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TheMotherGoose

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  1. Need some help internet! Currently we are doing a rag-tag group to try out the Eternity Vault but are having some issues. We can get most of the the turrets and droids down, but are having some issues with people dying. Once we get to the larger droid things start ok, then people start dying and we usually die with him at about 20% or so. Here's the issues - Tanks are saying the healers just aren't keeping the DPS alive, but we don't have any way to see if the healers are healing properly. We are kind of just taking them at their word at the moment since nobody knows how they are healing. We have healing assignments with seemingly competent healers, but again, the Operative says he doesn't have large heals, but he is hotting the group and throwing out AoE heals, but we can't tell how much he's contributing to ACTUAL healing. Same with our main tank healing Sorc, we can't tell how much he's healing and/or contributing. Same goes with our other healers. - Healers are saying that the fight becomes un-healable because the DPS aren't doing enough damage fast enough. Once again, after talking with several DPS and making logical guesses about how much damage they think they are doing, we're having a hard time comparing certain DPS classes. We've started doing "practice runs" having DPS going on Champion level mobs while a healer keeps them alive to try and get an idea of how much damage they're doing by how long it takes the mob to die. (And thus identify a weak link if the DPS are the issue, but it's just imprecise guesses at this point). - DPS are claiming that some of the "random" attacks that are going out aren't random and that the tank doesn't have full aggro. We don't have any knowledge of this. We're totally guessing at this point about what abilities are targeting who and making wild guesses since we don't have a "target of target" Option or anything. - Our OT (Jugg) thinks that our MT (Assassin) is taking WAAAAY more damage and should be assigned different roles because how much damage he is taking per hit vs how much the other tank is, but again, we have NO way determine hard facts other than "How much do you remember him hitting you for?" This is a terrible way to determine performance and survivability since we really are (yet again) guessing about how someone is or is not geared/performing. - Healers are claiming that the DPS is standing in that which they shouldn't, but we can't tell who's taking damage from the "fire" (generic term for all things bad to stand in). We're guessing off of glimpses that people see, but we really have no real idea of what's going on as far as who is taking what damage. So there you have it, any suggestions? Currently end-game raiding is very hard to monitor and evaluate performance, survivability, you know, all the important stuff in end-game raiding. How can we monitor the performance of the group and troubleshoot these issues? !!!Bioware!!! Performance monitoring tools would be appreciated! I am pretty much to the point where I need to see how much damage my tanks are taking, how much healing my healers are doing, and how much damage my DPS are doing. Not having these tools is (are?) making my life VERY, VERY difficult to troubleshoot operations.
  2. My personal take and suggestions on Tanking as Jugg so far... 1) Lots of Keys = Lots of Options TL;DR Lots of different abilities means lots of flexibility for different situations. One of the things I do like about the juggernaut is that I have a lot of options to use in combat for different things. I've seen a lot of conflicting opinions and have quite a few conflicting feelings about the number of combat priorities that need to be taken into consideration during each GCD. However, no matter how you look at it, it does give you a lot different responses for a lot of different situations. Some more optimal than others, but it also allows us to get some great flexibility for odd situations. Elite Jedi that hits WAAAAY to hard? Do you want to use you CDs until he dies? Maybe you want to stun lock him for a good 10 seconds? Perhaps you just want to do as much damage as is possible for a tank to kill him before he kills you? In any case, you have a lot of options. 2) Taunt != Equal Threat TL;DR Taunt should instant make your threat equal to the person the mob was attacking This is one thing that bothers me a quite a bit. What this means that if a healer get 100 (and growing by the second...) threat on a mob and you only have 50, a taunt will bring it back...for a little while. Once that mob is done being insulted by you, he'll run right back to the healer. Unless of course to put some time and effort into the mob's threat, which means you're not focused on the main burn target. At this point, DPS do lots of damage (and threat, or maybe I'm just getting powerhouse DPS) and they'll rip aggro from you if you're not paying attention. IMO Taunt should equalize threat. 3) AoE and CC TL;DR Put our survivability options into something that doesn't break CC rather than AoE One of the issues with our class is that Smash is an integral part of our rotation (and survivability). However, CC is integral to the group's survival. So, what happens when the group you pull has 3 ranged and 2 melee? You can CC two of them, but then what happens? You can't smash because that will break some of the CC. So instead you waste survivability and try to start smacking each mob individually in the face with a single target ability. Sometimes you can LOS, but most of the times, that's just not practical. I feel that perhaps putting our Accuracy loss into Chilling Scream so it doesn't break CC and keeps survivability intact, plus it gives us an excuse to have that up at all times. Even if a new mob comes out of CC, you don't have to worry about Smash being on CD, you just pop Chilling Scream again. A force pull would allow you to pull that pesky ranged attacker that you can't hit with AoE without risking CC breaks. 4) Animations TL;DR Make animations shorter and / or do not combat affected by it Don't get me wrong, the animations in this game are ******. However, sometimes they overlap and it appears (at least to me) that some abilities are not executed until the animation is done. A great example is retaliation. Sometimes I pop that ability...and nothing happens. My jugg pulls back his lightsaber and kind of twirls it around, but never actually goes through the the animation, the ability doesn't go on CD, and most depressingly, no damage. Meanwhile, my attention is back on my other abilities since the GCD is about to end and I need to figure out which ability I should be popping. Usually using a different ability and then switching back to retaliation seems to break it out of its loop, but it really needs to get fixed. Popping an ability should not be animation dependent. Also on this note, a minor issue is that some abilities seem to take little longer than the GCD so your character is still finishing the previous animation, even though you've already pressed another ability and it starts to deceive you about what your character is really doing (I've stopped looking at my character completely and started staring at my clunky actions bars). 5) Aggro Plates TL;DR Give us a way to see who is/is NOT aggro'd on you. While it's great to say "Look at whomever the lightsaber is hitting!!11!" (Ok fine, we all know that trolls don't have that good of grammar/vocab, but whatever) it's quite another when you have 5 mobs to keep track of and one of them is hitting that guy who's so close to you it looks like he's still shooting you. What about random attacks? Is it random? or are you just constantly trading threat with someone? There should be some indicator (other than attacks) that a mob is 100% dedicated to smashing your face in. Anyways just my two cents on the issues.
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