Nashred wrote:
Thayos wrote:
Gnu, you may have convinced me to buy D3 for the ps4.
I'm also at that Turn 5 wall, and it's just frustrating. My problem is I can't even learn the fight, because I can't ever find other "learners" who can get past dive bombs... and parties that can get past dive bombs don't want people who've never been past it.
I'm a pretty skilled gamer, so it's frustrating to be so limited. If this were a single-player game, I'd have smoked it long ago.
The funny thing is it is buffed and its still hard. I actually have not run it since the buff...
Our static got to T5 pre buff and we made it about 1/2 way through T5 once. After several weeks I think burnout hit and being tired of banging our heads against the wall the static stopped.. I defiantly think with a buff they could make it though, pretty talented group. Could have made it prebuff if people had the time to dedicate but thats allot of time.. Another issue is we had to fill spots after a few weeks which set us back too..
Also Titan EX which you were not allowed to pass around yet was another wall.. Pretty many people got sick of it and quit or played less like I did.. I knew there was no way around t-5 with our group at the time or titan ex.
T-5 and second coil right now pretty much requires a static...
Edited, Aug 26th 2014 1:48pm by Nashred T5 isn't all that difficult now. The only hard part really is watching for the dive bombs, and making sure you're properly in the hole (Being properly in the hole seems to be the major issue here for some reason), and don't run too soon or too early. Everything else should be learned pretty easily since the mechanics aren't THAT bad (all of coil 2 is much harder than T5, except maybe 6). Before the echo and better gear healing was pretty difficult (tank could get one shot), and making sure the big snake was dead before Twintania came back was a "know how to play your job" check.
Now the major issue is the dive bombs. I don't consider it a really difficult mechanic but people just seem to not get it. In almost all the runs I did where we failed miserably, the issue was someone not far enough in the hole for Twin to dive outside the arena. We all proceed to get dived on because at that point there's no where to go really. If one or two people get hit that's fine, but getting everyone hit is almost guaranteed a wipe. I'm guessing people are afraid to go to far in because of the purple wall, but I don't think these people killing us realize how far in you have to actually go before that wall kills you. You have to get pretty close, like half your character inside the wall close before it kills you. Besides that the only thing to worry about is moving when the green comes up, which isn't that bad. You just have to be paying attention to yourself the whole time. Preferably someone will be calling it out but that doesn't always happen.
Second issue I see is usually the big snake. I don't know what people don't get about stopping DPS at 50% on the small snakes, but they do it anyway. Possibly because they don't understand the mechanic which i'll go over. Basically killing a small snake puts a debuff on anyone near it, INCLUDING other enemies, which increases damage taken. The goal is to put 4 stacks of that debuff on the big snake. Only 2 snakes spawn at first, and if you kill them too early, the debuff will wear off and the big snake will take longer to kill. Even with the echo I have seen groups fail simply because the snake isn't close enough to dead before twin comes back, all because it never got its full stacks.
Twisters are really easy, just spread out around the outside of the arena and make sure you have some personal space to run a circle in. Dreadknights should be slowed by any ranged DPS that can, and the tank SHOULD be stunning it at least once. Paladins should stun it twice if they can. By then it should be dead or close to. Melees here need to run away when a dread spawns, and then start fighting them after it picks a target.
Last phase is very easy. run all liquid hells around the outside of the arena if possible, and DO NOT cover a neuro link with them. Ideally you want a melee to stand under twintania to eat hatches that spawn. They wont take too much damage but do need to be healed. If that link under twin gets covered by fire it's then EVERYONES responsibility to make sure they can get to a neuro link if they get targeted by hatch. This means standing near them. Technically a tank could stand under twin to absorb hatch if they are geared enough, but if the intention is to clear then the tank not taking unnecessary damage is a good idea. Also if the heals have been pretty sketchy.
Healer tips: No phase requires group healing to be done (medica/succor). Basically the whole fight is single target damage, with the AoE being avoidable. The tank is top priority for healing though so make sure they are healed FIRST before anyone else. A tank dying is a wipe unless you go with an off tank.
SCH tips: ALWAYS save at least 1 lustrate per death sentence. If the tank gets hit with DS, and you have no aether stacks ready, you're not doing something right. The only way to ensure the tank doesn't get destroyed later in the fight is to lustrate right after a DS. You can do whatever else you need to with your stacks as long as every DS is covered. a DS + plummet + crit melee can happen, and unless the tank is very well geared, may very well kill him. (DS adds healing debuff, and a pretty major one. Simply spamming physic + fairy won't do)
Tank tips: Use letter markers to mark each spot you intend to have a collar drop. This way people can see what you plan to do, and can avoid getting hit by twintania when moving her. When engaging the fight (solo tank), pop a cooldown right away when you get agroed (this will claim them turning them all red and generates a tiny bit of hate) and empty your ENTIRE mp pool into flash to grab hate on everything. Then rotate your combo on the 4 enemies and hate should be fine from there.
DPS tips: During conflag save cooldowns for every SECOND conflag that pops up. The odd number conflags get fireballs meaning the conflag duration is increased. The second ones are the ones that will kill people if done too slowly. NEVER transition conflags into dive phase when a conflag is UP, or about to be up. At 58% all DPS should stop attacking. ALL DPS. Resume and push phase at 55% right after a conflag has been destroyed. During dives pay more attention to the dive markers than your DPS if you keep getting hit with bombs. You can make up for your lack of DPS when the snake has 4 stacks of the debuff later. You not dying/getting other people killed is the most important part of dive phase.