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Deldra

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  1. I mean, tank going dps is not going very far. Thinking of fights like Dash'roode, Draxus, Titan 6, Styrak, Vorgath, TfB Kephess, even some of the recent Dxun ones like Huntmaster and Apex already allowed for some tank/dps flexibility for some quicker (and easier for the most part) kills. I get your point that it shouldn't be a REQUIREMENT for every tank to know how to dps, I'm just saying it became a force of habit for any HM/NiM tank to be able to switch between the two. I mostly agree with Spekulatius though, the damage changes to Enforcers are only a half measure, and not giving us a clear vision of what they want us to do with the fight.
  2. I agree with this point of view. I still don't fully understand the reason behind the change to AoE damage, it seems like that's a specific change to hinder PT face tanking even a 3rd stack from the cleave. I see 2 issues with it: - either the frequency and damage of cleaves (which apparently have been INCREASED, didn't know the damage was so underwhelming...) will be too much for a PT to tank it (with shield-kolto, might argue something with the tank implant that they might be forced to wear), in that case it might require more frequent aggro swaps (which means more pressure on the group composition). The nerf to DPS (pyro among others) might not help there; - or they reduced HP significantly enough that it is now just a "quick burn" that will no longer feel so sustained in less-able groups (by that I mean both: groups that haven't cleared the boss even once and are still in 330, which should be the entry point gear and: groups that are not on top NiM performance individually). Seems that they want to really force to bring tanks into the raid, but to that end, changing the damage TYPE of the Enforcers' abilities would have been better suited for the task. I'm eager to discover how the fight changed either way, but from the numbers' point of view, it does really feel like a kick in the butt for PT's offtanking and a huge change as to how the Enforcers' phase should be handled.
  3. Brontes (and it is not the only one) was down first week 5.0 launched?
  4. No need to say more, I completely agree with this. Today's post felt like "More info is coming" more than "Here is the inof you wanted".
  5. This kind of problematic add (mainly guardians) is more in the late stages of the fight imo, as the first three waves are easily tankable/melt in seconds with aoe dps. What I typically do as sin tank tanking adds is vanishing before inversions that way they almost certainly go for heals after inversion. If you have any other tank I suggest you look at an inversion timer (easy to set up), and if inversion is coming too soon/you won't have time to dps all adds down, you just leave adds go on healers till the inversion (you can even leave one healer out - the one with adds - to ensure adds won't go melee range), and you tank them after. ofc the problem still lies if you got another inversion coming before boss kill and you are no sin
  6. Meanwhile it's MAy 30th and still no roadmap :/
  7. As said by you first replier, pvp actually gives about the same amount depending on the procs you get (arenas or long warzones like civil war). ALSO, for NIM content, we actually need to gear up first, and having a 8-man group capable and geared for clearing NiM ops is not going to be anytime soon... It's really unlogical to argue that you need to do NiM ops if you want to gear up as fast as going into warzones, knowing that you actually need to gear up BEFORE going into NiM.
  8. I personnally lol'd at that one. I'd double or triple the bounty on that one, it's really impossible But I will try some of the non-enraging ones for the lulz (thinking of garold).
  9. Encountered this problem a few times, as with our raid group we could take all crystals so we wanted to do so. Resolved it by not taking Raptus' crystal, and our kiter didn't get Soa'd anymore....Was probably intended the other way around, but w/e.
  10. Kinda hard on me here. IT WORKS, end of story. It is just the same as for vanishing crystal carriers, you have to wait for the add to pop and effectively root the guy then transpose him so that the add does not care. It's been at least 5 times now that I've downed the boss (guild or pug) and with 2 Pts tanks we always managed to make it work with the transpose. Maybe there's another subtility that I missed, that we always do but didn't pay attention to (like waiting for the root or not) but I assure you, you can make it work. So don't blame it on me, and blame yourselves. Other thing I don't know about the boss: in 8 man, only one chainer pops, if in 16m 2 chainers pop then possibly it does not work idk. Anyhow calling me stupid was kinda useless, question yourself before questioning others. If it does not work, you're doing it wrong. Last time I did it was last Saturday, and it worked at the time. As far as I'm aware, no kind of patch was done in the meantime...
  11. To which I respond: Why do the ops again? Well the player base in the guild itself has changed a lot over the years, and the ops are still somewhat interesting to run so why not? ^^
  12. Not every guild has the luxury of having four dps players that roll FOTM calsses every extension. Try doing the denova tanks with two sorcs, one operative and one assassin as dps and then I'll believe you. Lvl 55 NiM used to be much fairer towards raid composition and you could basically run everything provided you had perfect mechanics execution (with a few exceptional bosses, styrak requiring bumps for example), now it's just roll PTs and Marauders and if you can't face the DPS check with other classes, then you're screwed. These are expensive items, nothing more. A night out on the planet's commanders will give you 10 crystals' worth of encryption plans with 10+ people, it's just really easy to farm. It all depends what challenge you're on with the game: - if you follow the current meta (run fotm classes all the way), then forget this item exists, you won't need it anyway. - if you have a more rigid and not so op dps composition, this item (used on one or two dps only for example) will give you the necessary nudge to face the DPS check on tight enrages (mainly denova tanks, brontes and to some extent styrak). Remember it's just a game, and have fun!
  13. I couldn't agree more. But then again, this thread is about saying or finding what uses the skill has in itself and not about comparing it to anything else in the game.
  14. We downed Bestia and Tyrans recently as pug, with 3 dps on the parse. At the end of each fight, numbers were the following: Bestia: Heals 5k5 eHPS for both (remember it's at the end of the fight, so obv higher during first phase, even if the tank rolling the two adds is going through defensives all the time to mitigate as much dmg as possible: in our case this tank is around ~5k8DTPS till Bestia shows up) 6k4, 5k4, 4k8 DPS, fourth DPS probably around the 5k6-7. tanks at 2k4, 2k5 DPS. Tyrans: Heals 6k and 6k1 eHPS, 5k9, 5k1, 5k1 DPS (last dps commando/merc probably somewhere in the middle 5k5 or maybe slightly higher, cant actually remember boss' health to calculate it), tanks 2k3 for both. For Calphayus, which we almost had, you can kinda get your ticket out of the dps requirements of first future phase by bringing in classes that can cleanse themselves and not worry too much about burning the casting add in time. This boss is mainly about timing your bursts (auto-crits, raid buffs, adrenals etc.) on the empowering energies that spawn in second phase future, during which you will pray for crits. Raptus is a joke to everyone that went through the first three. Still need to kite them spinning attacks though
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