Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Lost Island, sorry it does need an adjustment


oredith's Avatar


oredith
07.10.2012 , 02:30 PM | #61
Quote: Originally Posted by Yeren View Post
But there is a bomb that the boss is standing in! oh right .... they can take it in the face.
i'm not sure if you're just kidding, or really don't grasp the mechanics of the fight.

anyways, I have taken the 2 minutes necessary to diagram out the foolproof way of doing this encounter, with very little movement.

http://www.ikonique.com/Images/cakewalk.jpg

i'm honestly not sure why people insist on MAKING it more difficult than it actually is.

edit: it is hilarious listening to people cry about how hard it is to do anything with a boss right in their face, when they're backed up against the corner, and the boss taking up the entire front - welcome to the tank world, learn to pan around and play 180 degrees like every tank!
(╯°□°)╯┻━┻
flipp'n yo desk, like a bauss
Tankie

Larry_Dallas's Avatar


Larry_Dallas
07.10.2012 , 02:46 PM | #62
Quote: Originally Posted by schnopsnosn View Post
Pro-tip for your melee-DPS:
Stand behind the boss, not in front of him.
Tank's moving boss. Melee's are two marauders who happen to be smashing adds at the time. Boss uses incinerate. Tank lags. One anni marauder. Interrupts incinerate with leap. Is unavoidably splashed by incinerate.

Does this apply to every situation involving melees? No. Is this a wipe? Depends on the healer, but probably not. But things like this apply to ZERO situations in LI using ranged. Which is why the notion that LI is harder with ranged is crazy. There are simply less obstacles ranged have to deal with. More margin for error. Less danger. Less difficulty doesn't make something more difficult ever.

schnopsnosn's Avatar


schnopsnosn
07.10.2012 , 02:49 PM | #63
Quote: Originally Posted by Larry_Dallas View Post
Tank's moving boss. Melee's are two marauders who happen to be smashing adds at the time. Boss uses incinerate. Tank's interrupt is on cooldown. One anni marauder. Interrupts incinerate with leap. Is unavoidably splashed by incinerate.

Does this apply to every situation involving melees? No. Is this a wipe? Depends on the healer, but probably not. But things like this apply to ZERO situations in LI using ranged. Which is why the notion that LI is harder with ranged is crazy. There are simply less obstacles ranged have to deal with. More margin for error. Less danger. Less difficulty doesn't make something more difficult ever.
Pro-tip #2:
Ignore the adds.
They do negligible damage.
Also if he was leaping and landing in front of LR-5 he was positioned wrong anyway.

oredith's Avatar


oredith
07.10.2012 , 02:50 PM | #64
Quote: Originally Posted by Larry_Dallas View Post
Tank's moving boss. Melee's are two marauders who happen to be smashing adds at the time. Boss uses incinerate. Tank's interrupt is on cooldown. One anni marauder. Interrupts incinerate with leap. Is unavoidably splashed by incinerate.

Does this apply to every situation involving melees? No. Is this a wipe? Depends on the healer, but probably not. But things like this apply to ZERO situations in LI using ranged. Which is why the notion that LI is harder with ranged is crazy. There are simply less obstacles ranged have to deal with. More margin for error. Less danger. Less difficulty doesn't make something more difficult ever.
*** are you using interrupts on? as a tank, i can interrupt incinerate EVERY TIME, without any problem with cooldown.

http://www.torhead.com/ability/eOJ0YyO/quell

8 second cooldown. he does NOT cast incinerate sooner than every like, 12 seconds.

i have seriously NEVER had a cooldown problem with having interrupt up for incinerate. your tank must be blowing their interrupt on the plasma crap.

edit: in response to the highlighted. all ranged dps depend on cast time. each have limited instant casts, and those generally not as powerful as casted spells. the amount of movement required in LI makes this VERY ranged unfriendly.

yes, it's friendly for surviving, but terrible for actual dps. and guess what? they're there to dps.
(╯°□°)╯┻━┻
flipp'n yo desk, like a bauss
Tankie

Larry_Dallas's Avatar


Larry_Dallas
07.10.2012 , 02:51 PM | #65
Quote: Originally Posted by oredith View Post
*** are you using interrupts on? as a tank, i can interrupt incinerate EVERY TIME, without any problem with cooldown.

http://www.torhead.com/ability/eOJ0YyO/quell

8 second cooldown. he does NOT cast incinerate sooner than every like, 12 seconds.

i have seriously NEVER had a cooldown problem with having interrupt up for incinerate. your tank must be blowing their interrupt on the plasma crap.
Changed the example to lag.

