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View Full Version : Energized Taehric Construct


slippery
07-19-2010, 02:10 AM
<p>Greatest example yet of an encounter where zone geography was not considered with mob script. The knock is just silly.</p><p>The dot ticks are still really extreme. When the initial hits you for 4k and then 3 seconds later it ticks for 27k it just makes you sigh. </p><p>Mem wipes in the middle of ae cycles are fantastic as well. </p><p>But really, the knock with the lack of zone layout to aid you is fantastic, especially with mobs and large hit boxes with ae's that slaughter your raid. </p><p>However, if you only do one thing at all to change this encounter, the healer curse should not be able to land on 2 healers in one group. It is literally a death sentence for that group, because the curses line up perfectly with ae's. With the ae ticks one shotting anyone and then having curse on 2 healers in same group it is just luck, luck that happens quite often. </p>

rubels
07-25-2010, 11:57 AM
<p>Your pulling it wrong.</p><p>If your doing it correctly , the KB is not a issue for your raid force or tank.</p><p>Set up a timer for the nox aoes (anything longer then a tic is your healers fault) , also when it freaks out you do realize it gains a aoe damage bonus ?</p><p>Memwipe can easily be timed and have your OT ready at this point.</p>

slippery
07-25-2010, 01:11 PM
<p>So you've killed the hard? No? Oh.</p><p>Although I find your learn to raid comments funny when directed at the guild leader of one of the top guilds in the game.</p>

slippery
07-25-2010, 01:14 PM
But please, feel free to show me how to pull this mob so that the tanks don't get knocked, the mt healers don't get knocked, the rest of the raid doesn't get knocked, people aren't too close with the large hit box of the hard version and get slaughtered by ae's, and their aren't line of sight problems where you have to move to be able to curse cure mt healers. There is no way to pull this mob to accomplish that.

rubels
07-25-2010, 07:17 PM
<p>Hehe your not the only guild thats pulling HM.</p><p>Ok , looking at the circle from the top . The crystal formation place your DPS / Healers to left of it against the back wall this max range for the aoes, also solves your LOS issue.</p><p>Place the MT at the post directly (KB protected) in front of you, this will also place your raid force outside the large hitbox.</p><p>The only peeps that need to move is the caster for the clicky to your right with a aoe avoid. Dont get me wrong it needs refinement since we are working on it as well but I hope that helps.</p><p>Also dude , relax there was a time when raiding was about helping each other formulate strats since honestly your progression does not hinder mine. As for your guilds ranking who cares (killed everything you have buddy) , its about doing the content not stroking epeens.</p><p> I didnt mean to say your ****ing it up just pointing out what I know about the encounter. </p>

Jeal
07-25-2010, 07:28 PM
sigh... clearly... clearly... you are missing the point

rubels
07-25-2010, 07:33 PM
<p>I got the point soe screwed it once again, but it is doable.</p><p>Unless theres some sort of hidden message , that I need a secret decoder ring for ? Sorry , I didnt waste my DKP on it <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

SacDaddy420
07-26-2010, 01:14 AM
<p>learn to raid, arabel.</p>

slippery
07-26-2010, 01:54 AM
Obviously

rubels
07-26-2010, 02:46 AM
<p>Well I guess you take stuff wrong, who knows.</p><p>Well GL and hope you can open wing 3.</p>

slippery
07-26-2010, 12:35 PM
Yea, I must have missed it some where in that first post where you are trying to teach me how to raid. You really had nothing to say about my post that illustrated the problems that make the mob unreasonable to kill. Could it be killed as is? I'm sure it can, we've got it in to the 50's multiple times. Then luck catches up with curses, mem wipes, and ae's that slaughter your raid.

slippery
07-29-2010, 02:40 AM
Is the examine info for ranges for damage on the ae's correct? It really doesn't seem like it. The dot just ticks way too hard. You want it to tick hard? Fine, they should hit more like 12 seconds apart. Although, basically, this is an encounter that is how many pulls will you take till you get lucky, so Roger loves it.

slippery
07-29-2010, 02:57 AM
Ever single thing about this encounter is dumb. Congratulations on an encounter where the room is completely terrible for the encounter. Congratulations on an encounter that mem wipes in the middle of ae cycles. AE cycles that by the way slaughter you in close, slaughter you in the frontal, and slaughter you if they tick. Congratulations on making your healers unable to do anything every 30 seconds. Every 30 seconds that almost always falls right before an ae lands, an ae that they now can't cure and can't heal. Quite frankly, the encounter just isn't scripted enough. The events take place in such a manner that they are all but impossible to deal with in a reliable fashion and realistic raid setup. What you need to deal with all the randomness just isn't realistic, especially when combined with all that isn't under your control.

