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Annihilation Droid XRR-3 in 16 man HM

Resilan's Avatar


Resilan
04.26.2012 , 03:08 PM | #1
We attempted this boss for the first time in a 16 man group last night on hard mode since we had enough people online for once to do with a larger group.

The 16 man version appeared to have an additional mechanic which would hit whoever was second on the aggro list with a high damage ability. So high, that if it targeted one of our DPS, they would frequently be one-shotted. Assuming we have the mechanic figured out correctly, why would the game designers would implement a mechanic which you cannot monitor. We do not have a threat meter of any kind. Is there some way of knowing who is about to get hit and avoid or redirect the damage?

We tried having an offtank taunt when the main tank was kicked back, but this was not working reliably for us. If anyone has experience (and success) with this fight, I would be interested in hearing how you dealt with this mechanic.

Codek's Avatar


Codek
04.26.2012 , 03:21 PM | #2
You got the idea right, there are a few ways to go about it.

1. Spam taunt: just have the tanks continuously blow taunt back and forth to ensure they both have the top threat

2. Timed taunt: Figure out how long it takes your DPS to catch up to the OT on threat (requires some testing and experimentation, not recommended). Take this time and -5 seconds as a guide for when tanks should trade taunts

3. Tanks taunt off each other when they notice the other get's low on health (or if it's been to long and you feel DPS might be catching up on threat)

Threat will only ever be a problem at the start of the fight so after the first missile barrage it is usually safe for DPS to go to town damage wise. Just make sure they don't over do it early on.
~Codek

xenofire's Avatar


xenofire
04.26.2012 , 08:26 PM | #3
Because it requires intellectual people to figure out ways to handle it. Four months ago when we did this on nightmare 16 man, we learned that you can use 1 tank for this encounter. You're missing a very important fact though, and it's that on 16 man it's 3 people, not 2.

You need 1 tank, and two DPS with taunts. At the beginning of the encounter, every 10 seconds you have a taunt rotation, dps taunt #1 and dps taunt #2 go back to back and the tank taunts back immediately. Everyone else should drop threat at this point.

Repeat this 2 or 3 times with the taunts, and then you'll have unpullable aggro on all 3 of them as long as the rest of your players use their threat drops. There is a DPS class that doesn't have a threat drop, have a sorcerer extricate them.
Guildmaster of The Remnant on The Harbinger
#4 World | #2 US | EC16 HM