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Kraheera

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  1. I love my Sage Healer... but I find i am having a very hard time adjusting in PVP after the last nerfs. Even our dps specs took a hit, though those weren't too bad. Maybe it's just that people finally figured out how to interrupt, I'm not sure. So if anyone has some good advice for how to heal in a match without getting your face stomped in, I'd love to hear it.
  2. And finally, someone acknowledges it. I don't wnat the fight 'nerfed'. I want the balls to not be full grown when they land during the last 20% of the boss' life. The difficulty is great. The lightning balls being huge when they land is the problem. The ONLY real problem. Everything else is workable. If they just toned down the size of the balls on landing during the last 20%, it would still be a damned hard fight, but it wouldn't **** people who aren't already in motion before the blue aoe marker shows up.
  3. Then our group is permanently glitched or something, because in that vid above, your grates are never 100% filled with lava. You're able to safety dance your way across them constantly. When we run it, there is not one single grate after 20% that is not full of lava. Ever. No matter how often we interrupt the arc, the balls spawn. No matter how often we do it, the balls are fully grown. I'm not tossing my hands up and saying we aren't going to keep trying, and I'm not saying other people can't do it... what I am sayign is that the difficulty due to the damage in the last 20% is ridiculous. There is difficult, and then there is ridiculous. This feels like nightmare mode stuff to me, not hard mode.
  4. Great vid, but that's not L5R hard mode. The whole grate didn't blow up, for one. And the balls didn't land fully grown. Nice try tho.
  5. Yes. Because it is oh so hard to go "Oh look, lightning, I should move." You're right, it shouldn't be. Why is it that no matter how often I say that the ball lands every two seconds fully grown no one listens? There is no avoiding the damage. We are CONSTANTLY moving, and it doesn't matter. I do mean constantly. How do you just 'move' out of damage when it is everywhere you go? We move, I get a heal off, and then we move again. It doesn't. Matter. Everything is fine until that last 20% of his life. We avoid everything until that last 20%, when it is literally impossible to avoid anything.
  6. Alright, again, let me make something clear. The only person who gets hit IS the tank with incin, and it gets cleansed immediately. I know this, because I AM the healer in this fight. Our team moves together, we make sure the balls are spawned in a certain way. There is no 'chaos' going on with movement. Our group is a Sage healer, Sage DPS, Gunslinger, and Shadow Tank. Again, we have read many guides. Watched many vids. We get him down to 60% within 3 balls, usually. I don't see how we can really up the dps when everyone is dumping as fast as they can. Everyone in this group is a mix of columi and rakata. This isn't a 'tunnel vision' group. We have tried many strats, we talk about what is causing the problem. The problem is simple. The balls land, FULLY grown. No matter how fast you move, the fact that they just keep dropping on the group every 2 seconds and that there is no avoiding the first tick or two is what is causing the problem. As soon as I see that little marker, we're moving. The fact that there is nowhere to go that will not damage you is the problem. I don't mind hard, I don't mind difficult. I do mind when there is literally nowhere to go that will not hit you with hard damage, and you only have 2 seconds max before another fully grown ball lands on your face. It is the last phase alone that is a real problem.
  7. some of you, btw, are missing some major points. Our fights are glitching. Balls are not disappearing. We aren't 'overloaded' by stimuli, we simply cannot avoid the huge damage from balls landing every 2 seconds fully grown across the entire map. We've read guides, we've watched videos. We do fine until that last phase. Constructive words, please. Labelling things as 'drivel' when there are valid concerns only paints you as an immature troll.
  8. We've tried that too. Maybe the classes aren't mirrored, I'm not sure. What I do know is our last few runs we were PERFECT on our placements... but the last phase is just impossible to heal through with either Scoundrel or Sage. We weren't locked in corners. We weren't trapped. The balls landing extended was the problem.
  9. This fight needs some tweaks. My guild and I have been trying to down this boss for the last few days, and we've come to some conclusions. 1) The fight seems impossible for Sentinels to do. The Incinerate splash, even if you have great interrupts, would make it difficult. BUT, the problem will be that the boss will drop lightning balls on random people. If he keeps dropping balls on the tank and sentinel, the group is going to wipe. 2) Despite this, the fight can be done with one tank and three ranged, until the last phase. The floor has no downtime, the lightning lands fully extended AND does extra damage, with continually spawning adds. There were glitched balls that refused to dissipate, and the floor after a wipe would constantly bubble, so you couldn't tell where the lava would come from during the earlier phases. 3) I have tried this fight with trooper tanks, knight tanks, and shadow tanks. Shadow tanks seem to be the only ones where the healer can reliably keep the tank alive. 4) The sheer amount of AOE unavoidable damage during the last phase is ridiculous. No healer, sage or scoundrel, will be able to do anything during that phase. We have consistently dropped the boss to around 15-18%, but that last phase seems impossible to get through with the fully grown lightning on landing. I think it would be alright if the lightning was tweaked, or if the floor had some downtime during the last phase.
  10. The Consulars are guardians of a sort, but they are also diplomats. They are sent to dangerous areas to try to bring peace, and not necessarily through a lightsaber. That is accepted SW lore. To try to paint them as walking behemoth warriors (like guardians are supposed to be) is just rude. Sages are your "Peace is awesome". Shadows are the "if they don't listen to reason I will sabotage their work".
  11. I'm still trying to figure out why they nerfed Noble Sac. Let me be honest here. I rolled Sage to heal in Operations. Period. And up until the 12th, my sage could heal. Not always easily, but she could do it. She didn't have to worry about running out of force so long as I balanced my noble sac against my heals. NOW? Now I keep wondering how I'm supposed to heal. Taking chunks of my life off to get 8% of my force makes no frickin sense, especially in places like Lost Island HM. Yes, I tried it. Fackin awesome instance, but insane to heal... and that's with a mindset pre-1.2. Doing it with the noble sac nerf? Stupid difficult. It also seems to me like my heals are hitting for less on average. My crits still heal about where they used to, but normal heals are hitting for less. I would like to know why. I would like to know who thought it was a good idea to nerf Healing, specifically... because take it from me, doing damage as a healer is laughable. You drop a dot here or there, that's about it. Doing dailies as a healer is downright painful... and I am praying for the day when they bring in dual-spec. That way I can at least grind my dailies without spending HOURS on either of the three planets.
  12. This game does not center around PVP. This game was focused on PVE... and they nerfed our ability to heal in raids to the point that I'm still wondering how I am supposed to do it. Lost Islands HM? HA! I can't heal that robot boss. I just can't. I have to stop to heal, and casting big heals constantly drains the force big time. I don't have TIME to do more than one in one place once adds drop. WHY did Noble Sac get nerfed? WHY? And why are my heals not hitting as hard?
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