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Lost Island, sorry it does need an adjustment


dipstik's Avatar


dipstik
07.10.2012 , 01:04 PM | #51
Quote: Originally Posted by oredith View Post
ranged should be no where around the boss. the interrupt is 100% the tank's responsibility, it makes no difference if it's ranged or melee dps.

I'm not sure what strat you use, but when I tank him, he's moving the entire time, slowly moving toward the bacta tanks. This heavily FAVORS melee, and during the flaming rakghouls, he's moving all the time, again, heavily favoring melee. again, interrupts are 100% the tank's job. not sure what a ranged or melee is doing interrupting. has to stop dps to move out, whereas a melee can continue to dps while moving. i have found having 2 melee to be considerably easier than having 2 ranged.
In my experience, melee is a nightmare... maybe you are melee dps and people are compensating for you, but as a healer, tank and rdps... i find it much more difficult with mdps in the group

oredith's Avatar


oredith
07.10.2012 , 01:05 PM | #52
Quote: Originally Posted by dipstik View Post
In my experience, melee is a nightmare... maybe you are melee dps and people are compensating for you, but as a healer, tank and rdps... i find it much more difficult with mdps in the group
i'm actually the tank. O_o
(╯°□°)╯┻━┻
flipp'n yo desk, like a bauss
Tankie

Larry_Dallas's Avatar


Larry_Dallas
07.10.2012 , 01:13 PM | #53
Quote: Originally Posted by oredith View Post
ranged should be no where around the boss. the interrupt is 100% the tank's responsibility, it makes no difference if it's ranged or melee dps.
And if it gets 1 tick off, all melees get damaged. No ranged do. Which stresses the healer. Not sure what isn't clear about this.


Quote:
I'm not sure what strat you use, but when I tank him, he's moving the entire time, slowly moving toward the bacta tanks. This heavily FAVORS melee, and during the flaming rakghouls, he's moving all the time, again, heavily favoring melee.
Why would this favor melee at all, let alone heavily? Ranged does max damage up to 30 m. Melee at 4. There are flat out waaaaaaay more places for ranged to stand to stay out of harm's way while still doing damage in both of these phases.


Quote:
again, interrupts are 100% the tank's job. not sure what a ranged or melee is doing interrupting. has to stop dps to move out, whereas a melee can continue to dps while moving. i have found having 2 melee to be considerably easier than having 2 ranged.
Tanks don't have 100% uptime on interrupts, Lorick jumps out of the tank's range in phase 2 and requires an interrupt, etc. etc. I'm not sure what's weirder, your notion that no raid member other than a tank needs to, should or can interrupt anything, or your notion that all ranged attackers become helpless if either they or the boss needs to move for some reason. Both are equally bizarre and equally wrong.

In any event, this FP isn't easier with melee because they're simply in harm's way more often.

NewJackCity's Avatar


NewJackCity
07.10.2012 , 01:17 PM | #54
Quote: Originally Posted by oredith View Post
[*]throughout the fight, the boss will pick a random target to beat on with his blaster - TAUNT even though he won't focus on you, this reduces the damage dealt to the target[/list]
That only works in pvp...

Nolenthar's Avatar


Nolenthar
07.10.2012 , 01:35 PM | #55
Quote: Originally Posted by Larry_Dallas View Post
And if it gets 1 tick off, all melees get damaged. No ranged do. Which stresses the healer. Not sure what isn't clear about this.
Incinerate shouldn't tick, period.

The reason for dps doing interrupt being easier is that the tank will have to move, and sometime he won't be in melee range of the boss as he will avoid plasma globe. A dps can stick on the boss and interrupt it no matter what.
Kao'celaar Ildorii, Juyo Master, Mystical Awakening

vesani's Avatar


vesani
07.10.2012 , 01:50 PM | #56
This thread is filled with so much fail, I completed LI HM on a fresh-50 50/51 modded Sentinel and didn't find it particularly challenging, we had one wipe on Lorrick due to a large lagspike. Oh and for the record, I was with a bunch of alts who were in a mix of Columi + 50/51 mods so none of us were as geared as the OP, we did however use TS, so maybe that's the underlying factor, we coordinate properly. On my campaign/bh geared gunslinger with moderately geared teammates, this place is a complete joke.

Also, KP/EV HM are both trivial in difficulty now after 1.2, since the only really challenging encounter in either of them was Soa, who got nerfed into oblivion due to the tears, and would you look at that... his loot now drops from LI. I'm sorry but if Lost Island is too challenging for you, you're either doing something horribly wrong whether it be the tank buying DPS gear with the tokens etc, or you just need to get better at this game, and not cry for nerfs because the content isn't easy enough for you.

Anyone complaining hard raids being masochistic, you're the masochists, you want to do the same ridiculously easy, boring content over and over again just so you can then bite the carrot on the stick and finally feel a sense of achievement, not a big one mind you, but whatever floats your boat I suppose.

The rest of us want challenging content so we can validate our reason for playing this game for hours on end and actually feel a true sense of achievement when we defeat an encounter. I enjoy spending hours wiping on a boss to finally defeat it at ten past midnight, I enjoy having to gear up a character because the requirement of a particular place is higher than I'm currently at, and I enjoy having the prestige, be it mount or gear, over other players because I'm willing to put the time and effort in to complete the content. And for the record, I don't spend my life on this game, I'm full-time employed and work close to 60 hours a week.

EC HM is what EV/KP should have been at launch, a very demanding and challenging encounter with lots of mechanics to get used to, requiring perfect coordination and timing. So please OP, before whining that content is too easy in future, think of us players who actually want to play a game for a challenge, not to be simply handed it on a plate because we subscribe...

Larry_Dallas's Avatar


Larry_Dallas
07.10.2012 , 02:08 PM | #57
Quote: Originally Posted by Nolenthar View Post
Incinerate shouldn't tick, period.

The reason for dps doing interrupt being easier is that the tank will have to move, and sometime he won't be in melee range of the boss as he will avoid plasma globe. A dps can stick on the boss and interrupt it no matter what.
Oh? You've never lost a few frames in this game due to latency or a graphics glitch and not gotten an interrupt off within the first second of -some- ability's channel?

schnopsnosn's Avatar


schnopsnosn
07.10.2012 , 02:15 PM | #58
Quote: Originally Posted by Larry_Dallas View Post
And if it gets 1 tick off, all melees get damaged. No ranged do. Which stresses the healer. Not sure what isn't clear about this.
Pro-tip for your melee-DPS:
Stand behind the boss, not in front of him.

oredith's Avatar


oredith
07.10.2012 , 02:18 PM | #59
Quote: Originally Posted by schnopsnosn View Post
Pro-tip for your melee-DPS:
Stand behind the boss, not in front of him.
i'm seriously starting to wonder what kind of whacked out strats people are using, where a melee, or, for that matter, ANYONE besides the tank gets hit by incinerate?

it boggles the mind.
(╯°□°)╯┻━┻
flipp'n yo desk, like a bauss
Tankie

Yeren's Avatar


Yeren
07.10.2012 , 02:19 PM | #60
Quote: Originally Posted by schnopsnosn View Post
Pro-tip for your melee-DPS:
Stand behind the boss, not in front of him.
But there is a bomb that the boss is standing in! oh right .... they can take it in the face.
"You can only punch a rancor's nose so many times before you realize there's got to be a better way" -- Han Solo