is certainly clearable in its current state it is still a buggy mess in the first phase.  I personally have had the boss be targeting me and give stacks to a dps.  I also ended up getting so frustrated with how threat was working in the fight that I pulled up raid threat to see what was happening and at one point right after my co-tank had taunted the boss he ended up getting negative raid threat.

    Also the frequency of the purple circles atm is kinda stupid.  Tanks are even gaining stacks during recursive blast which is quite annoying to deal with.  This to my knowledge did not happen pre patch and is most likely cause of these issues was to fix the 9 meter tanking bug.

  3. I know this is a little late, but this new system is garbage. I have so much crap that ive honestly stopped looting in raids. I only roll on the OEMs, mounts and the CM item that drops from gods bosses. Personally ive never had a problem with master loot and from what im gathering the devs are making this an issue just to have something that they might have to fix latter on. If master loot was such a problem just take it out and allow the simple need greed pass system to stay.
  4. I am looking for 2 dps for a NiM learning team on imp side. The group is currently working on NiM tyrans and has killed HM rav and HM revan. If you are interested please message Tsou#9568 in discord. Raid times are 9-11 est Tues and Weds
  5. Is your group able to reach the kell dragon phase before the enrage timer? I honestly dont know if its our group, but we are fully optimized gear and augments wise and we believe that we shouldn't be dying that fast. And yea we save all the dcd's for the phase but no matter what we reach enrage timer, shoots, if only I have a video of it. But going off Dulfy's guide and even all the old comments for the operation, there's a lot of complaints about groups also reaching the enrage timer even though theyre group is fully optimized and shouldn't be reaching the enrage timer either.

     

    Yes the groups i run with are able to kill the boss before enrage.

  6. From what i see your dps is low. To make up for that i suggest that you incorporate some of the nim strats (to the ppl that can pull them off) to meet the check. One of these is to hav 2 of your healers stay at home to heal the tanks. The other 2 should be helping dps the tent and aoe heal anyone who is at low health from slams. Dps can also start eating slams with an appropriate dcd.

    Sin - aoe dr utility plus force speed or shroud

    Sorc - bubble yourself plus aoe dr utilitie plus cloud mind or unnatural pres with dr utility for lighting. For maddness unnatural pres dr plus cloud mind plus aoe dr.

    Mara - aoe dr plus cloak of pain or force camo (be sure not to leave camo before the hit) or saber ward or undying rage

    Jugg - threatening scream or saber ward plus endure pain

    Op - stim boost plus aoe dr plus shield probe.

    Sniper - entrench (with 60% dr utility) or evasion (while in cover) plus shield probe. Also make sure u take ballistic dampeners and cover dr utilities. Note there is a much more complex rotation that evolves sniper shield. Sniper shield can replace any of the other dr abilities on this list. In viru since the shield is longer it can be used for 2 slams.

    Merc - aoe dr plus energy shield

    Vanguard - aoe dr plus energy shield

    The tank who is not holding the boss should also be dpsing the tent until spit happens. Another way to increase up time is to put a dot or an ability that doesnt damage right away right before jumping back through the portal to the tent.

  7. So from what ive seen so far with testing:

    Sin tank has just gotten better. We were already the preferred tank for pve and we just got a new cd in spike or overload. Of these 2 set bonuses the spike one i found more useful as it make spike a more powerful cd than overload plus the 3% armor rating was useless increase to dr. Tatical items wise generally the dr from wither was the most useful. I can see where shroud for your guarded target is useful. The least useful was the extended shroud as shroud is generally use to cheese mechanics and those rnt longer than shrouds duration.

    For dps i can see to viable dps set bonuses. The first one is an option for all dps classes with the 4 piece that increases power bu 25% and reduces armor by 50%. This can be used in any fight where dps dont take a lot of damage. Sins at least unlike jugs and maras hav a 2 piecd set bonus. For this 2 piece u can take the 2% power increase. For fights that u take a lot of damage since sins can guard a fellow raid member the general set bonus that has u do more damage while guarding a target along with the same w piece seems to be the best.

    Overall outside of the tank set the generic sets seem to be stronger for pve. The new ability is worthless as it does less damage that a buffed lacerate (which u now take as there is nothing else generally useful in skillful tier). This has to be a lot stronger to even be or proc something in the rotation to even get used.

  8. Steely Spike - Using Spike grants you a 20% damage reduction for 6 seconds.

    This is soooooo broken for assissin tanks. I guess ill take it as I main one of those already but this will just add to how strong assassin tanking is atm. As part of the tank spec, spike can be used outside of stealth and has a cool dwon of 20 sec. This is 36 sec of up time if used on cool down over a 2 minute period. Compare this to overcharged saber, a 25% dr increase with a 2 minute cool down and you can see how over powered this becomes. Also since assassins are all about using dcds at the right time to mitigate burst damage, this adds to our arsenal of strong dcds with a short cool down.

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