1. #5581
    How can the add even outrange the boss? Are you tanking it like 40 yards away from the boss? How can the cast go off on the add? We were only letting the 2 warriors interrupt on heroic so they do more damage cause of glyph.

    Sounds like a retard check fight with waves & bombs on grounds. Perfect the normal tactics and just avoid stuff ( mythic tactics) and get the kill.

  2. #5582
    Mechagnome PraisetheSun's Avatar
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    Quote Originally Posted by Lazel View Post
    How can the add even outrange the boss? Are you tanking it like 40 yards away from the boss? How can the cast go off on the add? We were only letting the 2 warriors interrupt on heroic so they do more damage cause of glyph.

    Sounds like a retard check fight with waves & bombs on grounds. Perfect the normal tactics and just avoid stuff ( mythic tactics) and get the kill.
    Add cast is a base 1.7 seconds before stacks on Mythic, add hits for 200k every second at 5-6 stacks of the buff, and waves are fucking huge + bugged visually so you don't see them until they're right on top of you.

    It seems like a very easy fight on paper but in reality at current gear levels the pure numbers checks are brutal. It is literally impossible to reliably survive Necrotic Breath without at least one external + full HP at the start and absorbs on top of DP + SotR because the boss hits for over 50% of max HP with every swing.

    Right now it takes 3 melee in the kick rotation with no fails at all to reliably interrupt the add, and with the visual bug on the wave sometimes you just get fucked because you're forced to move and nobody is in range to interrupt - especially because ranged are almost always blowing their interrupts on Spore Shooters.

  3. #5583
    The add does not need 3 melee. We have 2 do it. Rogues/Warriors w/e we have in. Decay has a 10sec CD everyones interrupt is 12 or 15 sec CD how does that require 3?

    No point should you have to move the add as it casts except maybe once or twice due to bad waves and the tank should get that interrupt if you don't have a rogue who can cloak and just interrupt it.

  4. #5584
    Plus, fairly sure that there's a number of ranged who can interrupt too.

  5. #5585
    We just set group 1 and group 2, everyone in group 1 (half the dps players) interrupts the odd casts group 2 (other half) interrupts the second. If 8 players are doing it its obviously gonna stop it going through, but the hard part is moving the add, AS travel time doesn't help with the quick cast.

    We did only go with 18 players to learn it due to dcs and family shit going on, so it should be easier with the extra 2 players but it's still not a fun fight with the randomness of it all.

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