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Bayho

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  • Location
    Annapolis, MD
  • Homepage
    http://www.jrahorm.com
  • Interests
    Gaming, Writing, Learning, Painting, Drawing, Walking, Thinking
  • Occupation
    Network Manager
  1. Um, it drops it because Soa was such a bugged out fight, it's an apology for horrible, overlapping mechanics. Oh, and they just put those types of mechanics and bugs back into Lost Island. What was learned? Nothing! Also, the gear it takes to get through Hard Mode and get the Rakate Chest, especially if you have a melee DPS, is basically full Rakata, anyway. With the upgrade from Columni to Rakata chest, it is not significant. In fact, as a Jugg, I would have to remove the enhancement and put a properly itemized one in, just to make the Rakata chest better than the Columni one. Nothing about what you said makes a single bit of sense.
  2. There were only two groups of people in the instance the entire time we were running it on our server, and rarely do you see anyone advertising for people to do it in Hard Mode. As for the silly comment about me using the phrase "seasoned veterans," no it is not just WoW. WoW was quite easy, and only got worse as it went on. We loved Burning Crusade Raiding. We all came together playing EverQuest hardcore from release, and many other MMOs throughout the years. There are still grave discrepancies between player experiences in this instance that Bioware needs to research and account for.
  3. I have no issue with content being difficult, I and my friends love it. But, as with my other post, highlighting many bugs, and the punishment we took by simply bringing one melee DPS, the content is not tuned nor fair. Been playing all varieties of MMOs for nearly 13 years now, and this is the only MMO with consistent bugs on bosses like Soa and in Lost Island, and that punishes having a melee character in your group so heavily. The simple fact is that they make content in the Hard modes exasperatingly frustrating and don't care about fixing bugs or releasing content when it is ready. Yes, we finished Lost Island, even with a melee DPS, myself as a melee tank, and one ranged dps and one healer. Was it easy, hell no, not even for seasoned veterans of MMOs, geared to the teeth with full or near-full Rakata gear and weapons. It seemed like we had to be lucky to not get a bug, or not end up in a specific circumstance of stacking mechanics that meant wiping nearly every time. Should we be spending over three hours in an instance because we brought a melee DPS, NO! Just because you easily breezed through Story mode, or had all ranged taking on bosses, even if in Hard Mode, does not mean that the content is properly tuned, fair, or without bugs. Stop shaming people and calling them noobs. This is a forum where people express issues they have with content, you may not have had those issues, but that does not make those people poor players. We downed Lost Island Saturday in under four hours. Brought the same group in on Sunday, and the crap was no different. We needed too much luck, even with our exemplary skill and already-tested strategies, to make it through, again. It is too buggy, there are too many overlapping BS mechanics that punish melee, and too much blind luck is needed to make it through. Why? Cause we had one melee DPS. That's the only difference between you and me. Hell, we even had one instance where the pillar boss randomly did twice as much damage the entire fight, no reason, just a bug. Even with two people healing, we could not keep up. Went back, did it the next time, no problem, breezed through it.