Can you go back now and explain to me why ranged are unable to attack while they or a boss is being moved now?

oredith's Avatar


oredith
07.10.2012 , 02:54 PM | #66
Quote: Originally Posted by Larry_Dallas View Post
Changed the example to lag.

Can you go back now and explain to me why ranged are unable to attack while they or a boss is being moved now?
^ see above edit re: ranged being terrible.

lag. i guess i can't really say anything about that. I have 120 FPS on fleet at prime time with 3 fleet instances up, and a 14-19ms connection. I generally don't take a single tick of incinerate, unless i'm 4-5 beers in.
(╯°□°)╯┻━┻
flipp'n yo desk, like a bauss
Tankie

oredith's Avatar


oredith
07.10.2012 , 02:59 PM | #67
the name of the game is control, you control the fight, or the fight controls you.

i get the feeling most people failing this fight, are letting the fight control them, and being totally reactive and basically running around like scattered roaches.

it does NOT have to be that way. see my diagram above. you can control EXACTLY where the orb will drop, you can control when and where you move. There's absolutely no randomness involved with that tactic.

tank lag and you get 4 stacks of incinerate? no problem, only the tank has it, healer cleanse.

there's not a single element of luck involved there.
(╯°□°)╯┻━┻
flipp'n yo desk, like a bauss
Tankie

Valtrim's Avatar


Valtrim
07.10.2012 , 03:25 PM | #68
Because too many of these posts are constructive and respectful, I just felt the need to chime in with the response you'd have been met with in most other MMOs:

Lawl, bads are bad.

Thanks.

Thoffs's Avatar


Thoffs
07.10.2012 , 03:42 PM | #69
Quote: Originally Posted by KarethRiker View Post
My guildies figured out a great strategy for all melee. Basically make the orbs predictable. Run in dps the droid and then dps run and stack on the healer after about 6 attacks. That forces the blue ball to spawn in a set location, then dps go in again for 6-8 more attacks as healer runs to another spot on the floor. Dps stack on healer and rinse and repeat. Save interrupts and force leap in for incinerate. Once you get the timing down of in/out for a dps this is very straight forward.
This is an excellent strategy if a tank has trouble pulling the droid around the room -- as a healer, I suggest this strategy for a couple of the tanks I run with that would rather just stay in the center. You do lose dps as the melee folks run in/out, but unless the dps is really bad, you will still kill him before enrage. For those posters that have trouble with their current strategy with melees, definitely give this a try.

Also, there is no way this FP needs to be nerfed -- as many others have pointed out, there are other HM FPs that are easy, and there needs to be at LEAST ONE that requires a learning curve to be able to finish it. And once you get the strategy down, you will find that this is actually one of the easier, shorter FPs.

On a side note - a poster said they did this in 15 minutes -- I would like to see video proof of this. The fastest I have done it was 27 minutes -- the group had 2 sentinel dps that melted stuff, and a tank that never stopped pulling -- it was fun as a healer to run with that group.

oredith's Avatar


oredith
07.10.2012 , 03:47 PM | #70
Quote: Originally Posted by Thoffs View Post
On a side note - a poster said they did this in 15 minutes -- I would like to see video proof of this. The fastest I have done it was 27 minutes -- the group had 2 sentinel dps that melted stuff, and a tank that never stopped pulling -- it was fun as a healer to run with that group.
i don't think 15 minutes is doable, but 18-20 minutes is easily within reach, especially if you have an operative healer.

you can bypass the entire first section right up to the first miniboss - saving a few minutes.
if you pull the probes that are stealth sensitive, you can actually use the operative group cloak and sneak by A LOT of the packs.

also, if everyone in your group has the jet pack, that helps a lot. it's up after every trash pull. it's especially nice for clearing across the bonus boss area, and climbing the ramp after the 2nd boss.

one question i always want to ask the people having trouble with this instance: "have you done it on easy/story mode?"
(╯°□°)╯┻━┻
flipp'n yo desk, like a bauss
Tankie