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Shandellon

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  1. Long post, but your problem is mentioned in one sentence 12k would be low for 3 dps, let alone 4. We might discuss some crazy tactics to make it easier for you, but after all, your players just need to step up, each one on their own. I know you have no sorcs or snipers who easily do 5k dps on this fight, but everyone else should be on 4k if you want to clear this
  2. There is no such thing. Rectangle behind a rock is always green. It might occasionaly change position if boss moves, but its always green.
  3. You can jump on rocks to the right, then jump down onto red spot. Sure, slightly harder than reaching all 4 colors in middle of the room, but hardly impossible.
  4. The animation is different, yes, but its ok. You should never confuse it with Freighter Flyby, cause its never used anyway. Also remember, that new fire "spawn" in waves, after you see first sign of it, a few new locations will be put on fire half a second later. All in all, its not worse, only different, much less smoke
  5. There is no reason to omit a melee on Ravagers 2nd boss, your raiding team must be doing it wrong. Even two melee is fine. Sure, your dps uptime will be slighty lower than ranged, but its almost negligible. Same on next one, you acn get away with a melee on Torque as long as you're good and have decent fps
  6. Those were quite easily (thou long) soloable on 55. On 60 its a walk through a park
  7. Ranked scene is favoring imps, but if you're good you wont have problems with achieving post-season ranks on rep side either In regular warzones its balanced. There are more good imp players, but since there are more imp players in general, there is also more ******* there. On both sides winrate averages over day/week to 50%
  8. Should I make a video for you on how Google Chrome auto-translate works? It's suprisingly accurate in this particular case
  9. You are able to clear both adds on left side of the boss withing 2 globals. Damage output from remaining two is then manageable for even quite badly geared healer
  10. If the ball is taunted and you remain in its proximity it has 100% chanses to blow up. I never encounter nor heard of it behavbing differently. Your problem might be either position update (its good to force leap onto ball or just attack or jump on it, so the game reupdates your position) or taunting late/early (it will take a ball like a second to actually turn to you, its not instant). Also remember, that while a ball is cc'd it will not explode before 20, cc needs to run out or be broken Regarding your role in second phase of burn, a tank on the remaining tentacle can take care of three corners, while you stay close to where the previous one were and take care of balls coming form there. Someone suggested tanking boss in that time, which is completely unnecessary and some dps would actually say counter-productive. Just keep an eye on your corner. If you see a ball, cc it with your hard stun, then other one, basically keep it there until its close to exploding. If no other ball spawns in the meantime, taunt it and run into it, no cooldown is needed. If another ball spawns while first is still there, aoe taunt + sabre reflect + blow both up. Ocassionally you might encounter 3rd ball there after those 2 are dealt with, but it happens at the same time as second tencacle is being pushed. Just either have someone pull it closer to shield so it blows itsef, or if not possible, make it wait until 15 stacks, pushing if neccesary, then taunting and running in. Third phase of burn will then take place. If your dps is up to standards, no new spawned ball will reach 20 stacks before boss is dead, so along with other tank, or fellow guardian/shadow dps take care of most stacked balls Regarding times at what stacks should tentacles be pushed. The first one we do on 6 stacks, we wait for 6 then look at spawn points and push tentacle immediately after new balls spawn, so they are dealt with by tank who can then go and cleanse their debuffs with no balls roaming around. Second one is faster, we usually give command to push it at 4-5 stacks, but that is relevant to dps, as on most attempts now we have boss below 15% at 4th stack, so no point to prolong it. You will have to adjust that particular timing to your own dps Hope it help, dont hesitate to ask further
  11. You seem to not notice, that there is a heavy deficit of tanks that do those PUG runs. Now, for every two tanks, 10 dps can do ops, while previously it was only 4. Its a very good move
  12. 3.3k is not exactly impressive anyway for 16man. I mean, it surely is for Sharpshooter, but why would you cut your own leg. DirtyFighting and hybrid goes up to 3.7-3.8k
  13. Just because you dont normally encounter this, doesn't mean its a bug
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