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  1. Also, you might do well to realise that only 6 bosses in the whole game drop 248 gear. That would be last bosses of EC, TFB, SAV, DF and DP nightmare + Tyth on hard mode. So as the game currently is, you can't get a full 248 set as drops only. You'll have to rely on the RNG of tier 4 boxes or get 242 tokens (raiding hard modes or getting lucky at tier 3 boxes) and then upgrade those to 248 via PvP components.
  2. Force Shroud shields you from Force and Tech damage, i.e. Yellow Numbers. Ambush, Blazing Bolts, etc. are Ranged damage, which along Melee damage is not affected by Shroud (white damage). But pop Deflection and Shroud at the same time and you will only take 40% (less as tank) of white damage in and none of the yellow. Ball Lightning and Discharge are 10m skills. As are Electrocute Force Slow. And you actually have two 30m options, in Low Slash and Whirlwind. Your melee range skills are just Saber Strike (99% not required), Voltaic Slash, Maul, Reaping Strike, Assassinate and Spike.
  3. Oops, you got me there. //Forgot to mention this as well: As they were a guild group and as they obviously were either all newish and inexperienced or running new members through (I only inspected the main tank's achievements - all SMs except Tyth, EV and KP HM and Dash'Roode HM), I think they should have made that clear in the LFM message. And if not there, at least when someone joined them. And I said as much to them. After all, the expectation for an SM operation is low effort, quick rewards. This ended up as low rewards and high effort, and that should have been made apparent at the beginning. Mind you, I still would have stuck with them.
  4. I rarely write here, but something happened a few hours ago that I just need to share. ToS GF. I spot someone looking for the last dps to finish their group so I throw them a whisper. I'm on a character I'm not about to use so I say the usual "if you still need a dps, I can relog" to which they answer "ok". Seemed a bit odd, but I thought nothing of it, log on to a Sniper and join the group. A few minutes go by without anything happening, though I see half the group standing on Yavin 4. I ask if we're going or not - no answer, but pretty soon we are in GF and the journey begins. We stand in front of the first trash pack for 2 minutes before the tank pulls. The two trash pulls before Malaphar go baseline smoothly, though I pull aggro a few times, both with single target and dot spread. But hey, it happens. We get into the boss room and again, a few minutes go by with the group just standing there. Then the tank moves about the room, places a few markers and inexplicably pulls from the corner that leads away from the room, making the whole group run through the whole room to get into Malaphar's circle. Except the healers don't get in. Well, yeah, if they aren't going to DPS it doesn't really matter, they can stand outside. But then I see that a Merc DPS is also standing outside, quickly goes to the max stacks of five and it stays that way for the rest of the fight. At least on HM I think five purple stacks makes you deal 0 damage (it does for healing at least), but not sure on SM. They can't have been doing terribly much damage, though. I also realise we actually have two tanks at this point. I also realise that this group was all from the same guild, explaining the standing around and unexplained markers - they are in VoIP, of course. The guild's name was related to something having to do with Disney and Final Fantasy characters. Malaphar is messy. I can normally just sit my but in Malaphar's circle and pewpew away until he's dead. This time around, my health is constantly so low that I go out and cleanse the stacks at 20, then again at 15. I also dropped down to 3 purple stacks on the first "cleanse" because the boss was suddenly being moved around in a random pattern and I couldn't quite get into the circle, even with sniper roll. Someone dies, but we eventually kill the guy. Not sure how much HP Malaphar has, but I did 2,9mil damage on him and it felt like I was pulling most of the weight. Loot is master loot, of course, and the leader just takes the loot and onward we go. The trash between Malaphar and Sword Squadron is slow but I think we all made it through alive. Seeing as they struggled somewhat on Malaphar (and yes, I realise I could have made it easier for them by adopting a hard mode mentality and actually periodically cleansing my stacks) I ask if they'd like me to carry the bomb. After a minute of silence someone says "yes" and we proceed to pull. Even with aggro drop, the first Rapid Fire from Unit 1 is on me. No worries, I was kind of expecting it and kite it on my way to get the bomb, which due to Rapid Fire gets there ~5 seconds late. Tank dies at some point (to Rapid Fire, what else), they are revived an agonizing while later (half a minute, probably) and I think that we can still pull through it, but as I'm carrying a bomb I'm pummeled to death by both units, so U1 was definitely not taunted back. They brave on, I write some instructions in chat and it seems they are following them