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Squishei

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  1. That is interesting. Maybe its a one time even of just pure luck. But who knows, the only thing I could think of that could have killed you would have been the debuff after he knockback, as any damage sets it off. I know EC has had huge lag spikes but if it happens again, we may have a new bug on our hands
  2. Fight mechanics =/= bugs. They fixed the bugs that were in the encounter: gift of the masters, pulsar droid health. On topic: in the purple shield phase, it is a hardmode mechanic that the time between waves is nearly halved. There is a strat that allows you to take your time with the waves even with 0 AOE. I'll leave you to figure that one out. Hint: the shield has a finite size no? Make sure you know what kephess' abilities. Pre 60%: A dot that can be healed through. A jump that deals damage upon landing and increasing his next swing by 100% Post 60%: breath of the masters: taunt time Savage arcing slash: frontal cone knockback, applies damage vulnerability debuff Otherwise if that's not your issue, it's just the fact that he just hits plain hard. (I'm a healer I have to heal this damage) just tell your healers to go all out. Good luck. Hope this helps. P.S @#fraeblood really interested in whatever bugs you say you're finding. Because i can account each of your "bugs" to a flaw in your strat. Care to show me a vid?
  3. My top wants as a healer 1) Mouseover healing: I really hate click healing but can live with it for now. 2) Ability to see the amount of healing but not the percent of health: I can see the percent health from the red bar, no need to take up more space.. 3) Colour coding: A) Class colours B) Debuff colours: I hate knowing I have a root, but not knowing if it's tech, or force as they have the same icon. For some reason I seem to be the only one that is ok with seeing debuffs.
  4. When I get home, I'll fish through my logs for the last 3 weeks to get 16 man HM EC commando healing data.
  5. Squishei

    /Stuck Abuse

    In the two scenarios you mentioned you can just as easily fall into the pit or jump into a fire trap to die quickly. But yes, I would say it can become a problem but currently it's not so bad. But they can't fix it really, I've used it in hutt ball and had to use stuck to kill myself to get out from under the map, etc. the only place where /stuck would truly give an advantage IMO, is to quickly swap between side turrets on CW
  6. We had no issues with it last night. I'm not saying it didn't happen to you. You should record it, and then post a bug report so that this bug is fixed. Either that or something is wrong with your strat/execution
  7. Are you sure the timer for defusing the mine didn't run out? Alternatively, are you sure the "mine defuser" buff didn't run out on the person? Just making sure all the grounds are covered.
  8. I agree with you on the plant. It should be more like novare coast, where you need a total of say 15 seconds to plant but anyone can do it but the defenders can also channel to remove time. That would make it more dynamic and not cursing that you were at 7.9 seconds and have to start over again. The getting stuck behind the wrong door issue, isnt that big IMO. Alternatively it can just immediately port you to the next current defender spawn
  9. I love voidstar. Use the timer to your advantage. It is consistent. It will be open for 10, then closed for 20. Learn the timer of door if you're defending and if you know you're going to die and the door is about the open, dont prolong your death. Die, and immediately come back with full health. Or in case of a healer full force/energy/resource
  10. The first time we killed it, it was about 10-15 seconds into enrage, and boy was it a satisfying kill. Make sure your dos are squeezing out every bit of dps, including using the knockback to the shields instead of running; just make sure you position yourself correctly. You should ideally beat the second DD as that is about the pace of the enrage. If you're really having trouble, skew one of the sides with dps to push the phase faster, then just make up for it later. Good luck.
  11. Bioware never came out and said it but the theory crafters on sithwarrior.com did the research and found it is very similar .
  12. You need to learn what armor protects from, that being kinetic and energy. Thus only elemental and internal damage passes by it which makes sense. By "so much", I think you mean a little as classes have only a small subset of internal/elemental attacks.
  13. I'm assuming this is story mode. If I remember correctly savage arcing slash is the knockback, in which is cast on set intervals towards the main tank. This is a frontal cone with a HUGE range, so your entire raid must stand behind him. After he knocks back the tank, he will then begin to cast breath of the masters, this is when your off tank should swap. So long story short, it's cast on set intervals which a huge range towards the main tank.
  14. And I'm sure 12k health will be compleely balanced in pvp. Zorn and Toth: I agree with you here, melee are kind of gimped. F & S: Who says you have to "run" under the shields. I'm sure you've noticed the tanks have a knockback a few seconds before the shield phase starts. And guess what? It knocks you the perfect distance into the shield; all you have to do is line is up. Ranged have to run, melee don't, so if anything ranged are more gimped on this fight and that's what we've seen in our raids. Colonel Vorgath: Why are you killing the turrets? I'm assuming you mean the ones that spawn while you're killing the boss. They will target the closest member and you can abuse that, just get your OT to be the closest one to all the turrets and melee and ranged will have the same uptime. Warlord Kephess' Pulsar Droids: If you're having ranged stay on the outskirts of the other droid's circle, I want to congratulate your healers for healing up all the unnecessary 15k damage rail shots the droids put out. In your strat is seems the ranged are causing your healers WAY more stress than needed and counteracts your argument. There is a strat which means that phase have 0 damage other than the occasional fire from the walker. Trust me, that's the strat you want.
  15. Bioware has come out and said melee dps is higher for the reason of having to deal with more mechanics. However your points are flawed in some cases. 1) Melee should have the same if not more of an uptime on this boss as ranged cannot cast while moving while melee can. Thus 2 phases of increased dps from melee. 2) In the same way I can say that ranged are penalized for being ranged because they take lava damage on each knockback which is unavoidable. Granted it doesn't hit very hard but considering pounce is completely avoidable if needed and frenzy is transition anyways, ranged can take more damage in that fight. 3) It's trash. For the record they have a grapple skill that pills anyone at ranged in that interrupts casts. 4) Melee should be constantly on the big droid, or else who is goin to interrupt cleave and more importantly overload. It's cast so frequently that the tank can't do it alone. Ranged can kill the droids... Or just have someone soak them. The random adds that run in and melee you don't matter anyways. If you claim your melee are 'sitting atound' I'm wondering how you beat the droids enrage. 5) Melee just have to be on his hind leg and they will have 100% uptime on the boss. Ranged will get pulled and interrupted EVERY gravity well. Trust me, it's really annoying. 6) Bet you never looked at your damage during defensive systems. The tanks take 99% reduced damage in the phase. On another note, melee dps are more suited to soak DD because of the immense damage it does and they tend to have more cool downs then ranged. Also, most melee have a taunt to soak IA on firebrand side and without a Taunting melee soaker, a tank swap must occur. 7) haven't done this flashpoint The only fight which would be difficult with an overload of melee would be zorn and toth because of the fearful debuff.
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