  4. After an interesting weekend in the Lost Island Hard Mode, I am reading all of these posts and finding two things: One, people who had an absolute hell of a time; Two, people lambasting those people for being noobs and claiming the content is fine. The question I have is why is there such a discrepancy? We completed Hard Mode Lost Island in about 3.5 hours on Saturday. We had a Jugg tank, Marauder DPS, Bounty Hunter DPS, and Sorceror Healer. We had to kite the first boss because of a melee DPSer, which seems to be necessary by having anyone melee but the tank. But, there were other problems, like the boss casting a Plasma Ball, then going into his focus attack, so that by the time he was done with that, he was engulfed in the plasma ball, and then following this up with incinerate, which could not be interrupted because he was in the middle of his plasma ball! These mechanics should not overlap in this fashion. Incinerate is almost necessary to interrupt, then is uninterruptable! Other issues included the fact that sometimes reticles appeared on the ground, other times they did not. Sometimes he would get his plamsa ball cast off and nothing would happen. People talk about the plasma ball only casting ever 15 seconds, for us it was every 3-5 seconds, the only period he didn't cast that fast was when he focused someone with his gun ability. After 20%, this might be part of the fight, but all plasma balls hit and are immediately full size, instead of growing like the rest of the size. If part of the fight, a little strange, and annoying. Also, the fire coming up from below during that 20% is everywhere, instead of patchy. We made it through all of this, but the amount of coverage makes it nearly impossible to stand anywhere. My problem with the fight, is that luck seems to account for more than skill or anything else. Sometimes we got lucky and things seemed very easy. The last boss was much of the same. Sometimes reticles appeared for the poison, sometimes not. Then the poison would disappear, and still be doing damage to people. The flurry of blades attack I could only interrupt every other time, since he cast it so fast. He was flinging poison so quickly it was fairly absurd, too. I also took tremendous damage when he jumped away and shot missiles, while we went after the tanks. This could be because of the stacking of a debuff, which I saw no debuff on me, that other people have talked about, when he mentions having a trick up his sleeve. But, do I run around to avoid it and then let it possibly hit the rest of the group? On top of it, a couple of times during the flaming ghoul phase, where he jumps onto someone and hits them a lot, we were all thrown to the ground and stunned, no one able to move and all taking damage, with no flaming ghouls even near us. Don't tell me that isn't a bug! The mechanics and overlap of the mechanics reminded us all of SOA. You get whirlwinded, then dropped on a lightnight ball, or even two, when they were double-spawning, meaning instant-death, nothing you could do about it. You have one rez, so if more than one person dies to poor overlapping of mechanics, raid wipes. So, again, it's all about luck. Hell, even the second boss in Lost Island, on one occasion, randomly, did double damage to us with every ability. Before people start calling me and my friends horrible noobs, we are all seasoned-MMO verterans, geared with 4/5 or 5/5 Rakata, red/black weapons, best gear in game, and all work on maximizing everything we can. I am a tank with over 23k hit points buffed. So, why exactly, after learning how the mechanics work, do we have such a hard time on HARD MODE, and other people supposedly breeze through it? Something is wrong here. Oh, and after all the hard work, we get one-piece of gear, maybe, that is a MILD improvement over what we have, if at all. So, there is a lot of time investment for no reward. But, in the end, why is there is a discrepancy? Why would we have such trouble with this instance, which we are geared, skilled, and prepared for, and other people supposedly are PUGing it in hard mode?
  5. I chose Armormech, cause we can wear heavy armor! And, then I realized I should have gone Synthweaving With that said, there are few Armormechs out there, so I get a lot of recipes, and my guild has no other Armormech so I kept the profession. When I hit 50, I went into every HM looking like a Bounty Hunter and caught more than a few people off-guard when I pulled out a lightsaber.
  6. I have to admit, I stuck with Jaesa cause I've had a crush on Rachel Leigh Cook for as long as I can recall. With that said, when geared, she has over 16khp and does a metric crapton of damage. This works really well with Immortal Spec.
  7. What they need to do is give force users the option of wearing a robe over their armor, similar to the show/hide head slot. So, click a check box and you are wearing the robe, uncheck it and you are not. Perhaps they could even have an option on changing the color of the robe. I must admit, while some of the Jugg armor does look cool, I do not think the armor sets should make us into robots. I am not Darth Vader, I did not lose three limbs and nearly burn to death. I do not need a breathing apparatus and a ton of machinery to keep me alive. I just need to wear heavy armor and a robe over it.
  8. I'm not sure it is really a problem as long as you live, considering how Channeling Hatred just gives you life back ASAP. It's not like you have to sit down for 10 or 15 minutes like you had to in EverQuest. I had no issues on Hoth, or anywhere else, and am now 42, and usually a couple of levels below the elites I am beating. You need to be particularly conscious of interrupting mobs, missing that will get you killed fast. I, personally, like to down the easy mobs really fast, then focus on the harder ones. You can try to CC the hard mobs if you want, right as you go in, but I don't bother anymore. Kill all the peripheral damage dealers and then focus on the big guy fast. If the big guy is a caster, perhaps only kill one small one fast then focus on them. The Jugg has to use what they have, and they do not have it overly easy compared to other classes. But, they have a lot of choices and advantages if leveraged properly. Then again, I've played this archetype of character for the last 14 years in MMOs, so perhaps it is just second nature now.
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