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Is it me of Lost island HM is overtuned??


iKlone's Avatar


iKlone
04.13.2012 , 08:47 AM | #31
Quote: Originally Posted by Raeln View Post
Hearing about a boss that requires a lot of interrupting makes me, a commando, cringe - seeing that I have no ranged interrupts.

Seeing the developers take this path makes me concerned for the future.
Any tank has an 8 sec cooldown on interrupt, any competent tank won't miss a vital interrupt.
The Shadowlands - Zero Legacy

PhoenixMatrix's Avatar


PhoenixMatrix
04.13.2012 , 08:59 AM | #32
Quote: Originally Posted by iKlone View Post
Any tank has an 8 sec cooldown on interrupt, any competent tank won't miss a vital interrupt.
Shadows are on a 12 second timer. Its still sufficient to interrupt incinerate, but if you're running away from lightning, it can get dicey with such a small error margin.

Still easier than 1.1 IronFist from Esseles though, which was impossible for a shadow to interrupt solo.

Raeln's Avatar


Raeln
04.13.2012 , 09:02 AM | #33
Quote: Originally Posted by PhoenixMatrix View Post
It only requires interrupts for melee heavy groups. Ranged heavy groups trivialize the fight (you can do it with only interrupting incinerate, and thats on a 12 second cooldown so any tank can do it).

Now if you have a commando and a scrapper spec scoundrel as DPS, you are -screwed- (Well, its doable...but its gonna be a pain).
WoW proved it was a bad idea to not design all classes to fill a role equally. If it's beneficial for DPS (or healers for that matter) to interrupt, then all classes that are supposed to fill a DPS role need to be able to do the job.

As it stands, Sage DPS has a ranged interrupt. Apparently scrappers do too. Commandos do not. It is a design mistake and will cause problems in the future.

It's not the only questionable design issue though, at least Commandos got battle rez in 1.2. We still need the Rescue ability though to have parity.

Raeln's Avatar


Raeln
04.13.2012 , 09:04 AM | #34
Quote: Originally Posted by iKlone View Post
Any tank has an 8 sec cooldown on interrupt, any competent tank won't miss a vital interrupt.
Irrelevant.

If one ranged DPS class has a ranged interrupt, then all ranged DPS classes should have a ranged interrupt for parity. Otherwise, it will create issues in the future.

The same applies to tanks. Imagine if only one tank class had an interrupt - would you bring any other tank class to this fight?

Mavery's Avatar


Mavery
04.13.2012 , 09:16 AM | #35
Quote: Originally Posted by Gereorth View Post
I kept trying LR-5 Sentinel for somewhat 3 hours. We had quite a good group, but on HM it's impossible.

I got full Columi with 4 Rakata items.

The setting we had was:
SI Assassin (tank)
SI Assassin (DPS)
SI Sorcerror (DPS)
BH Mercenary (Healer, which was me)

I can easily keep them alive, that's not the problem. We even figured out the tactics ourselves, but at 26% we keep dying. For some reason he gets a buff which tells us that he "Lost control over the machines". So the Lighting Bolts on the floor are being placed as big ones without a warning. The Lava from the floor goes on all Platforms. So pretty much, we aren't save on any spot.
We kited him very well, and I can Cure the tank as soon as he got a Incinerate DOT.

-The way we were kiting was as following:
The ranged stand on the middle platform, while the tank brings the boss to one of the side platforms (where the adds come from). When we get a Lighting Charge on our spot, we move to them, but we stay behind the boss. After a second Lightning Charge he moves the boss to the top or bottom platform. Again we repeat the same thing, when there are 2 charges, we move to the next platform. And when the middle one is free, the ranged stand on that one.
But when on 30% or so, we cant stand anywhere.

I'd give a vote to Downtune him a bit. Makes the damage from the Lava less, or the Lightning Charges not so big. I don't know.
You hit the enrage. Do more damage next time. :P

***

I cleared this place out last night on HM. My first thought is "overtuned" but then I started to think about that. The DPS requirements and incoming damage on the tank is not out of whack relative to the other HM FPs. But these are fights are LITTERED with mechanics that you must obey or you wipe.

