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LeDogg

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  1. Well, i havent got around ops yet in this exp. but 4 man MM FP's still seem to be out of balance. Some FP's are very easy while some others are near impossible to complete (when it comes to pugs atleast) yet rewards are same. There are few bosses that have around 5 min enrage timer and most often i find dps are unable to kill it that fast. When it comes to healing....on some FP's normal mob can do more dmg with 1 shot than i can heal with my big heal (dark infusion). In the end the whole group content feels like out of whack. Some things are just way too easy and some are near impossible. I think they really havent checked all the numbers when it comes to that.
  2. So in an essence things are out of whack. For a sorcerer healer i dont see all that great tacticals out there either. Im currently using the one that increases aoe healing for every player getting the aoe heal but, the increase is so tiny that im thinking its worthless.
  3. Some MM FP's seem to be alot harder now than they used to be expansion or 2 ago. Im almost 306 ilvl now with my sorcerer and it feels way tougher now. Feeling huge tax on force pool and not seeing much HPS coming from the cost of spent force. I recently experienced that the hard way with Lost Island last boss on last phase. This aoe the boss does is supposed to be soft enrage yes but, I remember being able to keep group alive like twice as long as now. You have to literally kill the boss with some 20-30 seconds at this point or the damage becomes unhealable. Im not sure if its only healing issue but to me it also looks like dps has suffered quite a bit. I dont remember hitting that many enrage timers on various bosses before when all people are max (or close to max) geared. With all the new changes it feels like some content is way over tuned or classes are under performing.
  4. Yes i learned that when i asked around in-game chat. The problem still exist though. Ive gotten jawa scrap by directly deconstructing bonded attachements from my inventory after they have just been crafted. It is very fishy buisness if you ask me. To top it all off there is no warnings or tooltips either, that would tell you that you shouldnt deconstruct items off from your recource inventory. Tbh this entire concept is somewhat stupid. You give us all new options to store stuff accross all our characters and then you pull off something like that. In my oppinion deconstucting anything at all should not give us jawa junk but mats instead. Green and blue quality items you get from drops for instance. I've deconstructed quite many of them and all i get is jawa junk.
  5. Getting jawa junk from deconstructing bonded attachements is something that shouldnt exist. I do not dare to deconstruct stack of 100+ knowing that it can ruin all the hard work making them in the first place. That forces us to constantly split the stack (into 5 or 10 in my case). Which is annoying and time consuming. Also today i had (still have) this extremely nasty....bug, i suppose, where i cannot deconstruct anything made with synthweaving. All the results i get are jawa scrap. I need augmentation components from bonded attachements not jawa junk. I lost like 50 bonded attachements... then i tested with stacks of 1 and over 20 times in a row i get jawa scrap. This is unacceptable. To top that off, jawa junk is USELESS these days as you need 200 of it to get 1 green crafting recource. Considering the fact you need on avarage 20 to craft the lowest cost possible item (10 of 2 types). That translates into 4000 jawa scrap to make 1 bonded attachement....correct me if im wrong but thats outrageous. Trade ratio should be more like 20 to 1 not 200 to 1!
  6. Has it been like this since the beginning or nerfed lately? Cause i deffenetly remember 1 try (was abit time ago) where healer was moaning about it alot, that he cannot cleanse it. He was merc healer if i remember correctly. But i guess if you can cleanse it then healers out there...get on with it!!! Last few failed runs with pugs that i had ppl managed to pick up over 10 stacks of this debuff and i didnt see any cleansing happening!
