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Taybul

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  1. He'll use the slash even if he's running towards someone so if you taunt him make sure he won't run through the crowd. Also make it clear to the raid that he has this ability so they know to avoid being in front of him. That hit will one-shot people. The MT should also be the only one taking the slash hits. Sounds like there might be a tank gear issue here. He does hit pretty hard but 30k sounds like a lot of damage to be taking from that unless he's enraged or something.
  2. Beat this in HM today and as hard as it was, it was fun. The first boss felt as aggravating but as fun as a Demons Souls boss; it boils down to near perfect execution. When we finally downed him there were practically no mistakes and everyone was always above 50% the whole time. As for the other bosses, they weren't as difficult but were also still very interesting. These types of encounters are a very welcome addition that this game so sorely needed. As for the anti-melee thing for LR-5, we had our one melee run out whenever the Plasma Arc was cast and the rest of the group moved as a single unit around the room. I tanked and never left the center.
  3. Immortal Juggs definitely have a place in PvP, just don't expect to be topping any damage charts (and ffs, PvP is not just about topping charts, people). You're there to be a bane for others, protecting allies through guard and taunts, an enemy support harasser, and also as a formidable meatbag for DPS to waste their time on. As for actually killing people, Immo doesn't do the best DPS, but you're lasting longer while still trickling out damage. I once had 4 enemies on me (after scoring in Huttball) and I was able to take out one of them before they finally took me down. Same situation as Rage, I probably would've been taken out long before I could even get Smash off.
  4. I don't see this ever happening. Charge puts you where the target is immediately. You don't aim your charge and hope the target is still there after.
  5. What really helped me was knowing not to charge into a losing battle. Pick your battles carefully, especially if you don't have a healer. If you think you might not survive a battle, then stun and charge/intercede away.
  6. At a minimum they're replacing Force Alacrity (which reduces the CDs of Force abilities, ie, Scream and Smash) with Overpower which will instead give a chance to refund Rage on Vicious Slash crits. I never knew Bioware were also comedians.
  7. Alt+t is target of target, so I set Intercede to Alt+r. I've found it pretty useful in PvP/PvE. For manually selecting a friendly, I often just click around the friendly sporadically until he's selected. Yeah, it sucks.
  8. AOE tanking does take a bit of work for our class. For tanking melee mobs it's not that bad: charge in, smash, aoe taunt, then sweeping slash/smash whenever possible. Taunt single mobs that go out of group and if that's unavailable, intercede and/or guard the friendly that has agro (intercede's usually enough). Yeah we're not the best AOE tank so we have to strive to be decent at it. I really believe there should be a talent in the Immortal tree that increases threat generated by Smash when in Soresu form. That should solve both our AOE tanking ability as well as even single target tanking.
  9. Pretty much. The only ability that'd benefit from it (Ravage) is something that won't occur in your rotation that often, if at all. Not worth it.
  10. I don't think they're lying. I think they're just not testing it enough.
  11. You don't have to reset the instance if the top row is already solved or has 1 click. Just move it out and then back again if it's already solved. Similarly for the 1-click situation, move it away from the solution once then solve it from there, treating it like it requires 2 more cilcks.
  12. Quinn CC's and heals thus minimizing your downtime recovering before the next battle. He's all-around useful if you're going to be DPSing. I tried using Pierce and even Broonmark as tanks (geared in Columi/Rakata too) and they're still pretty bad. They get chewed up too easily by Ilum elites.
  13. Surge shouldn't be on tanking gear despite its appeal. Surge requires a crit. There's not a single crit stat on rakata gear (if I recall) and if you replace mods for it, you're only giving up some other tanking stat because I don't think there's a mod with both crit and def/shield/absorption on it.
  14. It's an ability he uses after he swipes the MT away. It hit our DPS for 22k and 24k and me for 18k along with some DoT I think but I Was able to survive it.
  15. We did this on Hard Mode tonight and were getting the 20k hits. This is something that I think is supposed to only be in the nightmare mode version or at least not hit this hard (couldn't do NiM tonight but this is what we experienced doing it before today's patch). We dealt with it by having an OT (me) taunt and soak the damage when he swipes the MT away. OT is obviously positioned so he doesn't get swiped too.
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