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  1. #1

    lost island LR-5 destroyer of melee

    hey guys i just spent bout the last 2 hrs going at LR-5 with this grp comp

    VAng tank
    Commando dps (me)
    scoundrel heals
    and Guardian dps

    ok so the first time i did this fight was hard but it was cool as the first time was 2 range and heals. but this grp was 1 melee 1 range and heals and we got BUTTHURT bad.

    I have tried finding some good strats but get too many short answers to a melee based grp for LR-5

    i KNOW most of you guys here have prolly cleared it a few times and if you had a melee in grp i would like some strat info on how to handle it from a melee perspective

  2. #2
    Having done this fight both as a healer sorc & a dps marauder I can tell you that melee chars tend to have a lot more trouble (and are more troublesome to heal).
    The worst part healing when there's melee dps is that they often find themselves too close to the tank (cause the electrical field come down on them usually) and get hit by incineration.
    What our tank does is he puts the boss on the edge of that little square and he (our tank) stands on the fire grates moving to the nearby one when the grate below him shoots fire.
    It's a slight increase in dmg for the tank but overall better for the group since a dead dps = 0 dps.
    Note: it can sometimes make the fight a lot more chaotic for the ranged & heals in order to stay within range of the tank so always move to stay right behind him around the outside of the room.
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  3. #3
    Scarab Lord Forsedar's Avatar
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    Honestly? The tank just kited the boss around. I don't remember our tank EVER stopping when we had melee. The melee followed the boss around with a shield on him at all times. It was easy. Just had the melee cleansed as soon as the tank got the debuff. Since all healers have a cleanse, the chances of the healer and ranged being able to cleanse the melee = easy.

  4. #4
    Pandaren Monk Bugg's Avatar
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    "don`t stand in fire" like some other game said. The boss has no enrage timer as far as I know, or we never reached it. So you can take your time while you kill it. Just take it slow...

  5. #5
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    Quote Originally Posted by rogerwilko View Post
    "don`t stand in fire" like some other game said. The boss has no enrage timer as far as I know, or we never reached it. So you can take your time while you kill it. Just take it slow...
    The boss actually has some form of enrage in fact:

    After some time the whole place will be engulfed in flames, and all the electric AOE will directly pop at their max size. You can still continue the fight, but the amount of damage that the group takes is so huge that generally you only have a few seconds to finish the fight.

    As for the fight favoring ranged, i gotta agree, but it is still more than doable with a melee group. Just have your tank kite around the room as aerro previously said.

  6. #6
    Scarab Lord Forsedar's Avatar
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    Quote Originally Posted by rogerwilko View Post
    "don`t stand in fire" like some other game said. The boss has no enrage timer as far as I know, or we never reached it. So you can take your time while you kill it. Just take it slow...
    There definitely is an enrage. He will start casting the Lightning AoE rapid fast which basically engulfs you and you all die. Its not very fun. We sat in there to see if there was an enrage.

  7. #7
    Quote Originally Posted by Forsedar View Post
    There definitely is an enrage. He will start casting the Lightning AoE rapid fast which basically engulfs you and you all die. Its not very fun. We sat in there to see if there was an enrage.
    My group kept hitting that, and the write up they were reading was saying that it was a soft enrage at around 20%. Guess that was just a bad write up than.

  8. #8
    Scarab Lord Forsedar's Avatar
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    Quote Originally Posted by Koalachan View Post
    My group kept hitting that, and the write up they were reading was saying that it was a soft enrage at around 20%. Guess that was just a bad write up than.
    Definitely a bad write-up. That is basically the enrage timer since your tank will just melt when that happens- no matter how geared he is. Our MT is full campaign and when we hit the enrage to see if it existed, he dropped REALLY fast.

    It just means do more DPS and you'll be fine :P

  9. #9
    Are your melees standing in front of the boss? He does and ability called incinerate i believe, wich can be interrupted, and basicly is a frontal cone attack, are you paying attention to this?

