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Soa bugs a plenty

DjArioch's Avatar

02.11.2012 , 05:34 PM | #11
Just had another attempt, was missing the entire outer ring when we got back. How do you fight a boss with no way to even get to him?

Inframan's Avatar

02.11.2012 , 05:37 PM | #12

Random aggro isn't fun when precise positioning is required.

Inframan's Avatar

02.11.2012 , 05:37 PM | #13
Also, resetting the instance after each wipe seems to solve the missing platforms problem.

CtpUK's Avatar

02.11.2012 , 05:50 PM | #14
Have to add to the previous replies on this topic. Soa is still bugged and needs fixing.

We ventured into EV Nightmare (16-man) this week, and found a number of bugs remaining in the encounter:
  • Lightning Balls becoming invisible shortly after spawning, meaning some were caught by the aoe effect, or it crept up on people without them knowing they were near.
  • People being thrown into the air in phase 2, whilst being target of lightning balls. Upon landing, being hit for full damage and dying.
  • Mind trap on tank, yep, its still happening...
  • Lightning Balls falling in transition between phase 2-3. After jumping onto platforms, people being hit from nowhere.
  • Missing Platforms during transition between phase 2-3.
  • Random aggro in phase 3. Tank taunts, and Soa takes 2-3 seconds to respond, normally meaning he is out of position for pillars to break his shield.

Please fix ASAP.
Forum | Recruitment | Guild info
16-man Nightmare- EV 5/5, KP 5/5 - "The Infernal" title acquired 23-02-2012

Kemorand's Avatar

02.11.2012 , 06:34 PM | #15
Just adding my +1 here.

Led an operation with mostly new people (barely geared, new to raiding, no voice chat and the like). We one shotted all encounters but SOA and Pylons, due to bugs.

- Consoles on the south pylon simply stopped spawning after 3rd lock on our first try. Was fine after reset.

Infernal Council:
- Our sage got the debuff for no reason whatsoever on our first try. We had no guard up and no AE/buff used. He was also properly linked with the target since once the debuff faded, he could DPS normally (but not fast enough of course). After reset, we cleared it no problem.
- A Marauder type mob had the title "Assassin" instead of "Marauder" which led to a nice DPS race for one of our healers since downing 78k (I think, instead of the usual 28k for assassins) HP within time frame is...rough

- Ball still pursuing people after platforms fell. The balls were UNDER us, nowhere to be possibly seen and yet we all got hit as we were bunching up between platforms. Almost wiped.
- We wiped once during platforms and the encounter did NOT reset properly. When we came back, 3/4 of the platforms on upper level were missing, making it impossible for a push to phase 2. Forcing a reset on phase 1 put platforms back properly.
- Aggro reset on phase 3. This made it almost impossible to position SOA. 2 tanks helped by rotating taunts a bit, but not enough. Couldn't down him because of it.
- Multiple times we had our tanks perfectly position SOA under a pillar, only to have SOA reset aggro and move toward someone else for some reason.

DMonty's Avatar

02.11.2012 , 08:05 PM | #16
today we experienced all those bugs, after 6 or 7 trys we finally beat with, finally got a run without bugs that wipe us. very good feeling getting him down

dustersd's Avatar

02.11.2012 , 10:49 PM | #17
Yes the fight is buggy, but there are some things you can do to minimize it. We just completed HM SOA for the first time tonight, and haven't spent much time on it.

If you reset the instance after every attempt, the missing walls/random mind trap issues seem to stop. Very helpful.

For the lightning balls not dissapearing, have whoever they are targeting jump down to the closest platfom and pop them before the rest of the raid jumps down.

Morthis's Avatar

02.12.2012 , 12:16 AM | #18
Quote: Originally Posted by MaxDeeps View Post
If you transition out of phase 2 while someone is being spun around in the air by Force Cyclone upon being thrown down to the bottom they seem to enter a different phase where we cannot see/battle rez them and they cannot see us or the boss (even though we can see them on the minimap).
I know it's stupid, but after you leave a mind trap, you can see those people again (or at least, that's how it's consistently worked for us).

Quote: Originally Posted by MaxDeeps View Post
On several occasions someone receiving a battle rez was teleported out of the instance (no, they didn't hit medical droid by mistake).
Did they accept the battle rez right away? I've found that if you don't wait a few seconds to accept the battle rez, you're very likely to just release to the entrance. It's as if the button's text updates, but the functionality doesn't yet.