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Saenth

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  1. You can pretty much do that for Hateful so I'd definitely yes you can do Dreadful with just a couple of people, definitely < 8.
  2. Thanks! I just added this and also fixed the Perforated Vitals DoT from 5s to 15s which should be the correct value. I'd like to take the chance to say that while covering all aspects of these fights is a massive undertaking (and there's much that has to be omitted, sometimes), I very much have appreciated to have our guides hosted by Dulfy during this content cycle.
  3. Very odd maybe there is some more timing to it or when you push the boss that can make it more likely. Still agree it's not intended.
  4. Yeah this happens due to timing and probably should not be in the game. When some of the longest mines haven't exploded yet but Blaster puts out a new wave, they are more likely to end up with multiple on one person. This is a bit of an oversight that has never been corrected. It's not that common but you will probably see this at least once every 15-20 pulls.
  5. The essential idea is as follows: 1) The raid group needs to make sure to stay well clear of the tank since they will be kiting AOEs from both walkers. Also, Unit 1 will Mega Blast the raid if they are caught in the middle. 2) Have the solo tank start by aggroing Unit 2, with all DPS on Unit 1. The solo tank should put all of his normal tank aggro GCDs into Unit 2, but all of his taunts into Unit 1 starting about 5-10 seconds into the fight (let the DPS have threat for the beginning and then build off their threat, but take Unit 1 before the first Rapid Fire). Throughout the fight, the tank need only attack Unit 2, but keep taunting Unit 1 on cooldown. 3) From there, proceed normally with all the mechanics. The solo tank will be need considerable healing but it can easily be done with a normal two healer composition, and if well geared, even a solo healer on SM.
  6. However Sorcerer bubble is indispensable in certain situations where mitigation beats healing, such as Coratanni (all phases not just mouse droids) and Revan floor 3. Also Roaming Mend is the best multi-target smart heal in the game and has "situational burst". I agree in general that Merc has a slightly stronger healing profile, but it's mostly due to Healing Scan and Progressive Scan hitting like a truck while Kolto Shells tick. If Healing Scan was a bit weaker, it would be pretty even. Operative healers have the highest raw HPS capacity, especially when the raid is stacked up. As others note, they can get insane numbers on fights like Walkers and Underlurker. In practice, however, this is not that necessary for most fights, and Operatives have the worst burst heals at the end of the day. I like them in 3.0 but the other two healers have really come into their own. Also, bring Operatives for stealth rezzes. This is particularly good on Blaster/Master, Coratanni, and Revan.
  7. The fire barrel comes every 10-15 seconds so if you get Load Lifters on you and you don't have an amazing defensive, you should probably kite the Load Lifters for a few seconds and watch the fire go out on someone else. That way, you have time to receive extra healing or hit a medpac if you did get the fire, but before any Load Lifters explode.
  8. Also like others have mentioned, the advantage of Hydraulics on Revan now, while much less, is still a bit high. Anyone who has to pivot to face circles while midair during a pull in knows what I mean. From a healer PoV, Sorc bubbles for everyone, as well as Roaming Mend is great, and probably worth bringing in any case to extend how long you can survive Machine Core phase. But conversely, it's nice to be able to stand there and not worry about the pull in, and this needs to be removed for nightmare or we will bring a bunch of bounty hunters again. There are some times I could add more healer DPS on my Sorcerer for example, but I simply don't want to bother with the whole process of running in for 3 GCDs just to speed out so I can get pulled in. As for Operative healer, there's simply no benefit at all? They have the worst healer DPS, no hydraulics no knockback,, no bubble... poor Operatives. Clearly Merc/Sorc is the best combination for Revan, and also probably for most of the other fights. And DPS can run/in out but they will have to do a lot more work and focus. BH hits Hydraulic on a 30s cooldown mindlessly and will survive all pull in by doing so. Other DPS must keep track of the pull in timing while watching purple.
  9. My main comment is that Coratanni in 198 gear is vastly easier since you are much less likely to die to spikes and/or mistakes both when Coratanni is up, and also for Ruugar (P2), and the DPS check is much easier. If you are in 186 to 192 gear, and combine that with how Revan used to be totally cheesable, I would potentially argued Coratanni was just as hard as Revan at one point. So like Smugglin, I have to reconcile the truth of how the operations are now (Revan is a good bit harder than Coratanni since Unstable Aberrations force a tighter DPS and mechanics check on your group) with the fact that Coratanni and hydraulics Revan in December were similar difficulty to one another. Grats to all on kills.
  10. I don't see why you shouldn't use any tools available within the terms of service. Creating arbitrary limits on yourself is only disadvantaging yourself. We have been using vocal cues when available in Zorz, but that doesn't mean a timer cannot be useful too. I think Ambassadors use of timers was very well thought out since there is no vocal cue and the mechanics "shift backwards" in alignment each phase of Unstable Aberrations. In any raid group, I'd rather clear the boss using timers than decide I don't like timers so we're going to wipe longer because we're trying to learn mechanics, do our max DPS/heals, and also keep in track of cascading events. We did not use mechanic-specific timers in Zorz and used visual/audio cues as you say. But I have nothing but positive things to say about people who set them up. Whereas we were keeping track of it by estimating 2-3 seconds shifts, they can perform even better by using the timers as their vocal cues where none exist. This is clever not unfortunate.
  11. Also impressive kill because your stack count/DPS pace meant that you had to survive an additional heave.
  12. Yes congrats again. I personally disagree with Milas and welcome more complicated mechanics that encourage the use of timers. It means we're heading in a direction where you really have to pay attention to mechanic timings, which says something about the complexity of raid design increasing. Top WoW raiding sometimes uses very complex timers so it's not like you can't have exciting progression with some add ons. Also, while I did not set up timers that specifically say the mechanic names, I did use a stopwatch in our original kills of Revan and Coratanni.
  13. Likewise to your group, we are very happy to see other guilds progressing and killing Coratanni and Revan. This content is very nice for pushing all of our groups to play our best and showing we are, as a community, capable of more than bosses like NiM Calphayus.
  14. Yes it's still broken. For an assured kill use 4 healers on 8 man and 5-6 healers on 16 man. It makes the fight somewhat long, but it's not really a big deal. It's possible to do with 3 healers on 8 and/or 4 on 16, but it's quite difficult. Adding an off heal or two can also help. For example 3 healers with 2 off healers works really well. The regular amount of healers on any mode is simply not enough so don't feel bad just add healers until it's fixed.
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