to some extent, but enrage causes the rest of the group to wipe with U2 at 40% and U1 at 10%. We regroup, and the next pull is practically a repetition of the first, just a minute faster. We might have taken a pull or two more but I eventually ask if they would like to hear some pointers, to which they agree. With "they" I mean some random member who actually answered me, the chat is completely silent otherwise. I tell the tanks (which were swapped around at some point) to be wary of Rapid Fire and to just keep moving when it is being channeled. I asked for healers or the Merc DPS to combat revive ASAP if either tank or bomb carrier (me) dies. I reminded them of the shield mechanic as well and of the importance to target swap, even for short whiles. We go again, and although it is one of the messiest SM Sword Squadron pulls I've seen, we kill it, with me being the lone survivor. I've been extremely patient and kind with them and feel like we can still pull through with it, although by now any other TRE pug would have already completed the operation and I would have had my GF daily bonus, CXP and conquest points. We clear trash and I say a few simple helpful tips about Underlurker on the way - kill adds when they spawn, hide behind rocks during "Collapse" and for the cross, just make sure each side has at least 1 person in it. After clearing the group spends five minutes running back and forth the corridor, swapping leads and I just have to ask what they are doing. Trying to loot a deco, they say. Eventually we get there, but not before they spend another few minutes standing still (yeah yeah, going through tactics). Overall HP is low on the first pull and I think we fail the first cross, resulting in a wipe (but not before the three or four surviving players give it their absolute all, dragging the fight on for over a minute). I explain the cross again. There might have been other pulls before this one, but nothing noteworthy, just dead raid. We pull again, first Collapse, the other healer backpedals from a safe spot right into a falling rock. I might have lashed out a bit in chat, but nothing serious, just "literally, you walked into a rock". We go again, the other healer dies to something, we fail a cross, there are still people alive but we hit four minutes and the boss is still at 50% with only 6 people alive. We of course still have two tanks in the group, to which I didn't dare to suggest otherwise, but it's a statement to the DPS as well. At some point I also pointed out that the two Juggernaut DPS could as well guard me and the Merc DPS since it's completely free. I get an "ok" yet no one actually does anything. We fail spectacularly again, they say they are going to switch characters to their mains (though ultimately I think only three people relogged). We roll for the two loot we got and I get the Malaphar bracers. While they are switching, I respectfully take my bow and explain the situation to them in chat - but /leave before they could answer. ---------------------------------------- I thought I could carry almost anything, but there are limits I see. The healers were obviously very inexperienced, I mean I could probably have solohealed Underlurker without too much effort. The DPS were all 230 geared at least, though as I checked their accuracy I was quite amused by the rate at which it went up. First was around 770. Then 790, then 890 or so. Well, maybe they didn't have the companion buff, who knows. Merc DPS also had like 600 crit and 1200 alacrity. The sin tank was surprisingly in almost full 242 with a few 248 pieces to boot, but meh, they started combat with a melee attack and taunt. I realise I might come off as an elitist snob in this, but believe me, I really tried to be nice and guide them, knowing just how much the elitist raider stereotype is hated. But it seriously can't be expected of me to not only help them with tactics, but to literally guide their character builds and rotations as well. Something which should have been a quick half hour ultimately took two hours and we didn't even down Underlurker. At least I got two CXP packs and the bracers for my troubles. In before someone claims ninja.
  5. There are three popular ways to do it: 1) 1 person goes left, others go right. The sole seed-seeker plants it and joins the group in pummeling Calphayus. As soons as Calph shields, another person goes out of the rightside phase, returns to the present and goes left to get the next seed. (IIRC one person can get both seeds.) 2) 2 people go left, rest go right. The other seed-seeker waits until Calphayus's shield is back up, picks the seed up and does the deed. 3) 2 people go left and cast the seed pickup at the same time. They both get it, they both walk out into the present phase, the other plants and joins the others and the other waits by the altar and as soon as Calph shields up, they can plant the seed. Number three is the fastest and is gaining popularity, but it's tricky to pull off if people aren't in VoIP. For the record, number three does not work on master mode and number two is definitely just a waste. // Roger, that must have been in the old story mode then.
