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Toth and Zorn HM tank swap

Sasturm's Avatar

05.15.2012 , 11:24 PM | #11
Quote: Originally Posted by pure_laced View Post
Fortunately, we don't have that issue and things run smoothly throughout, even taking 7 trials on a run.
I doubt your way is the best for every group composition.

Your guild didnt even down Kephes HM till May... not that good for a "Top progression guild." Aso, you have three tanks and didnt even know how taunt actually worked in SWTOR.

Emlaeh's Avatar

05.16.2012 , 06:17 AM | #12
Quote: Originally Posted by KeyboardNinja View Post
Actually, that's not strictly true. You need to keep the two bosses more than 25 meters apart, otherwise Fearful becomes a problem with rock throwing. However, the maximum range on single-target taunt is 30 meters. That's…very tight. I think it's definitely possible to have positioning like that, but I need to take a bit of time after the next time we clear that boss and measure a few distances in the arena. Our current positioning has the bosses nearly 45 meters apart, which creates a substantial delay when target swapping due to the time it takes the tanks to run 15 meters.
You'll notice how the two mobs path before the pull, and it should be fairly obvious where to have your two tanks stand 30m apart without moving. 45m is too much.
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alifaraaz's Avatar

05.16.2012 , 06:22 AM | #13
You could argue all day, but the 'best' strategy is simply what works best for your group. Some groups are more comfortable having the tanks switch and dps stay where they are. Other compositions require/favour the bosses switch around.

So really it's all about finding what works for your team. My guild, we only just downed these guys on HM 3 weeks ago on 8man and last week on 16m. We prefer having the tanks switch and keeping dps where they are, purely cause we had/usually have an even split of 5melee and 5ranged, and makes life easier for the dps.
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DyasAlue's Avatar

05.16.2012 , 08:23 AM | #14
Quote: Originally Posted by alifaraaz View Post
you could argue all day, but the 'best' strategy is simply what works best for your group. ....
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Pangscar's Avatar

05.16.2012 , 04:55 PM | #15
Yep, as above best way to do this or any encounter is the way that works best for your guild. Try it one way for awhile, if having a hard time, switch it up. Stick with the way that works for YOU.

Personally for my guild, we switch tanks and leave bosses on same sides. Main reason we found is its better to just have the tanks move back and forth rather than having to have the Melee follow the boss around because they need to stay on Toth due to Zorn being VERY melee unfriendly. So our way theres only two people moving the whole fight, the two tanks.
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GhostNato's Avatar

05.16.2012 , 06:01 PM | #16
When our guild does Toth and Zorn, we swap targets when appropriate but we usually stay in the same position.

We might have to move a few metres towards each other to taunt the other boss but we drag him back to the same position we were standing in before

Agthomson's Avatar

05.17.2012 , 02:30 AM | #17
Our (WIP) strategy is to kepp everyone where they are - Tanks, DPS and Healers. As we are primarily Melee DPS (all bar 1 at present) this means that melee need to move out of Fearful range around the debuff time. After jump, tank tauints the other Boss, so the Bosses swap sides, nobody else. This just makes things cleaner in terms of keeping the tanks up (no healer swapping).

The problem we have with this strategy is that people will have to tab-target to the other boss (or use Focus Target) after the jump. We've had the unfortunate experience of people forgetting this then nuking themselves (if they got Fearful), meaning we lose our combat res to a silly miskate.

Only tried this encounter for a few hours, but that's our experience so far.

VulcanLogic's Avatar

05.17.2012 , 02:59 AM | #18
Easiest way we found, if you have Dotting ranged DPS (balance/madness or lethality/dirty fighting or Pyrotech/Assault Specialist merc/commando) is to keep Zorn tanked at the right side outcrop just under the tent, and adjust Toth's position accordingly. This way, the dotting ranged aren't ever in real danger of resfreshing a Dot a dying due to Fearful, as long as they are +30m ranged on the jump. You keep swapping positions and the odds one of them refreshes a Dot inside 30m and gets fearful is increased substantially. And when that happens, 6k a tick reflective will make them unhealable and dead. And if you aren't trying to protect your ranged dotters, they have to throttle back increasing your chance of hitting enrage.
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