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Toth & Zorn HM still overtuned.


Typeslice's Avatar


Typeslice
06.11.2012 , 09:08 AM | #51
Quote: Originally Posted by Iceman_sith View Post

PROBLEMS
-Project takes so long to deal damage it hits after Toth & Zorn Jump and so our Tank gets 1 shot. - plan for the leaps. They are based off %, so your players should hold off on casting certain abilities when they know the leap is incoming. Easily avoidable, and signs of a bad player if they keep making the same mistake.
-No gear step up. We can not improve our gear to aid us in the fight. It is the first boss. - you have access to black hole gear, which is more than enough.
-The boss has no hard to mechanics, it is simply lazy stack it with heaps of damage to make it hard. - see your first point.
- It favors a raid with as little to no melee as possible COME ON! that is just stupid, i am so angry right now, being forced to change our entire raid makeup recruit new players and force friends out of our operation because we can't progress. - we've done it all melee, and at most have 1 ranged per raid.
.
comments in red
Xaph'an / A'baddon - GM of Undercon
The Shadowlands
http://undercon.guildlaunch.com

Iceman_sith's Avatar


Iceman_sith
06.11.2012 , 09:16 AM | #52
Quote: Originally Posted by Typeslice View Post
comments in red
Even if you have done it as four melee, doesn't mean it still doesn't favor ranged, and so a raid with all ranged would find it easier, I will add we have two sage healers, which i think is the biggest factor in the kill.

Iceman_sith's Avatar


Iceman_sith
06.11.2012 , 09:18 AM | #53
Quote: Originally Posted by mitchelloliver View Post
I just edited my previous post, however, I can agree with you somewhat in terms of the tanks being more healer friendly. On the other hand, the mechanics of HM tanks are a lot harder than they look. We also thought we would down the tanks in a couple of tries once we got past Z&T HM, but ended up not getting our first kill until about our 6-7th night.
I am very happy with the mechanics being harder I have experienced competent players in my ops group and even if there was several one shot style mechanics I could trust them to get it right.

I am all for hard mechanics, I am not for bosses that just pound your raid hard and have large health pools. They are boring and I think mmorpgs have moved beyond this.

AesirUesugi's Avatar


AesirUesugi
06.11.2012 , 09:29 AM | #54
We just started trying this boss, only between a handful to a dozen tries so far so not too worried. Took us a few goes to figure out the mechanics and now we're managing to survive up to the soft enrage without any problems. Now its a case of the DPS figuring out how to dodge mechanics and anticipate leaps and such while providing a maximum of DPS. Seems absolutely fine for us so far. Doesn't seem that much harder than any other new fight was.

Typeslice's Avatar


Typeslice
06.11.2012 , 09:32 AM | #55
Quote: Originally Posted by Iceman_sith View Post
Even if you have done it as four melee, doesn't mean it still doesn't favor ranged, and so a raid with all ranged would find it easier, I will add we have two sage healers, which i think is the biggest factor in the kill.
Both our main healers are sages as well. Are you eating a lot of unnecessary damage other than the leaps: ground spikes, toth mini-rages, etc?
Xaph'an / A'baddon - GM of Undercon
The Shadowlands
http://undercon.guildlaunch.com

Szander's Avatar


Szander
06.11.2012 , 09:34 AM | #56
Quote: Originally Posted by Iceman_sith View Post
I am very happy with the mechanics being harder I have experienced competent players in my ops group and even if there was several one shot style mechanics I could trust them to get it right.

I am all for hard mechanics, I am not for bosses that just pound your raid hard and have large health pools. They are boring and I think mmorpgs have moved beyond this.
Except that the fight have 3 new factors/mechanics on HM. It's not just more dmg and HP as I'm sure you already know. Our guild have taken them down with a Sorc+Operative and a 2x Sorc healer setup. Again, as I wrote in my other post. I agree with you that making the fight so melee unfriendly is stupid and I whole heartedly agree. But it still doesn't make it impossible. And I still have a hard time understanding why you guys haven't killed it yet since you claim you are a competend team.
I reject your reality and substitute my own! - Adam Savage

Iceman_sith's Avatar


Iceman_sith
06.11.2012 , 09:39 AM | #57
Quote: Originally Posted by Typeslice View Post
Both our main healers are sages as well. Are you eating a lot of unnecessary damage other than the leaps: ground spikes, toth mini-rages, etc?
Sure we are at times, For example our best attempt I ranged dps took a spike, didn't kill him but cost us mana. It may or may not have cost us the kill.