Putyo
07-29-2010, 02:07 PM
<p>I would not want to be in the top 2 guilds atm, it just does not sound fun at all</p>

Crismorn
07-29-2010, 03:12 PM
<p>Recipe for failure.  Taehric Construct</p><p>-  Give out 2 curses at the same time</p><p>-  Have those 2 curses only hit healers</p><p>-  Make the curse uncurable by the priest it lands on due to stun/mez/stifle/etc.</p><p>-  Make it so those 2 curses can both land on 2 healers in the same group</p><p>-  And best of all add 3 ae's that can start to land at the same time the curses land on healers.</p><p>-  Add another curse that only hits fighters, which reduces all healing they receive so healers cant just focus on curing each others curse as it lands to avoid groups wiping to ae's.</p><p>-  Require me and my guildies to kill this mob so we can see new raid content that will probably be exactly the same as the encounter I just lucked my way past.</p>

Kunaak
07-29-2010, 03:52 PM
<p>construct hard mode is a absolutly miserable fight at the moment.</p><p>the damage output of this thing is way too high.</p>

slippery
07-30-2010, 01:56 AM
Really, I see 2 roads to fix this encounter. For both roads, the mob needs to have the same damage on his ae 360, it should not be harder in a frontal. With the crystal thing and having to joust everyone away from the mob it makes zero sense what so ever. Road 1. Take away the knockback. This is the preferable option. It will still be a very difficult encounter, but you take away the luck. You make it about the raid being able to adjust. You let the raid free stand where ever they need to and try to deal with all the other randomness. Road 2. The more likely scenario to making the encounter something you can deal with. Far more scripted. You start the fight at 0. At 8 ae hits, at 16 ae hits, at 24 ae hits, at 32 curses hit, at 40 the cycle starts over. You can leave the mem wipes like they are. The curses really destroy you on this fight, especially when an ae can hit, a healer instantly goes to cure it, in the middle of their group cure the curse lands on them, and they can't finish the group cure...... That pretty much guarantees it is going to tick, and the tick hits so hard it pretty much one shots everyone. This would at least give you a little leeway to deal with the curses without the raid dieing, but still make them important.

Syndarin
08-02-2010, 05:22 PM
<p>Personally, I think this is the perfect concept for all the encounters in game. Tons of Curses, and a brutal AE cycle. Ark, HM Vaclaz, and HM Construct have to be my 3 favorite fights to do ever. Keep up the good work Roger!</p>

ThomasCH
08-02-2010, 06:33 PM
<p>Had a total of 6 pulls on the challenge-mode and we havent even cared to try since then. It could use some adjustments.</p>

Darchon6
08-03-2010, 11:59 PM
<p><cite>Crismorn wrote:</cite></p><blockquote><p>Recipe for failure.  Taehric Construct</p><p>-  Give out 2 curses at the same time</p><p>-  Have those 2 curses only hit healers</p><p>-  Make the curse uncurable by the priest it lands on due to stun/mez/stifle/etc.</p><p>-  Make it so those 2 curses can both land on 2 healers in the same group</p><p>-  And best of all add 3 ae's that can start to land at the same time the curses land on healers.</p><p>-  Add another curse that only hits fighters, which reduces all healing they receive so healers cant just focus on curing each others curse as it lands to avoid groups wiping to ae's.</p><p>-  Require me and my guildies to kill this mob so we can see new raid content that will probably be exactly the same as the encounter I just lucked my way past.</p></blockquote><p>- make it parry 33% of melee attacks from behind during each 10s cycle that you're able to melee it without dying to AoEs, nullifying any possible reason to include rogues and predators in the raid setup over mages <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p>

slippery
08-05-2010, 01:24 AM
<p>The encounter is drastically better without the knock. However, the AE really needs to not hit harder in the frontal.</p><p>Edit: Either that or the hit box needs to be drastically smaller. The giant hit box + stopping and casting spells + mem in the middle of ae's cycles = raid getting frontalled. It just means that you pick the mob back up, you try to get it farther away from the raid, and since you have to be so far away from him to make him move, he ends up standing still to cast then targetting random people even though you have agro.</p>

