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Synavix

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  1. I don't know you, but I think I love you. Unfortunately, I understand that you cannot share in these feelings as a Jedi. Please join the Empire at your earliest convenience.
  2. That's....not how comparisons work. By that logic Corrosive Dart only does 4k damage in 18 (or 21) seconds and is almost twice as bad as the new OS. That's not the case. OS is still good when used properly.
  3. It provides an extra tick, just like the 2pc set bonus for Orbital Strike does. I don't have any "proof" on hand for how it works currently, but this is from the patch notes for patch 2.6: So same deal, it's just only 1 extra tick right now.
  4. Came here about to link to the same thing, thanks Vegabond. Short version of that threat: - It *is* a bug that mines go out during his Laser phase, expected to be fixed by 2.4.3. If you're having issues other places, you might need to start reworking your strategy. - It *is* killable in its current state, although all the people who have posted about a kill have had 2 to 3 mines during the laser field, no more. A few people have reported more than that, making a kill nearly impossible. - Some tricks for mines would be stealthing out to remove them, popping undying rage then jumping to the boss to survive the laser, and having sorcs and sages force speed to the boss to clear it and then using their immunity bubble to survive the laser. - Other groups are having their first mine during laser suicide away from the group, then having the second or subsequent mined players run to a different corner and heal them solo until the boss comes down. Hope this helps.
  5. I imagine the easiest way to fix it would just be to change the clickables to act like SM Draxus. Once you click a shield or quest button, it stays "active" forever, instead of requiring a channel to stay active. Would seem like an easy enough fix, depending on how it was programmed in the first place.
  6. One of the few truly helpful things posted so far. Thank you.
  7. I agree that it *is* possible, but it honestly requires too much luck. Some pulls we only got 2 concussion mines during his entire laser phase (and would have killed it if we hadn't had people die to laser, gg) but other attempts we had 4 before he landed, and more after that. I would not be surprised if it's possible to get 5 during his jumps with really bad luck. Even if you run out immediately, suicide immediately or have great heals, you're ending the phase with at least half your raid dead and the rest at minimal health...which is something an average raid group cannot handle.
  8. At the very least, I'd like to see it removed from the weekly requirement. But I agree, changing it so that you can simply 2 man it would be much preferable.
  9. With the latest Corrupter Zero fix to concussion mines (Oct 29th), one of my groups is having issues. We're getting 2 to 4 concussion mines during every laser phase, with no way to cleanse it except to suicide. This means that even assuming we have everyone survive through the laser dance, we're ending up coming out of the phase with 3 fewer people, at low health, often with deaths to the AoE + adds. Losing a healer and tank for us means a wipe. Is this working as intended? Is the mechanic trying to force people to spread to all 4 different corners to LoS, to spread out the concussion mine AoE to healable damage for a longer amount of time until it can be cleansed properly? Is /stucking immediately to reduce AoE damage a viable strategy and just finishing the fight with 4 or 5 people? Previously we were having no issues with the last phase of the fight, and sub 35% was basically a guaranteed kill. Now it seems like the 25% marker is the hardest part of the fight.
  10. Dread Palace is definitely the best Operation so far, probably followed by Scum and Villainy. Dread Fortress is pretty bland in comparison. Favorites would probably be Calphayus because he's just awesome, Dread Council because I've always really enjoyed "real" council fights and Jarg and Sorno because they just have the best boss dialogues in the game.
  11. I'm not sure that's really correct. We frequently got the stackable mine on tanks or melee, it was simply removed immediately because they were already near the boss. You only really ever notice it if someone is too far away and it ticks more than once. Either way, definitely a sloppy mechanic now, it seems. Not sure if this is really "working as intended" or not, but I hope this doesn't stay in its current state for Nightmare.
  12. I'm pretty far from being an expert, but I believe the general timeline for in this game goes: - Imperial storyline on Belsavis (while leveling) - Imperial storyline on Ilum - Eternity Vault - Karagga's Palace - Denova (I'm not sure if both Imps and Republic have roughly the same cinematic afterwards...if not, I'd recommend the Republic one) - Section X - Asation - Makeb - Scum & Villainy - Oricon - Dread Fortress and Dread Palace (specifically, I'd recommend the Republic side questline for these two Ops, as their final cut-scene is much more fulfilling and "accurate".) However, a lot of these only briefly hint at the Dread Masters or only mention them in Codex entries, and without the lore behind them you won't really get much of what's really going on. The most crucial parts in game are the Imperial questline on Belsavis, the end cutscene for Denova (for turning in the quest), a little bit of Section X and Asation, Scum and Villainy, and most importantly Oricon and DF/DP. I colored these green above. Some minor spoilers below if you're interested in a bit more information: Sorry if anything is inaccurate!
  13. I've run this FP on almost every character I've leveled, and never seen anyone use this strat. Weird O.o
  14. Some tips a few of my groups use: 1. Like was said, make sure you're tanking near a corner and start having people stack up near there after the last set of adds go down. 2. Mark the boss with a very visible icon. Star, Saber, Shield, etc. 3. Watch the minimap. You can tell where he's going to pop up before you can actually see him most times, and as long as you get at least half your raid group to successfully avoid the first one it's just back and forth around the corner after that. The burn phase after the laser is pretty simple. Having two tanks still alive helps, but you really don't even need more than one DPS and healer alive. Don't be too worried if you lose a few people. More just makes it go more smoothly/faster.
  15. Most do. On Cad, Mando Raiders and Hammer Station the repair droid is right next to where you spawn in, in the landing area. It looks like a outdated R2 droid (not sure what they're actually called). On Athiss, the repair droid is right where you drop down into the pit. On Boarding Party and Foundry you find the repair droid in the first large, empty room you come into near the start. I'm unsure about Taral V and Maelstrom Prison, but I'd assume similar. The Czerka flashpoints both have a vendor right where you zone in, I believe. I'm not sure about the two Ilum flashpoints or Directive 7. I *think* there is one in Kaon right when you jump down at the start, but I don't remember seeing one in Lost Island. I believe there is one in Collicoid right before the first quest objective terminal, but I'm not sure. No idea about Red Reaper.
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