But even if tomorrow we walk in and kill this boss, I would stand firmly by my thoughts on the boss being over tuned.

Szander's Avatar


Szander
06.11.2012 , 09:43 AM | #58
Quote: Originally Posted by Iceman_sith View Post
Sure we are at times, For example our best attempt I ranged dps took a spike, didn't kill him but cost us mana. It may or may not have cost us the kill.

But even if tomorrow we walk in and kill this boss, I would stand firmly by my thoughts on the boss being over tuned.
It isn't, it's just not very melee friendly.
EDIT: Though you are entitled to your opinion.
I reject your reality and substitute my own! - Adam Savage

_Zorth_'s Avatar


_Zorth_
06.11.2012 , 09:49 AM | #59
I'm sorry but you and your raid members are certainly far from "experienced raiders" if you can't clear Toth & Zorn HM while in a mix of Black Hole & Rakata gear.
The Red Eclipse
Best Player World Wide
..Greedo shot first

Kihra's Avatar


Kihra
06.11.2012 , 10:08 AM | #60
Quote: Originally Posted by Iceman_sith View Post
PROBLEMS
-Project takes so long to deal damage it hits after Toth & Zorn Jump and so our Tank gets 1 shot.
The leaps happen at fixed percentages, i.e., when the lower health of the two bosses falls below 90%, 70%, 50%, 30%, and 10%. I play a Shadow tank, and I have never had to think about when to Project. You might want to check logs and figure out if Project is really the issue. I'm highly skeptical that it is causing your tank to die.

Make sure your Shadow tank knows to use Resilience to cleanse the Mental Anguish and Weakened debuffs from himself. A Shadow tank can instantly cleanse those debuffs the minute they go out. This will also render you immune to reflected Fearful damage.

Quote: Originally Posted by Iceman_sith
-No gear step up. We can not improve our gear to aid us in the fight. It is the first boss.
Toth and Zorn is not much of a gear check as far as the enrage timer. Concentrate on surviving over everything else. If you keep the raid alive, then you will kill them in time.

Quote: Originally Posted by Iceman_sith
- It favors a raid with as little to no melee as possible COME ON! that is just stupid, i am so angry right now, being forced to change our entire raid makeup recruit new players and force friends out of our operation because we can't progress.
Toth and Zorn can be done with all melee. You just need to think strategically regarding how to move your DPS around. Know when Zorn is safe to hit. Know when Toth should be avoided. For example, when Toth is berserk, you can move all your DPS to Zorn. All he is doing is throwing rocks, and so he hits like a kitten. He can't Shriek and apply debuffs while he's throwing rocks. Everyone can get out during the Baradium Heave and avoid the Shriek that follows.

Similarly while Zorn is casting Sonic Paralysis and Toth is ground shattering, Zorn can't Shriek, so he's safe to hit as long as that channel is still going.

This is a fight that can be done many different ways, and you need to figure out what works for you. Don't pretend there is no strategy involved. You can absolutely trivialize this fight if you have a thorough understanding of how both bosses work. You just need to tailor your approach to your Operation's composition.

Also, regarding tank 1-shots, I don't know how your DPS is, but if you're ever pushing a phase too fast, the previous tank can still have Fearful when picking up Zorn again. You have to use a cooldown then or use a 3-tank rotation to avoid this.

Do I believe this boss is overtuned? Not really. In terms of difficulty, I think Firebrand and Stormcaller are actually harder than Toth and Zorn. Overall I'd say the instance has the following difficulty order on 16-man HM:

Kephess > Firebrand and Stormcaller > Toth and Zorn > Vorgath
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