So, are there any mechanics left that work in the new raid?
At least we still have thermal detonators, I guess.
Posted Mar 8, 2018, 2:24 AM UTC
At least we still have thermal detonators, I guess.
Posted Mar 8, 2018, 2:24 AM UTC
CG - “Thanks for the reminder we will now nerf these even further into oblivion. Also - %#*^ you, mo’ money plz”.
It’s clear that “open your wallet” is the strategy CG intends us to use. Can’t release future op raid characters if current characters are working just fine...
This.
Clearing the playing field for new P2W characters to be rammed down our throats
Yes. There are.
In p1, you can use the mechanic of doing damage to the boss using (edit)non basic abilities(/edit) to avoid the defence down, having high tenacity to avoid defence down, cleansing defence down, and minimising how much protection you have (DN good, pheonix bad).
In p2, you can use the mechanic that the boss’s ability makes you do more damage, so by having survivable characters, you can do lots of damage, while glass cannons have to juggle the special ability.
Etc.
You need to actually read and respond to the boss’s abilities, rather than thinking that raids are only achieveable through infinite turn meter shenanigans.
Remember that there are 50 of you doing this raid. You’re aiming to do 2% in each phase. The days of a single squad soloing a phase are thankfully behind us.
What do you mean by secondary damage? Is that like daka and magma troopers random secondary attack? Or like a non-basic attack?
In p1, you can use the mechanic of doing damage to the boss using secondary attacks to avoid the defence down, having high tenacity to avoid defence down, cleansing defence down, and minimising how much protection you have (DN good, pheonix bad).
I have played around with tenacity, even trying savage and ackbar leads for a while, and it did little to help. I don't know if the stats are available, but I am confident most of the units in this raid have very high potency.
In p2, you can use the mechanic that the boss’s ability makes you do more damage, so by having survivable characters, you can do lots of damage, while glass cannons have to juggle the special ability.
Yes, these are the raid mechanics. I too have read the details page in game.
You need to actually read and respond to the boss’s abilities, rather than thinking that raids are only achieveable through infinite turn meter shenanigans.
I mean, I haven't been doing this with STH, but I played around with other heroes like savage and RG, who are now going to be nearly useless, like most of the dark side half of my roster.
The tenacity is the biggest problem, imo. Make them immune to TM reduction or tenacity down, but the stacking tenacity just shuts down a huge chunk of my roster.
Combine this with other mechanics like nihilus protection stealing, and there goes another big chunk of my roster. No foresight for one boss, there goes another big chunk. Assists are punished? There goes more. Bosses ignore protection? there goes more.
And then because of these mechanics I need to swap in one of a half dozen healers and a cleanser or someone with tenacity up.
Remember that there are 50 of you doing this raid. You’re aiming to do 2% in each phase. The days of a single squad soloing a phase are thankfully behind us.
There is a huge dropoff in raid scores between people who have JTR and those who do not. On the order of triple.
In my guild I'm near the top of the people who don't have JTR, and the only thing that consistently works well is DTs death mark. It feels so gimmicky. I try with other teams and get very lucky to break 500k.
The dropoff in effectiveness between JTR or deathmark comps vs everything else is so huge that it's just absurd.
The last three comments are exactly why thy are nerfing expose and death mark, then dropping the raid boss health. To avoid that ludicrous gap between the best two characters and the rest.
My point was mostly that the raid boss abilities really are the tactics we should be focusing on. Trying to find a way to generate infinite turn meter (st Han) is not how the devs want us to beat this raid. Trying to find a character who just does an order of magnitude more damage than others without interacting with what makes the bosses unique (jtr or dt) is not how we’re meant to beat this.
The shtick of the first boss is protection based on our protection, and making basic abilities tricky to use. Focus your theory crafting on ways to avoid giving dn protection regen. Don’t try to stop dn getting a turn, because it will just be nerfed if you work out another way.
Trying to find a way to generate infinite turn meter (st Han) is not how the devs want us to beat this raid.
Yes, but they also gave the same kind of treatment to over a dozen other heroes that weren't breaking the encounter.
Savage was useful in these cases, now he's not.
The shtick of the first boss is protection based on our protection, and making basic abilities tricky to use. Focus your theory crafting on ways to avoid giving dn protection regen. Don’t try to stop dn getting a turn, because it will just be nerfed if you work out another way.
Like I said, I am aware of this.
I need to avoid buffs to keep nihilus from gaining them as well as regening protection, but I also need to keep away debuffs to fend off annihilate, especially since he doesn't always use it on cooldown, which can get someone killed. And while I'm doing this, I need to do damage to him somehow, preferably without hitting him directly, or giving myself any offensive buffs, or depending on any resistible effects.
That narrows down my roster quite a bit, and that's only just one phase, not to mention the phase where we have to deal with all 3 at once.
TM gain mechanics still work fine, albeit ones that are based on dots (CLS unique) are neutered.
Expose still works, you just need 50 jtr squads now instead of 25 to clear a heroic phase.