Eternity Vault: SOA - Printable Version
+- SWTOR Mechanics Forums (http://mmo-mechanics.com/swtor/forums)
+-- Forum: Flashpoints and Operations (/forum-36.html)
+--- Forum: Eternity Vault (/forum-59.html)
+--- Thread: Eternity Vault: SOA (/thread-503.html)
RE: Eternity Vault: SOA - Khadroth - 02-28-2012 05:42 AM
(02-28-2012 03:10 AM)Petrus Wrote: I don't want to say 100% that you're wrong, because these raids are buggy as hell, and who knows, you could have a unique issue, but - based on my own experience - I don't think it's the explosion's that are 1 shotting people.
Yes that's what I'm talking about, what I was trying to convey though was that it was not a death from someone taking too long to run into the ball or doing it when not shielded. The only way to convey that sometimes is simply to say you're getting one shot (which you basically are).
Quote:1. I require my raiders to use HP stims. Everyone has at least 19,000, with some of the healers and DPS over 20k.
Already doing 1-2. Thank you for providing the explanation to 3 instead of just telling me "use medpacks" like the previous poster, I hadn't considered the health increase ones. It's sad though if it comes to that, because it seems like 90% of the time you can pop a ball perfectly fine and not even lose 40% hp, but then others you just get obliterated. If that's what it takes though, we'll have to step up to the plate.
Quote:Some other tips:
Yea, number 3 might be the biggest problem for us. We tend to have 3 Sages (2 Heals, 1 DPS), and yes don't get me started on this I already know it's not smart class balance-wise. What we actually were doing with some success was having our commando healer who had been speccing DPS for this fight go back to healing and run with 3 healers. Only problem is this basically draws out p2 and increases the odds of getting bugged balls.
So I'd have to ask which do you think is more valuable, the Trauma Probe healing between ball ticks and another shield, or a commando DPS (shockingly we don't have one otherwise atm) to spend minimal time in P2? Gear isn't a factor for him, he's full rakata in both sets I think. Nor are the Sage shields, as even myself as the dps Sage has TK Defense specced Shields.
RE: Eternity Vault: SOA - Petrus - 02-28-2012 05:51 AM
Based on my raiders and experience I'd go for a merc/sorc healer and have your other sorc healer go DPS. Even in columi gear the hybrid lighting/madness Sorc build is pretty insane, and it's super easy to pick up.
I think that would be your best bet. That said - we haven't lost anyone to the triple tick in a long time, and as far as I know we *don't* use medpacks.
4k + 4k + 4k + 8k = 20k.
19,000 + 3,000 = 22,000.
Basically, even with 3 ticks, someone who's shielded should still live, especially with that commando trauma probe healing in between. If this isn't the case, I suspect something else is going on.
Are your sages force speeding in? Because that's pretty much a guaranteed 1 shot the way it bugs. Always run in normally.
RE: Eternity Vault: SOA - Khadroth - 02-28-2012 06:04 AM
(02-28-2012 05:51 AM)Petrus Wrote: Based on my raiders and experience I'd go for a merc/sorc healer and have your other sorc healer go DPS. Even in columi gear the hybrid lighting/madness Sorc build is pretty insane, and it's super easy to pick up.
No lol, I squashed the force speeding back on hard mode.
I can say though that I've definitely been hit for more than 20k before though. Fresh bubble, Full 19.2k health, ball popped perfectly normal with no one else nearby (nor any other balls). Dead. I know the ticks are buggy (I've seen one actually hit after the ball was exploded and gone for a full second before), what I'm wondering is if the explosions sometimes blow twice too.
RE: Eternity Vault: SOA - Petrus - 02-28-2012 06:09 AM
It wouldn't surprise me. I just know we put this bug behind us when we started using HP stims and shields (merc and sorc). It's very possible that you're seeing other issues, with how totally tested bioware's raids have been...
RE: Eternity Vault: SOA - Cryfor - 02-28-2012 11:24 PM
last id i got oneshotted with my marauder on nm 8man with 18.5k health, shield + undying rage popped (99% less damage from all sources).
of course not full hp after popping ur but 99% dmg reduce should be enough to live with 9k hp [YES i did pop it 3 secs BEFORE i ran into the ball, so not gaining any ticks before]
so i sense a major bug :o
RE: Eternity Vault: SOA - Petrus - 02-29-2012 12:14 AM
(02-28-2012 11:24 PM)Cryfor Wrote: last id i got oneshotted with my marauder on nm 8man with 18.5k health, shield + undying rage popped (99% less damage from all sources).
I've seen this happen with our marauder a couple times. I think it's less of a "it hit so hard it still 1 shot me with 99% reduction" and more of a "undying rage just didn't work for some reason" issue, because he's popped undying rage with full health and been taken down to 10%. It's when he pops it with low health, and then runs into the balls, that he dies, proving once again, that you should just *wait* until you have full HP, no matter what CD you're rocking.
Pretty sure I caught it happening in our 16m kill this week, although not 100% sure that's what got him.
I have the video linked into the OP, or you can watch it here.
Honestly it was a very clean kill, and between our positioning and some of the tricks (that Bioware honestly needs to nerf, although we'd have downed it without them) we used in p3 it might help some people having issues with this fight to see what we did. You can also see some nifty things like people moving out of circles so that members with low health can get healed, how to handle the balls, etc.
RE: Eternity Vault: SOA - Cryfor - 02-29-2012 07:47 AM
it seems to happen no matter what cd you use.
Our mercs with 20k+ hp, bubble + energy shield got also oneshotted sometimes, as well as snipers with their shield up etc.
its about 80% of the time it works as intended (proper dmg reduction with cds, no one dies instantly)
and 20% bugs for whatever reason :<
giev charcopy -> PTR to test bosses :o
RE: Eternity Vault: SOA - Risingstar - 02-29-2012 10:38 AM
(02-29-2012 07:47 AM)Cryfor Wrote: it seems to happen no matter what cd you use.
They might also be dying due to connection issues. We found out if you have a really bad connection then you are more likely to be zapped multiple times since they game thinks you are standing still and not running at the lighting ball.
RE: Eternity Vault: SOA - Petrus - 02-29-2012 11:00 PM
(02-29-2012 10:38 AM)Risingstar Wrote: They might also be dying due to connection issues. We found out if you have a really bad connection then you are more likely to be zapped multiple times since they game thinks you are standing still and not running at the lighting ball.
Jumping near the orb can also cause this, for two reasons.
1. Jumping in TOR is hardcoded to make you go slower.
2. In most games, and I'd assume TOR as well, the server saves where you were when you jumped, and doesn't recalculate your position again until you land. Therefore if you're in the air you're basically standing still.
This is noticeable when you're trying to get out of AoEs, onto platforms, out of explosions, and in other boss mechanics (like safety dance in wow).
RE: Eternity Vault: SOA - Parkerdude2003 - 03-02-2012 03:26 PM
Has anyone tried to 3 heal this on Hardmode? We have fantastic DPS so I'm really not worried about the 3rd phase but I feel like 3 healing we may be able to deal with some of the RNG better.