Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Hard mode Soa Bug list and possible solutions for fellow raiders

STAR WARS: The Old Republic > English > Flashpoints, Operations, and Heroic Missions
Hard mode Soa Bug list and possible solutions for fellow raiders

psysention's Avatar


psysention
01.13.2012 , 12:13 AM | #1
1) Ancient power sources.. if you do not destroy them 1 by 1, boss bugs and he is stacked with 3x buff.. this cause 100% wipe at phase 3 .. solution for raiders: kill ancient power sources 1 by 1

2) during phase 3 if a player is killed by the damage of the orange cone boss bugs and he instantly goes back to invul.. solution for raiders: do not get killed by the orange cone until they fix this issue

3) boss sometimes mind traps the tank during phase 3.. result is encounter reset ..solution for raiders: exit area > restart the encounter

4) the boss rotation is so simple and boss does not use some sort of auto-attack > because of that the raid must stop dps in order to avoid whirlwind/mindtrap during phase change p2 to p3.. this causes to raid hit enrage timer during phase 3... enrage is like a joke, boss dmg is same but whirlwind instantly kills the player... either enrage timer must change and tuned or the boss should stop casting CC abilities after 34% or 32% ..Solution for raiders: use 2x dps on mind traps and let melee dps stay on the boss during phase 2, stop dps aorund 32% if boss casting CC ability, don't worry about balls they can be evaded during jump phase

5) 8 man nightmare mode mind traps has 200k hp like a joke.. consider current pve t3 weapons, who the hell is gonna dps 200k with champ weapon? solution for raiders: since the nightmare loot and hard mode loot is same, just farm the hard mode

6) Heal threat and Damage threat is not seperated.. this causes 2x healer to be CC'ed by the boss at the same time.. it means GG in the mmo dictionary... this is the first mmo i played the endgame raid boss totally RNG solution for raiders: expect worse hope for the best.. unfortunately no client side solution, except keep 1 healer always use anti-threat ability let dps never use anti-threat ability, 1 healer should use anti-threat ability only

7) Lightnign ball spawn points are totally random... Lightning ball spawns and stays in its position for around 4-5 sec than it moves to a player... Sometimes 3x lightnign ball spawns in same point, sometime soa puts the mind trap next to that spawn point... this means GG also.. i am assassin and my bro is assassin tank, we deal with 3/4 of the balls but because of this random spawn points our job is becoming so hard.. should i dps mind trap, should i go get the balls, should i go and nuke boss? Solution for raiders: Hope for the best, if lightning ball is spawned next to mind trap, explode it instnatly before the dps reaches there.. i generally hang out free mode during p3 to deal with this RNG ****, i am an assassin

8) again with the lightning balls sometimes they go invisible i don't know why, they can be targeted but they are invisible.. don't get me wrong i am one of the best assassin's on TOFN server and my bro is also Assassin tank, we deal with almost all the balls in this encounter, yet even we can't deal with the balls that we can not see.. Solution for raiders: Preferences > Controls> max camera distance to 100% ,, than always watch mini map, figure out where they spawn.. try to deal with em before they go invis... free player during p3 should do this.. suggested class is assassin/shadow


First of all before fixing anything, the threat must be seperated... heal and damage threat on same bracket is totally noobish.. ok i understand most of the bioware devs are wow fans but this game is nothing compared to wow raiding.. don't get me wrong i quit wow before wotlk... wow is for noobs and for kids.. maybe you guys should try to copy Rift lil bit.. even tho people claim rift is wow clone at least their developers can change the boss mechanics without even applying a hotfix to server...

I do not believe Bioware properly tested the raid content before the patch...

I think Bioware must select some hardcore raiders to test future raid instances before they release it...

Good luck

Here is my past mmo reference... i think this ss can make me lil bit more creditable..
http://i.imgur.com/vWJVu.jpg


Atlantic
Guild Master of Unique
Tomb of Freedon Nadd

psysention's Avatar


psysention
01.13.2012 , 12:51 AM | #2
please add other known bugs if i miss any...

i haven't slept for sometime and i must be missing some stuff

Pappus's Avatar


Pappus
01.13.2012 , 01:31 AM | #3
The balls I saw going invisible where targetting a player in a mindtrap or whirlwind. After time not reaching their destination they go invisible.

psysention's Avatar


psysention
01.13.2012 , 08:06 AM | #4
Quote: Originally Posted by Pappus View Post
The balls I saw going invisible where targetting a player in a mindtrap or whirlwind. After time not reaching their destination they go invisible.
thats incorrect mate

if i taunt a ball and get mind trapped or whirlwind
that ball evades

qqmoarploxify's Avatar


qqmoarploxify
01.13.2012 , 09:57 AM | #5
You forgot one. This is just what I was told while doing HM Soa by /1 and when we tested it out they seemed to be telling the truth. The lightning balls in HM have a larger then intended radius at which they hit you and they deal alot more damage, a little over double what they are supposed to.

Jurugar's Avatar


Jurugar
01.13.2012 , 10:03 AM | #6
2 is false.

4 is false - enrage is 4 pendulum drops, no matter how long you take in p1/p2

6 is not a bug - in fact, 2 healers being incapd is what you hope for in phase 3.

7 is false - balls will always spawn on the side opposite the majority of the players in p2.

-Makaz-'s Avatar


-Makaz-
01.13.2012 , 11:14 AM | #7
You are missing a few ones:

+ In 16 mode sometimes the green dot areas in P1 are invisible to some players ....
+ Sometimes you will arrive in P3 and a mind trap will already be there (while all your group is healthily jumping down the platforms). This will result in one of the members of the group to be instantly snatched into that extra mind trap at the beginning of P3. This wouldn't be so bad if when you destroy the mind trap, the one inside get teleported in another instance of EV... I think this is happenning when more than 100 players are in EV and there is an EV1 and EV2 on-going.


Other than that, as a fellow assassin whose main purpose is to freely roam after lightning balls, I would suggest that you turn nameplates on for every npc - this has solved my problem of invisible balls as their name stays on.

Badankis's Avatar


Badankis
01.13.2012 , 11:24 AM | #8
Also missing, in P3 the 3rd or 4th pillar will decide to not break his shield. Even at 6% *cry*
Catharsis - lvl 50 Juggernaut - Guild: Star Forge - Server: Port Nowhere

psysention's Avatar


psysention
01.13.2012 , 12:06 PM | #9
all my findings are correct not false

if you listen my solutions
you can get a screenshot like this one

http://i.imgur.com/leR0J.jpg

Rainsfords's Avatar


Rainsfords
01.13.2012 , 12:23 PM | #10
Quote: Originally Posted by psysention View Post
don't get me wrong i am one of the best assassin's on TOFN server and my bro is also Assassin tank, we deal with almost all the balls in this encounter,
I laughed.