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Lost Island, ***...


Wolfenhausen's Avatar


Wolfenhausen
04.22.2012 , 05:51 AM | #161
Quote: Originally Posted by Mishko View Post
The FP is very doable if u have 2 range dps.
The FP is also very doable with two melee, tank, and healer.

Aethyriel's Avatar


Aethyriel
04.22.2012 , 06:47 AM | #162
Quote: Originally Posted by Wolfenhausen View Post
The FP is also very doable with two melee, tank, and healer.
srsly, anyone should be able to do it with whatever setup by now, they nerfed it very hard. Not sure if I missed it in the notes or I'm mistaken alltogether, but running it a second time for the weekly quest after servers were down for the hotfix it sure as hell felt waaaay easier, was the exact same grp except different healer, but the bosses just do less dmg. The robot deals a ton less dmg, so does lorrick + Idk if this extra dmg he receives in the final phase is new, too, I remember it took a bit longer to down him the first time and we had no gear upgrades or whatever. The Super Mario Pipe boss was a joke from the get-go.

Qlysis's Avatar


Qlysis
04.24.2012 , 08:17 PM | #163
People should remember that just cause you had an easy time somewhere, doesnt mean everyone else is an unskillled idiot. All these bashing trolls should look into their souls and pray the rest of their lives go well.

Karma

ChewBrocka's Avatar


ChewBrocka
04.29.2012 , 11:15 AM | #164
The main issue with this FP is the reward for risk attribute of it. I have skimmed through this forum and found that 10% said it was too hard, 40% said it was challenging and 50% said it was easy. Granted I don't know how many were talking out of their *** when they boasted their accomplishments. Anyways, out of all of the contributors of this forum that claim to have completed this FP, about 90% said they completed this in col/rat gear. If the requirement to complete this requires superb gear, what's the point of running this FP, besides the challenge? I had less issues with hard mode ops than I did with Lost Island. Either up the reward or drop difficulty. The gear gap is a bit wide for the reward to be not an upgrade. I'll bash my face into the droid 10 times in one sitting if it means that I will at least acquire something stronger than a Columni. But for a side grade and a toinese crystal? No thank you.

hulkweazel's Avatar


hulkweazel
04.29.2012 , 12:38 PM | #165
Quote: Originally Posted by ChewBrocka View Post
The main issue with this FP is the reward for risk attribute of it. I have skimmed through this forum and found that 10% said it was too hard, 40% said it was challenging and 50% said it was easy. Granted I don't know how many were talking out of their *** when they boasted their accomplishments. Anyways, out of all of the contributors of this forum that claim to have completed this FP, about 90% said they completed this in col/rat gear. If the requirement to complete this requires superb gear, what's the point of running this FP, besides the challenge? I had less issues with hard mode ops than I did with Lost Island. Either up the reward or drop difficulty. The gear gap is a bit wide for the reward to be not an upgrade. I'll bash my face into the droid 10 times in one sitting if it means that I will at least acquire something stronger than a Columni. But for a side grade and a toinese crystal? No thank you.
...you do realize how miniscule the difference between Columi and Rakata is right? In fact, LI as a whole is not very gear dependent at all - it's just mechanic heavy.

Most likely the reason the people who are completing it without issues are in mostly Rakata isn't because of gear, it's because people who have Rakata are a lot more experienced in HM Operations. The difference between a coordinated group and a non-coordinated group is huge in this FP.

Suzina's Avatar


Suzina
04.29.2012 , 03:09 PM | #166
My guild has been working on Lost Island HM. We are 3/4 in the new raid story mode, can 1 shot all the tier 1 bosses, but we haven't yet beat the last boss of Lost Island and we're in full rakata or better.

It's an insanely difficult flashpoint.

Despite it being the most difficult flashpoint, my guild is having a blast trying to figure it out and get it down. Well some of my guild. Many members of my guild felt flashpoints were "too easy" unless a bug made them harder. So for them, they truely enjoy there is 4-man content that is so insanely tough.
Member of Bane Fleet

khreed's Avatar


khreed
04.29.2012 , 03:25 PM | #167
Bottom line this fight is easy as hell

rule 1 - interupt incinerate as a TOP priority with ONLY the tank in front of him to avoid ever getting hit by the dot. If the tank gets it due to lack of interupt skills (yes if you interupt it fast enough there is no stacks at all) then the healer MUST cleanse it ASAP.

rule 2 -the more range the easier the fight, all range shoudl stack up on this fight to control where the lightening balls drop. Melee should be in the corner of the platform as close to the edge of the fire grates as possible so that if a ball drops there it is easy to simply move the fight to an adjacent corner and continue. The range must make calcualted moves around the room keeping range on the boss and the tank at all times.

rule 3 - nuke adds ASAP, they arent hard they are just annoying and take no time at all to kill with a little range dps.

rule 4 - at 12% HP use all DPS CD's and nuke the boss (preferably right when he starts a induction timer target gunner attack that way you can burn him and he cant do anything else) tanks need to rotate CD's to make sure they can stay alive as the healer might have to move if dps is lacking.

if you try this with 2 melee dps then the whole group must stay together and move together using similar tactics and it is MUCH harder to do but still based on player skill can be done with not much trouble.

this fight is not that hard when done right with players that understand how to play the game well enough and understand the scripted fight mechanics.
Don't run you'll just die tired.

