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S&V 16 Man acting strange


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Alright, my guild's not the most hardcore guild, we struggle to get a hard-mode team on a regular basis. At the same time we've run Scum and Villainy storymode a number of times, but when trying it tonight something was odd in the amount of damage going out for 16-man Story.

 

The first case was Thrasher's tank swap mechanic seemed to hurt more then normal, the healers didn't expect it since we never had to worry about the swap, but we recovered well enough after a few mishaps that felt like a normal, if not a bit messy run.

 

The trash pulls weren't fun before city, it was mostly clean for every other group but something was odd with blue-team. We had the mobs dealing around 7k with their basic attacks to our tank, the tank took around 10k per channeled attack that hit from blue team. We managed to get past this by having two tanks, one in full 69s, one in mostly 69s, and a healer who had a number of 72s. We had our tanks nearly one-shot by the operation chief's attacks and a number of DPS dying outright when rail turrets came up, either due to terrible luck at random target or the mass explosive probe exploding.

 

The remaining bosses weren't any different then expected, not clean but we managed to get by after a few people switching characters. Just curious if there's anyone else having issues with these fights this week.

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We cleared it yesterday without any real differences from when we did it Pre2.2

 

Never bothered to Tank swap on Thrasher, yes he deals a lot of damage, but no different than normal.

 

For Blue Team, if your Tank is getting hit by the channeled attack, then he's doing something wrong. They also both apply a DoT to the Tank that needs to be cleansed.

 

And for the Operations Chief, it's probably a mix of the Explosive Probe and the Thermal Grenade which he throws to a random target... yes, it hurts so DPS need to be kept topped up.

 

Terminate will always devastate a Tank, if we have to Guardians, we generally swap off so each can Saber Reflect the alternate one.

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Healers and all classes with a tech cleanse or "remove removable effects" ability can remove the explosive before the turrets spawn and detonate it by shooting you.

 

That btw means sage/sorc who are not healers cannot remove it.

Edited by Gyronamics
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Healers and all classes with a tech cleanse or "remove removable effects" ability can remove the explosive before the turrets spawn and detonate it by shooting you.

 

That btw means sage/sorc who are not healers cannot remove it.

 

Sages and Sorcs aren't able to remove it at all iirc

 

Sages to Mental/Force with the ability to Talent Physical.

 

Since it's Tech, their cleanse doesn't work.

 

Scoundrels/Commandos have no issues however, healer or not.

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You didn't actually got into a different mode?

We wanted to do a quick TfB story mode group finder run with some new guys in the guilds and the group leader set the difficulty to nightmare and we actually got into nightmare through the gf.. and we wondered why we wiped when we pulled two groups of adds and why the boss had so much HP. And why the yellow circles appeared. That was fun.

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You didn't actually got into a different mode?

We wanted to do a quick TfB story mode group finder run with some new guys in the guilds and the group leader set the difficulty to nightmare and we actually got into nightmare through the gf.. and we wondered why we wiped when we pulled two groups of adds and why the boss had so much HP. And why the yellow circles appeared. That was fun.

 

You can't group finder 16M.

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