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Nightmare Title Runs
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03-01-2012, 03:59 AM
Post: #21
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RE: Nightmare Title Runs
Well that's highly interesting, I might push for an alt run then this weekend. Thanks for the information, if I get the run, I'll see if we experience the same thing.
Nuriel Chiss Sniper 31/7/3
Big Crits 10/10 16m NiM Saber of Exar Kun SWTOR Reality Show by Big Crits |
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03-13-2012, 03:57 AM
Post: #22
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RE: Nightmare Title Runs
Hey guys, I had a quick question that I was hoping you might be able to help me with.
My guild is currently 10/10 HM. We have been clearing KP in about 1.5 hrs and have been talking about switching to NiM soon. Only a few of us need gear from it still, so I think we have the gear for it. My question is, how much harder is this than HM? What bosses and other things should I look into before we begin attempting it? I heard the title for this place was/is is bugged, is that the case? Thanks a ton guys! |
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03-13-2012, 04:12 AM
Post: #23
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RE: Nightmare Title Runs
On 8-man, there is very little actual difference between hard and nightmare. If you are completing hardmodes without a lot of close calls (translation: without seeing enrage), nightmare won't be radically different. The one thing that gets a lot tougher is the lightning balls on Soa, as they have a tendency to instagib people with glitchy 2 zaps+explosion for 18-20k HP within about 1 second.
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03-13-2012, 04:35 AM
(This post was last modified: 03-13-2012 04:36 AM by Kaedis.)
Post: #24
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RE: Nightmare Title Runs
Point in fact, my guild started Hardmodes 2 weeks ago, got 10/10 HM last week. This week, we decided to try Nightmare, and simultaneously lost a dpser and thus brought in a newly 50 guy (he's raided with us before in WoW, just hadn't raided in SWTOR yet) that was in about half greens/blues and half PvP epics. We're 9/10 Nightmare mode as of the end of this week, and we're getting close on Soa. Bonethrasher and Soa are noticeably more difficult (Bonethrasher because his cleaves hit for 12-16k, and Soa because the lightning balls hit very hard and like to bug and double or triple explode on people), but the other 8 bosses are a joke. We one-shot Karagga the first time we saw him on Nightmare, without a single death. 1 of the people hadn't even ever seen the fight before, and 3 others had only killed him before once on Normal.
Basically, Nightmare is just as much a loot pinata as Hardmode is. Even Angels must kill from time to time...
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03-13-2012, 07:02 AM
Post: #25
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RE: Nightmare Title Runs
(03-13-2012 04:35 AM)Kor Wrote: Point in fact, my guild started Hardmodes 2 weeks ago, got 10/10 HM last week. This week, we decided to try Nightmare, and simultaneously lost a dpser and thus brought in a newly 50 guy (he's raided with us before in WoW, just hadn't raided in SWTOR yet) that was in about half greens/blues and half PvP epics. We're 9/10 Nightmare mode as of the end of this week, and we're getting close on Soa. Bonethrasher and Soa are noticeably more difficult (Bonethrasher because his cleaves hit for 12-16k, and Soa because the lightning balls hit very hard and like to bug and double or triple explode on people), but the other 8 bosses are a joke. We one-shot Karagga the first time we saw him on Nightmare, without a single death. 1 of the people hadn't even ever seen the fight before, and 3 others had only killed him before once on Normal. Thanks for the tips! The only KP boss we have trouble with on HM is Bonetrasher. Do you guys just eat the swipe? We have found that running through his legs causes more harm than good as he often rotates and swipes the melee behind him. |
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03-13-2012, 04:37 PM
Post: #26
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RE: Nightmare Title Runs
Quote:Thanks for the tips! The only KP boss we have trouble with on HM is Bonetrasher. Do you guys just eat the swipe? We have found that running through his legs causes more harm than good as he often rotates and swipes the melee behind him. Our general strat for Nightmare is to split up ranged around the outside ring (we generally have 2-3 ranged dps and 2 healers). If Bonethrasher targets any of them, they wait until he reaches them, then rotate him approximately 60 degrees counter-clockwise (another other ranged in that direction made need to reposition slightly to avoid his cleave). The reason for this is to prevent his knockback from knocking them off. The counter-clockwise is important, as his knockback moves you about 10 yards backwards and about 4 yards to your right (if you're facing him). If you rotate