slippery
08-05-2010, 05:50 AM
<p><cite>slippery wrote:</cite></p><blockquote><p>The encounter is drastically better without the knock. However, the AE really needs to not hit harder in the frontal.</p><p>Edit: Either that or the hit box needs to be drastically smaller. The giant hit box + stopping and casting spells + mem in the middle of ae's cycles = raid getting frontalled. It just means that you pick the mob back up, you try to get it farther away from the raid, and since you have to be so far away from him to make him move, he ends up standing still to cast then targetting random people even though you have agro.</p></blockquote><p>Thanks again for the knock, it is obviously killable now as we did.</p><p>I still feel the main thing this encounter needs is the ae's not to hit harder in a frontal.</p>

Ballads
08-08-2010, 03:54 AM
<p><cite>slippery wrote:</cite></p><blockquote><p><cite>slippery wrote:</cite></p><blockquote><p>The encounter is drastically better without the knock. However, the AE really needs to not hit harder in the frontal.</p><p>Edit: Either that or the hit box needs to be drastically smaller. The giant hit box + stopping and casting spells + mem in the middle of ae's cycles = raid getting frontalled. It just means that you pick the mob back up, you try to get it farther away from the raid, and since you have to be so far away from him to make him move, he ends up standing still to cast then targetting random people even though you have agro.</p></blockquote><p>Thanks again for the knock, it is obviously killable now as we did.</p><p>I still feel the main thing this encounter needs is the ae's not to hit harder in a frontal.</p></blockquote><p>I couldn't disagree more. I liked the KB, i like the AE's are frontal/rear damage proportional, what i don't liek is the 6 curses per minute that take out 2 of your curers ever cycle.The rest of the encounter is fine IMO just the curses like every other hard mode are out of control. Now to me it seems you are taking out all the parts of the encounter that make it differnt instead of the same reoccurring curse problem. If you really must adjust the AE's spread them out farther to a recast of 50 seconds and 10 seconds between instead of 8.</p><p>Want to fix this encounter ? Its Simple - make the curses ever 45 seconds instead of 30. In fact you would fix many of these over-curse fights(ark - vaclaz) by doing this, just decrease the frequency the curses come at you. Before we start axing more and more of the main points of encounters can we simply try adjusting the rate they come at us? Isn't that what tuning is, not removing, adjusting. If we keep going like this and removing the things that make mobs different instead of adjusting the frequency that the ability's come at you, all the fights just become clones of the one before it.</p>

Jeal
08-08-2010, 04:44 AM
<p>i share your sentiments about the curses but this fight doesn't overload you with them nearly as bad as some fights do.. most of the problem is the frontal portion of the ae which is impossible for the raid to avoid since when you activate the crystal you HAVE to get away from the mob even as a tank or he will kill you.. this causes him to target random people in the raid and frontal ae them.</p>

Ballads
08-08-2010, 04:20 PM
<p><cite>Jeal@Unrest wrote:</cite></p><blockquote><p>i share your sentiments about the curses but this fight doesn't overload you with them nearly as bad as some fights do.. most of the problem is the frontal portion of the ae which is impossible for the raid to avoid since when you activate the crystal you HAVE to get away from the mob even as a tank or he will kill you.. this causes him to target random people in the raid and frontal ae them.</p></blockquote><p>I still think the curses are to much, lower the frequency of those and you can have fun dealing with the other parts of the fight.</p>

slippery
08-08-2010, 08:13 PM
<p>This is not one of your ridiculous cure curse intensive fights. Yes, the curse cures are important. They aren't however raid wiping effects, and they don't necessarily require more then 6 healers (cure the tank last every cycle and you are pretty much guaranteed to be able to cure every curse). The randomness from the curse is something that can be dealt with. The randomness from the knock with no way to mitigate it and the extra damage from a frontal on a mob you cannot keep on your tank for periods of the fight where he ae's make it more random then it needs to be. Changing the curses would make this encounter a complete and utter joke. The curses are the random factor that really test you on this. Make it 45 seconds and suddenly you only need 3 Templars to cure every single curse in the encounter. Not to mention, for the non templar healers that doesn't change anything. They still can only cure every other curse.</p>