  6. You don't actually need to split the group for Zorn & Toth, you can just keep them together on SM and one tank is easily enough for tanking both if you have two healers (in a pug, in an organised run one healer is enough). One tank is enough for Stormcaller & Firebrand as well, though someone still needs to "tank" the other unit - Mercs and Maras are good for this, but in actuality literally any class can do it. Vorgath doesn't need another tank either, and neither does Kephess. But as we are talking pugs here, I guess it's safer to queue with two real tanks.
  7. Either you have to beat Tyth or you can go straight to any fight in the instance. For proof of the latter, look at the transport you take to the Tyth area - it has multiple possible destinations, yet when you beat Tyth you return to the central hub. So it might be possible to kill the bosses in any order. The Tyth power core is used outside the instance with Iokath shards to play as Tyth in the overworld.
  8. Autocrits benefit from your Critical Rating. You basically get double your Critical Multiplier that is applied from Critical rating on an autocrit. And yes, people will disagree, you are just plain wrong.
  9. So, Mastery gives you 0.2 bonus damage per 1 point of Mastery. Power gives you 0.23 bonus damage per 1 point of Power. Do you want to know what 0.2 x 1.05 is? (That is, the Mastery increase given by the Inquisitor buff.) That's right. 0.21 bonus damage. How is it better than Power if you don't account for the extra critical chance? People were gearing Power over mainstat as far back as before 2.0. If it was an edge case then, it shouldn't be now: We have so much Mastery that the critical chance boon is quite small. Power is just better.
  10. That isn't really how gearing and stat priorities work. But, no, that isn't the order of importance. Defense is useless pretty much, since you get so much of it via normal tank gearing. So never seek out more defense. Whether you want to go for a Endurance-heavy build or go full-mitigation is up to you. Whichever route you take, the ratio of absorb to shield is around 40/60. For augments you usually want to take only Shield and Absorb. The difference in an Endurance and a mitigation build comes mainly from your choice of mods and enhancements. For Endurance go for B mods and use either the mid-Endurance or high-Endurance enhancements. If you feel like you've got plenty of Defense you can drop Warding mods for Lethal ones to get more Power, and thus damage, and thus threat.
  11. With your level of knowledge you should probably know that the enrage timer on Styrak starts when Kell Dragon comes down.
  12. A standard complement would probably have a dps spread of 4k per tanks and 1.5k per healer on Styrak HM. This leaves 7.5k per DPS to beat the enrage, which you don't even need to beat. Styrak enrage is manageable with cooldowns, and even without he picks people off one by one and doesn't wipe the whole raid at once. I'd say those numbers were easily reachable and even toppable in 5.0 for competent groups. //I would also think all groups that can honestly say they beat all master mode encounters by the second week of 5.0 would not have needed and also would not have used NiM crystals. But hey, if it lets you sleep at night.
  13. How can three people get the same ability wrong. Sleep Dart lasts for 8 seconds in PvP.
  14. Not exactly. If no doors are bombed, then the tiebreaker is counted from deaths. If there is a tie on any other set of doors/bridges/gates, the team who got the previous door faster wins. If it's the second round and the attacking team gets a door sliced faster than the first attacking team the game should end right there, but for some reason this feature has been broken for ages. For example, if you're defending first round and the other team gets the bridges 6 minutes left at the clock but doesn't get the 2nd doors, you have already won the game if during round 2 you get the bridges with more time left than 6 minutes, even if you don't get the 2nd doors.
  15. The solo Revan fight isn't the alternative to the Temple of Sacrifice operation, it's the conclusion of the Shadow of Revan storyline. You do a string of dailies if you don't want to do the operation, but everyone does the solo Revan fight. Dread Masters is a side story and it isn't erased if you start KotFE. Gods from the Machine isn't strictly part of the post-KotET storyline and doing it won't advance the plot.
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