    If incinerate isnt a issue then this is pretty much a kitting fight for a group heavy on melees, start on one position, then move around the room while he drops the orbs on the melee position, if its on the healer just stand your ground.

    I assume you have shit loads of interrupts being a heavy melee team, so interrupting the arcs is also a good idea since they expand the electric fields if cast suceeds.

    And yes he has a enrage basicly every field will go max size, fire will come out constantly from the grids and all hell will break loose. I wiped tons of times there the first run i did cause the dps was short. Don't you just love enrage mechanics in 4 mans :P? I surely do xD
    Last edited by voidillusion; 2012-04-24 at 08:57 AM.

  10. #10
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    It's certainly a very melee-hostile fight to the point that I wouldn't recommend doing it with 2 melees.

    It's possible, but really, really hard.

    It's very doable with 1 ranged/1 melee however. It just depends on how quick the tank and group are with positioning.

  11. #11
    Went in with two melee dps and a melee tank at 3 AM.....we asked to be butt raped practically. Bioware seems to have trouble balancing fights between melee dps and ranged. One guild group decided to go with an all ranged group no one went under 70%. While its not impossible to get it down...it is improbable.
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  12. #12
    Stood in the Fire
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    What worked for us was to have a rough kite path set before the pull, and move him after every zone. Overkill, but safe. Started in middle where he is, then we went left side (from facing towards boss, where first adds spawn), and from there counter clockwise. Run through fire if needed, but stay out of zones, and be very very mobile. I (tank) didn`t bother much with the adds because I wanted to make sure the boss stays in a good spot. I just aoe taunt, some adds come to me, they melt, the other melee finish the shooting adds (or we heal through them).
    We also didn`t interrupt many of the arcs, but instead had everyone on incinerates. The incinerate is a 3 second channel which applies a tick of the dot every second, so if you interrupt it within 1 sec, there is no tick (and that`s very important, because that dot ticks HARD). Having 3 people interrupt it increased our chances of getting it within 1 sec, and our last kill was with only 1 tick of incinerate the whole fight.

  13. #13
    Operative DPS here, what I found more useful is for the tank to stand on one edge of the central platform while I'm on the other one closer to the back of the boss on maximum melee range so if I ever get targeted by the AoE bubble, we can both move to the opposite side of the central platform. Usually this gives enough space to never go on the fire grids and for the bubbles to not hit us when they reach maximum range. Healer and ranged are always together and moving clockwise while staying the closer they can to the AoE bubbles to save as much room as possible if needed, usually starting on the console that activates the boss.

    Incinerate interrupt always by a ranged DPS only because we found sometimes the tank is moving and start casting incinerate and he can't afford to wait for casts or go back to interrupt, while arcs are interrupted by the tank and me on turns.

    When adds spawn I go directly to them while our ranged continues on the boss, this way the next ~2 bubbles never land on melee range and someone continues to hit boss to avoid the soft enrage, also I always wait for the next AoE bubble to land to go back to the boss. Rinse and repeat. If by any chance you get hit by 2 bubbles back-to-back not giving time for the last one to despawn, then you are on your own if your tank knows how to kite while avoiding the fire grids ;P

    So far I killed this way everyday for the last week on the 1st try with a juggernaut-operative-sorcerer x2 setup ^^ Tionese geared first few days, columi-rakata last days.


    I find the battle fun and challenging, but I guess with 2 melees + tank the fight would be quite impossible or just hard kited around making it just annoying ._:
    Last edited by Photek; 2012-04-24 at 09:43 AM.

  14. #14
    I've done it three times now, and every time, the way we succeeded was by having the tank on the central concrete area, and the ranged spread out and moving around on the outer concrete / lava area.

    I've done it with 3 ranged, and also done it with 2 ranged and 2 melee, and in every situation, we always found this to be the way we succeeded in killing him.

