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So many teams quit this fight in MM because they ignore mechanics. When they just try to power through it they say it's bugged. I've been called all kinds of names for trying to explain to people how the fight works EVERY time, and this is after wiping several times to him. People seem hell bent on just believing it's a bug.

 

All you have to do is: attack him and he will shield, then dps until his shield drops (which is very quickly), then STOP dps, the ship will move close, fire whichever turret the ship is close to, usually the middle. Once the ship is hit it will move away and he will shield, dps until his shield drops, STOP dps and when ship is close fire the turret it is close to. Only fire the turret when the ship is close. Repeat 4 to 6 times until the ship is destroyed. The ship will start to smoke after 3 or 4 hits. Once the ship is down, kill him, avoiding or interrupting flame sweep, or at this point it's easy enough without. It's simple mechanics, when he has a shield the ship moves away and does not protect him, when his shield drops the ship moves in to protect him. Once the ship is down there's nothing left to protect him when his shield drops. If you continue dpsing when his shield is down the ship will remain far away, immune to the turrets and the damage will continue to increase with no way to stop it.

 

It's easy, it's not a bug, it's mechanics. It works this way every time. That's a mechanic not a bug.

Posted (edited)
So many teams quit this fight in MM because they ignore mechanics. When they just try to power through it they say it's bugged. I've been called all kinds of names for trying to explain to people how the fight works EVERY time, and this is after wiping several times to him. People seem hell bent on just believing it's a bug.

 

All you have to do is: attack him and he will shield, then dps until his shield drops (which is very quickly), then STOP dps, the ship will move close, fire whichever turret the ship is close to, usually the middle. Once the ship is hit it will move away and he will shield, dps until his shield drops, STOP dps and when ship is close fire the turret it is close to. Only fire the turret when the ship is close. Repeat 4 to 6 times until the ship is destroyed. The ship will start to smoke after 3 or 4 hits. Once the ship is down, kill him, avoiding or interrupting flame sweep, or at this point it's easy enough without. It's simple mechanics, when he has a shield the ship moves away and does not protect him, when his shield drops the ship moves in to protect him. Once the ship is down there's nothing left to protect him when his shield drops. If you continue dpsing when his shield is down the ship will remain far away, immune to the turrets and the damage will continue to increase with no way to stop it.

 

It's easy, it's not a bug, it's mechanics. It works this way every time. That's a mechanic not a bug.

 

Debatable.

 

I'm of the opinion it is a 'bug' similar to that in a lot of the old instances where the fight script is coded in such a way that current levels of damage (based on years of power creep and scaling changes) push past hard coded check points (such as boss HP %) before the script executes a phase change (e.g. from shielded phase to not shielded).

 

In something like Athiis where the boss can be pushed hard enough so that he goes from stealth phase back to non-stealth phase nearly instantly while spawning the fire orbs, it is not really a problem (player with fire can still run away from orbs), it is only in places like Jindo where the script bugs cause issues which can wipe the group.

 

I agree the work around (since Bioware will most likely never update these old fights) is to slowly work back and forth between the phases, but as you've seen, trying to convince players to slow damage and / or stop damage and wait can be rather difficult.

Edited by DawnAskham
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