  7. Lorrick fight! Lately i have had alot of trouble with this when getting groups through group finder. It looks as if different people using different tactics for him or do not know what they are doing at all. First of all. dps and healers. You shouldnt stack up on phase 1. You should keep moving instead to better avoid initial stack from landing green goo. Cause if u stand at place and u see the red aoe mark under u then its already too late to start moving in order to avoid stack number 1. Also if you are stacked up for this fight its alot harder to avoid the goo cause they cluster around you, that often makes u move more distance in order to avoid it. Also in this way if you get hit then generally all ppl stacked will get hit and thats losing fight for healer. it doesnt look for me as if u can remove this dot. i have tried with sorcerer, but nothing happens. there was something about using rakghoul vaccine against it, but i havent tried it out yet. anyway if you let it stack above 5 stacks then final phase becomes murder to heal. keep that in mind! Now every1 should nuke the boss obviously and nuke kolto tank after the boss disapears into it. When add comes out of it. You should however split the dps for better overall outcome. Incase of melee/ranged dps setup, ranged is advisable for add. Otherwise put your weaker(geared) dps on it while other dps keeps nuking the boss. This way you should get through phase 1 fast enough so you dont end up having to kill champion mob from final kolto tank. (thats for them weaker geared dps) Tank can and should avoid satchel charges that boss starting to throw at you little bit after 2nd goo has landed. If you eat 4 of them on you they pretty much kill you if your not gettin 1 giant heal in between and generally eat away healers resource. Best way to avoid all of them is to start kiting boss around the kolto tank so u break the LoS with him. You shouldnt worry about that healer cant see you aswell cause if u manage to avoid all satchel charges you dont need much healin 2nd phase! You really have 2 things to worry about here. Staying far away from burning rakghouls and Interrupting Revage. What many healers and rnaged dps tend to not do is put enough distance between them and the burning rakghoul. Boss tends to do aoe stunn once in a while what gives burning adds enough time to catch you. What they do when they catch you? ohh ye they gonna keep you locked down to the ground(similar to the boss's revage). if that happens to the healer its very bad for the whole group. Once in a while in this phase Boss is gonna revage the tank, saying something like ''im gonna rip you to pieces''. When that happens you must interrupt him or he basically revages tank to death. And finally last phase whats actually the easyest in away. (not for healer ofc.) You stack up (for aoe heals) and you nuke the boss as hard as you can and pray that you have enough dps to kill him especially if u got debuffs stacked on you from phase 1. That gonna hasten your demise by alot in final phase!
  8. So. here thought about making this thread. Everyone interested could post their little hints and tricks here or ask about something. I would start with few hints and tricks of my own. 1st boss. That giant droid all of you probably hate, who has caused u great harm in the past! My vision how to do him with all the melee's in group: First of all. NO fear! he is easy for melee. Every1 stack behind him and tank starts kiting him from 1 corner to the other. (which way u do it is up to you) Every1 nukes, healer heals etc. the thing is to interrupt any incinerate u see! marauders, sentinels, juggernauts and guardians you guys are best at interrupting so its your job to do it. when you see aoe planted to the ground near you....start running really fast to the next designated corner and do it fast enough so you dont take damage from the aoe. that includes tank. Now when boss casts incinerate during that time when you need to run. 1 of you! marauders, sentinels, juggernauts or guardians just leap to the boss!!! yes u will take abit of damage from the aoe that boss put down under him where he stands, but its not that bad that u should fear it. Just leap and interrupt and everything gonna be fine. boss gonna run to tank and u can continue beating him. Everything else boss does is irrelevant so you can just ignore it and nuke the boss(that includes adds). Alltho if tank gets some time to look around he could shoot something or taunt them 1 or 2 ranged adds out there so they wont shoot the healer. Anyway thats my way of doing it and it becomes pretty simple like this. Your thoughts and ideas are welcome!
  9. Li HM is doable with half columi gear. Besides why would u even bother doin it if you dont need any loot from there? I seen ppl asking for half rakata gear even, when forming groups...its just plain stupid! Bosses there aint that hard actually if you do follow proper tactics what most of the ppl wont do...seen plenty of great geared groups wipe alot in there...and i have done the place with tank that had 17k health. If u interrupt right things and avoid right things you dont need all that much of healing done...if u fail however it becomes deadly for good geared players aswell! First boss for instance....melee dps or ranged doesnt really matter. If you interrupt incinerate and run out of the aoe fast enough its just stupidly easy fight. if u fail in 1 of these things u die. Alltho in lower level gear u should be thinkin about proper rotation for max dps for damage dealers and using your cooldowns at the best times for tanks. for healers it shouldnt be all that much of a trouble if every1 can manage following proper tactics, cause in that case there aint be all that much healing to be done. (with a little exeption on 2nd boss)
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