  15. #15
    We tried doing this with two melee dps and it was infuriatingly punishing.

  16. #16
    Quote Originally Posted by Forsedar View Post
    Honestly? The tank just kited the boss around. I don't remember our tank EVER stopping when we had melee. The melee followed the boss around with a shield on him at all times. It was easy. Just had the melee cleansed as soon as the tank got the debuff. Since all healers have a cleanse, the chances of the healer and ranged being able to cleanse the melee = easy.
    never knew that the incinerate could be cleansed

    we tried the kiting thing. when LR does his experimental cannon can the tank keep moving and LR go to him after channel ends. I suggested this to the tank but he never tried that i think

    with the kiting though we did get close got him down to bout 5% but with some bad positioning we had massive lightning all over the place thanks for that tip

    ---------- Post added 2012-04-24 at 12:12 PM ----------

    Quote Originally Posted by voidillusion View Post
    Are your melees standing in front of the boss? He does and ability called incinerate i believe, wich can be interrupted, and basicly is a frontal cone attack, are you paying attention to this?

    If incinerate isnt a issue then this is pretty much a kitting fight for a group heavy on melees, start on one position, then move around the room while he drops the orbs on the melee position, if its on the healer just stand your ground.

    I assume you have shit loads of interrupts being a heavy melee team, so interrupting the arcs is also a good idea since they expand the electric fields if cast suceeds.

    And yes he has a enrage basicly every field will go max size, fire will come out constantly from the grids and all hell will break loose. I wiped tons of times there the first run i did cause the dps was short. Don't you just love enrage mechanics in 4 mans :P? I surely do xD
    thanks for this i saw some strats saying to not bother with plasma arc, but if they expand the orbs then i will deffinitly keep hat in mind for next grp

  17. #17
    Deleted
    well both times we cleared it we did so with two melee dps hardest fight is the first one for melee. just make sure to interrupt both spells, dont stand in front of the boss in case incinerate does goes of and move around the room to avoid electric fields

  18. #18
    Me as lethality Opr and Marauder farm it every week for the BH comendations and we are dual melee and we do it easly, The mara sticks on the boss all the time and I go for the adds when they spawn works great.

    Also as a PT tank done it aswell and if the tank moves it all the time he is being moronic, cause certaintly there is no need for it since its easy to see when the lightning comes, that also gimps the damage of the melee

    The stat I do as a tank is working the boss from center when 1st lightning comes as melee in the concrete island I move to the start and work my way counter clockwise while giving space to the ppl behind, ppl always stay behind me that way I never get a lighning infront of me my counter clock wise kite path
    Last edited by Hellfury; 2012-04-24 at 02:00 PM.

  19. #19
    Quote Originally Posted by Forsedar View Post
    Definitely a bad write-up. That is basically the enrage timer since your tank will just melt when that happens- no matter how geared he is. Our MT is full campaign and when we hit the enrage to see if it existed, he dropped REALLY fast.

    It just means do more DPS and you'll be fine :P
    I'm glad to know that it wasn't just my inability to heal through that phase, being I'm not supposed to be able.

  20. #20
    Quote Originally Posted by Hellfury View Post
    Me as lethality Opr and Marauder farm it every week for the BH comendations and we are dual melee and we do it easly, The mara sticks on the boss all the time and I go for the adds when they spawn works great.

    Also as a PT tank done it aswell and if the tank moves it all the time he is being moronic, cause certaintly there is no need for it since its easy to see when the lightning comes, that also gimps the damage of the melee


    The stat I do as a tank is working the boss from center when 1st lightning comes as melee in the concrete island I move to the start and work my way counter clockwise while giving space to the ppl behind, ppl always stay behind me that way I never get a lighning infront of me my counter clock wise kite path
    ok with this do they stay behind YOU tank as you kite or do they stay behind boss cuz i suggested staying behind tank s dps dont get stuck behind orbs but he didnt seem to like that idea

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