Dhariq's Avatar


Dhariq
04.29.2012 , 04:56 PM | #168
It is so funny with people saying how bad others are when they themself do not need a single piece from the second boss(or first real one) ie overgear it and say how perfectly tuned it is. Do this in mainly tionese (ie needing columi) and I would listen. Right now, not so much. Go away as your oppinions are pointless as you are overgeared for this instance and therefor have no clue what is discussed here.

Aurojiin's Avatar


Aurojiin
04.29.2012 , 05:14 PM | #169
As I've said before, the gearing requirements for this FP are a little exaggerated. You certainly don't need full Rakata. That being said, I really would like to see a video of someone completing it in mainly Tionese.

I was doing a run last night where the gearing was as follows:

Tank: two Columi pieces, the rest of his gear was rubbish essentially
DPS 1: full Columi
Healer (myself): mostly Columi
DPS 2: some Columi, some Tionese

We one-shot LR-5; he's a mechanic check, nothing more. Sav-Rak gave me a hell of a time; I just couldn't keep up with the healing burden. Besides the ranged attacks he throws during the pipe phase, he also has a poison attack (I can't remember if it triggers before he jumps to the pipe or after he drops down) that will spread from player to player if they are too close. After the smash phase, he seeks out the tank and cleaves him, which applies a dot to anyone else caught in it. Ultimately I couldn't heal through the fight until we changed our positioning so that the poison would not spread, and so that the smash phase would knock us away from the tank (finicky to say the least). Maybe I was just failing as a healer, but with the cleave and the poison dot I just couldn't keep up.

We downed the bonus boss in a couple of pulls. We actually hit the enrage timer on both him and Sav-Rak, but managed to squeak by.

Lorrick forced us to give up after about 10-15 pulls. We only got to his final phase once; and we had taken too much damage during the previous phase. Ultimately we couldn't DPS him down before I got overwhelmed. Overall our failure wasn't so much in terms of mechanics (although one of our DPSers kept failing to get out of the aoe effects), but the fact that Lorrick's normal attacks kept burning our tank down at a ridiculous rate. At times he would go from 100% health to <20% in a matter of 1-2 seconds. I'd literally have to be healing him non-stop, and having to move out of the AOE effects was enough of an interrupt to my healing throughput to spell death for the tank. I was doing my best to time my spell cooldowns around the repositioning, but like I said, I was basically required to heal nonstop between kolto tanks.

I watched a video of him being cleared later by a better geared team, and what immediately struck me was the almost trivial amount of damage the tank was receiving in comparison. I don't like to blame gear, but I can't help but feel that with a better geared tank I would have been fine.

Flain's Avatar


Flain
04.29.2012 , 05:42 PM | #170
Quote: Originally Posted by Aurojiin View Post
As I've said before, the gearing requirements for this FP are a little exaggerated. You certainly don't need full Rakata. That being said, I really would like to see a video of someone completing it in mainly Tionese.

I was doing a run last night where the gearing was as follows:

Tank: two Columi pieces, the rest of his gear was rubbish essentially
DPS 1: full Columi
Healer (myself): mostly Columi
DPS 2: some Columi, some Tionese

We one-shot LR-5; he's a mechanic check, nothing more. Sav-Rak gave me a hell of a time; I just couldn't keep up with the healing burden. Besides the ranged attacks he throws during the pipe phase, he also has a poison attack (I can't remember if it triggers before he jumps to the pipe or after he drops down) that will spread from player to player if they are too close. After the smash phase, he seeks out the tank and cleaves him, which applies a dot to anyone else caught in it. Ultimately I couldn't heal through the fight until we changed our positioning so that the poison would not spread, and so that the smash phase would knock us away from the tank (finicky to say the least). Maybe I was just failing as a healer, but with the cleave and the poison dot I just couldn't keep up.

We downed the bonus boss in a couple of pulls. We actually hit the enrage timer on both him and Sav-Rak, but managed to squeak by.

Lorrick forced us to give up after about 10-15 pulls. We only got to his final phase once; and we had taken too much damage during the previous phase. Ultimately we couldn't DPS him down before I got overwhelmed. Overall our failure wasn't so much in terms of mechanics (although one of our DPSers kept failing to get out of the aoe effects), but the fact that Lorrick's normal attacks kept burning our tank down at a ridiculous rate. At times he would go from 100% health to <20% in a matter of 1-2 seconds. I'd literally have to be healing him non-stop, and having to move out of the AOE effects was enough of an interrupt to my healing throughput to spell death for the tank. I was doing my best to time my spell cooldowns around the repositioning, but like I said, I was basically required to heal nonstop between kolto tanks.

I watched a video of him being cleared later by a better geared team, and what immediately struck me was the almost trivial amount of damage the tank was receiving in comparison. I don't like to blame gear, but I can't help but feel that with a better geared tank I would have been fine.
Lorrick has a "Satchel Charge" ability... this looks like a spray of bullets in front of him. Each time he does this the tank must side step the boss, because each spray the tank takes equates to one explosion which will explode each time with greater damage when at the kolto tanks stage. He does this ability usually when he says "I have a few tricks up my sleeve" but if not usually after the two sets of circles he puts down. As long as the tank keeps side stepping the bullets the damage when he starts to DPS the kolto tanks will be minimal. Because of this ability it's better if the DPS stays at range behind the boss too. Hope this helps.