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Jarg and Sorno
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03-02-2012, 11:25 AM
Post: #51
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RE: Jarg and Sorno
My turn / your turn railshot combo is mitigated by armor, so we make sure that all of our Sorcs are shielded, and get as many medium armor players shielded as we can. Mercenaries can survive even without their own cooldown due to heavy armor, and Marksman snipers with ballistic dampeners will survive as well due to the 30% shave off of the hit.
Tactician, Operative of Rapture
a 16 player Operations guild on Shadow Hand |
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03-02-2012, 01:15 PM
Post: #52
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RE: Jarg and Sorno
(03-02-2012 10:41 AM)Rooks Wrote:(03-02-2012 02:56 AM)TheDarkness Wrote:(03-01-2012 09:27 PM)Rooks Wrote: This effectively increases everyone's hitpoints by 25-35%, creating a great cushion for the Railshots. It feels that way because a partial absorb shows as a full absorb in the FlyText. Fud - Juggernaut User Friendly Krath Server - 10/10 Nightmare (8man) http://www.userfriendlyguild.com |
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03-12-2012, 04:11 PM
Post: #53
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RE: Jarg and Sorno
well i mentioned the oneshotting issue to gabe at the summit last week, he said he'd look into it
and said it might have been an issue caused by the scaling to nightmare, since they currently only increase the damage by a percentage on nightmare and that might have gone a bit to far combined with the debuff |
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03-14-2012, 12:34 PM
(This post was last modified: 03-14-2012 01:23 PM by Quenta.)
Post: #54
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RE: Jarg and Sorno
How we did it on NM:
We had DPS split evenly downing both Sorno and Jarg. When Sorno hits 40%, they would both go into the Plan D phase and begin going nutz. We then switched all dps and killed Jarg and killed Sorno through his enrage, he was at around 35% or so at that point. We tried multiple methods to down them, but this worked best for us. |
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