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Iluf

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  1. Finished it half an hour ago with the following group: Assassin tank (me) Merc healer Marauder and sniper dps The first boss (not really a boss, the explosives event) was the biggest problem for us, the turret which was supposed to help despawned after the first wipe before we even figured out what was going on, though after a few wipes and an order to only aoe after the silver mobs are down we actually mananged to finish it successfully. Both "real" (non-bonus) bosses were very easy, the last one we killed in the order of big guy > small guy > commander guy, I was interrupting Full Auto of the commander and that was that really, didn't notice any form of enrage. They also dropped the Tirsa hovercar for our marauder. The robot guy is very tough, we somehow managed the first pack of adds with no cc and using all the tanking and healing cds at our disposal, then went on to cc the second pack making it much easier. The boss was at ~30% after the second add phase and went down shortly after so we were unable to find out if it's only 2 packs/fight or he spawns more in a timely manner. A very interesting and well designed flashpoint, and we didn't encounter any bugs except for the turret despawning. GJ Bioware, waiting for the second part now.
  2. Level 30 madness 'sin here and haven't respecced once, and it feels great in PvE at least. I literally tear through mobs while levelling with barely any downtime. I even managed to solo a few minibosses (champion rank) with the help of my robot healer. The spec has very strong kiting capabilities. It also works great in flashpoints as Madness can easily offtank any adds on certain bosses (so far, up to and including mandalorian raiders at least) due to its awesome snap aoe aggro which Death Field provides. That being said, it would certainly help to have some decent class timers to track all the necessary procs, sometimes its just overwhelming. It's also the main reason why Madness might feel underwhelming in PvP - just maintaining your rotation on a static target already eats a lot of the player's attention, leaving little time to actually watch what your enemy's doing.
  3. I wouldn't say it's a lot harder than the other two bosses in the instance, it just less straightforward and requires tactics. We did it twice yesterday, first with a 24 jugg (tank) 28 assa 27 merc and 21 sorc (heal), then the sorc left and we got a 26 merc healer. What worked for us was me (assa) going in with tanking charge, quickly burning the consular down, after which the jugg taunted one of the ranged guys (trooper) and then kited him around the big container in the left part of the room. Meanwhile me and the merc burned down the sentinel and smuggler, leaving the trooper to be killed last. Both his abilities are interruptible or avoidable so he's quite easy. We had a couple of wipes when leaving the smuggler alive due to his extremely powerful sweep ability. That being said, the fight feels extremely satisfying once they go down, people just need to start thinking out of the box other mmos have put them in, i.e. in WoW none of this line of sight kiting the ranged and a dps offtanking would have worked. Another viable tactic is to actually burn all of them to low hp (10% or something) then kill all of them at once. The damage they deal before enraging is much lower than most gold+ enemies.
  4. Happened to us too. Notably it was on the first run after a number of wipes, on the second run we one-shot the encounter and the chest was working correctly.
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