People are having trouble with Lost Island HM, not because it's overtuned, but fights with mechanics is something that, until 1.2, was entirely foreign to TOR. Once you get used to fights that aren't faceroll, learn the mechanics, it's really not that bad.

Thourton's Avatar


Thourton
04.13.2012 , 09:54 AM | #36
This droid fight reminds me of the Batman Inner Sanctum final boss on DCUO where you fight the Brainiac computer that spawns adds and aoe. The mechanics of the fight weren't difficult to figure out, but there was so much chaos going on that it felt like a crap shoot at times on beating the thing.

This boss (the L-whatever Sentinel) is definitely beatable, and I realize it's new content and tuned to be harder, but he drops Columi gear. It seems disconnected that we can farm EV HM and then come in here and get tossed around for some gear none of us need.

Relative to the rewards, I do think he's too difficult.

Quote: Originally Posted by Mavery View Post
People are having trouble with Lost Island HM, not because it's overtuned, but fights with mechanics is something that, until 1.2, was entirely foreign to TOR. Once you get used to fights that aren't faceroll, learn the mechanics, it's really not that bad.
I'm hoping this really is the case, but judging by some of the spike damage I was seeing last night, I'm apprehensive to say this is the complete case. Some of these fights are really unforgiving, and again, that seems overtuned in lieu of the rewards.

PhoenixMatrix's Avatar


PhoenixMatrix
04.13.2012 , 10:03 AM | #37
Quote: Originally Posted by Raeln View Post
WoW proved it was a bad idea to not design all classes to fill a role equally. If it's beneficial for DPS (or healers for that matter) to interrupt, then all classes that are supposed to fill a DPS role need to be able to do the job.

As it stands, Sage DPS has a ranged interrupt. Apparently scrappers do too. Commandos do not. It is a design mistake and will cause problems in the future.

It's not the only questionable design issue though, at least Commandos got battle rez in 1.2. We still need the Rescue ability though to have parity.
You mean WoW (and SWTOR, and Rift, and...and...and...) proved that having all classes bundled in "role" categories is a bad idea, because then you have to balance them heavily against each other.

Classes should fill different roles altogether. Pure tank, Tank damage dealers, Pure healer, Pure support/buffer (that wouldnt work well with the 4 man mechanic though), Crowd Control and utility, ranged damage, melee damage, and all the hybrids.

Then you still have the issue of balancing so that all roles are useful, but it sure as hell better than making all damage dealers do the same amount of damage and the only difference being in what order you push the buttons...

Xelosi's Avatar


Xelosi
04.13.2012 , 10:10 AM | #38
The difficulty in the instance is fine, one just needs to apply the proper strategies and execute them. The first fight is not your typical TOR tank-n-spank encounter, and, in that respect, it is refreshing. However, I can imagine that it would be extremely frustrating for a pug to down him on their first foray into the instance.
Xelosi - 50 Juggernaut | Xelena - 50 Assassin | Xel-osi - 50 Powertech
Xelathir - 50 Operative | Xelarion - 50 Vanguard | Eisuke - 50 Sentinel
Xelarus - 46 Sage | Xelara - 26 Gunslinger

Deathnasty's Avatar


Deathnasty
04.13.2012 , 10:18 AM | #39
Quote: Originally Posted by gsrce View Post
Why should a group be forced to take certain classes?

We tried to do this with two melee and a Jug tank and couldn't get any better than 50% on the first boss. The fight has way too much going on for a melee group to be able to complete it on HM. We wiped for hours and ended up going into the red for durability twice before just giving up.

(Everyone was in almost full Rakata)
read my post in the other thread, all melee can be done very easy

Oneiros_IV's Avatar


Oneiros_IV
04.13.2012 , 10:27 AM | #40
Quote:
i didnt see anything casting, but I could not notice it in the heat of battle
And that is exactly why bosses like this should be present in game. It's big "Hey dude wake up, step off your railway and rethink the way you play for the better"