him clockwise, you need to rotate closer to 90 degrees, which can cause issues with the melee. Ranged move back to their original position after he cleaves or knocks back. Melee stay behind him as much as they can. If they get targeted by him, they run to the center of the room while the rest of the melee stack behind him. Anyone targeted by the ground pound (the one that slows you and puts a significant damage taken increase debuff on you) move away from the boss toward the outer edge until the debuff falls off. If done properly, particularly if you have a Sorc healer to shield his targets, it's not really that bad of a fight. One thing we do do that helps ensure we get in under the enrage timer is to simply CC the cats that spawn at 50% and continue refreshing the CC on them for the remainder of the fight. This saves us a solid minute or so of dps time on the boss. Once you get past him, everything becomes easier. Jarg and Sorno can have a bit of a tight enrage, if you're not careful, and Sorno can one-shot raiders if your healers aren't on the ball (again, Sorc shield help immensely here), but it's relatively easy (we one-shot it the first time we saw it, though with only 2 alive at the end, 10 seconds past the enrage). Foreman Crusher's rock chuck will nearly one-shot people, and you need to move immediately to avoid it, but the only other mechanic of note is his frenzy. Just make sure you have a tank CD up for each one (if necessary, have an offtank or a durable dps like a Juggernaut pop defensive CDs and taunt him off during one of them). Oneshot him as well. Fabricator is slightly more difficult, but if you've got people good at the puzzle, it's pretty easy. I recommend the all-north-nozzle strat (you can find it on the last couple of pages of the Fabrictor thread out here). Karagga is the exact same as hardmode, just hits a bit harder, and the mouse droids are quite a bit more dangerous. If your dps is on the ball with AoE (a BH's Death From Above can trivialize this, btw), it's an easy fight. Even Angels must kill from time to time...
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03-13-2012, 10:24 PM
Post: #27
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RE: Nightmare Title Runs
(03-13-2012 04:37 PM)Kor Wrote:Quote:Thanks for the tips! The only KP boss we have trouble with on HM is Bonetrasher. Do you guys just eat the swipe? We have found that running through his legs causes more harm than good as he often rotates and swipes the melee behind him. While all the advice here is sound and great, people need to preface statements with the size of their operation, because what is easy in 8 tends to be more challenging in 16. BT is significantly easier on 8 man, especially if your raid is very ranged heavy. Jarg & Sorno 16 on nightmare is one of the hardest fights in the game, if not the hardest. We still have to use a very specialized comp to get past this fight. I think 16 may have the advantage on Fab because of the logistics on the puzzle, allowing for more free players. Karagga is probably a wash because while you have less people to deal with droids and maintain dps/heals, you also have less people to move around to avoid things. Rooks - Assault Vanguard Raid Czar, Hand of the Republic Sanctum of the Exalted Server (US East RP PvE) |
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03-13-2012, 11:04 PM
Post: #28
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RE: Nightmare Title Runs
Facetanking bonethrasher is the only way to go. He will drop 100% threat if he hits you with a ground slam or knockback. Too much movement tends to get dead melee.
Stab - Mercenary | Protocol - Sniper | Haedarr Soongh | Empire - Might - Stream - Watch our 16 HM EC raids LIVE starting at 8:00 PM EST Tuesday - Thursday |
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03-13-2012, 11:41 PM
Post: #29
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RE: Nightmare Title Runs
We just do BT by having anyone he gets close to run, and we call out all of his target switches so everyone can get away from that person. It's not uncommon for us to do this fight without having someone die or get knocked back, in both 8 & 16m.
The Largest issue in 16m is that you can't CC the adds, and killing them can get a little dicey because BT likes to try to swipe your whole group. Overall though it's not terribly hard to just always run away. |
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03-14-2012, 12:19 AM
Post: #30
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RE: Nightmare Title Runs
Quote:While all the advice here is sound and great, people need to preface statements with the size of their operation, because what is easy in 8 tends to be more challenging in 16. BT is significantly easier on 8 man, especially if your raid is very ranged heavy. Jarg & Sorno 16 on nightmare is one of the hardest fights in the game, if not the hardest. We still have to use a very specialized comp to get past this fight. Ya, I sometimes forget that 16-man actually exists... >.> Even Angels must kill from time to time...
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