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Thread: Can you stop it with the instant death trash?

  1. #16
    Rift Chaser Aphophis's Avatar
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    Quote Originally Posted by bitnine View Post
    Or you could just have someone ranged stand in the back and keep Shatter Bomb out of the raid. Though I suppose they should still run when they see the cast. Maybe.
    Have a tank stand away from the raid.. doesn't even have to move hurts very little.
    Taking the water elementals in upper HK is fun, if you tank them next to the elevator. See the entire raid get pulled in on top of the elevator hole. Instant death if the elevator is on the bottom floor. Very enjoyable if you are the tank
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  2. #17
    RIFT Guide Writer Gyle's Avatar
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    Quote Originally Posted by CreepyD View Post
    Those golems near Molinar you mean? Shatter Bomb?
    It has a cast time.. Start running before he finishes.
    It's not shatter bomb that pisses me off, it's Buzz Saw. I can't say how many times i have ported or charged into a trash pack with a golem and been immediately killed by buzz saw.
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  3. #18
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    Quote Originally Posted by PFalcon View Post
    The critical damage % for each progressive tier will need addressed. What's the damage modifier for ID going to be? Can't keep multiplying things out of control if HP doesn't do the same.

    As a warrior, I like the ability to take a few hits from T2 raid mobs, and in fact it increases my AP if I get criticalled, by more than two tiers of gear. However, it's incredibly dangerous without toughness rating.

    I actually have a DPS role saved with toughness gear on now. The small fries just crit for way too much.

    They designed tanking and damage this way so tanks are never rendered wastes of party spots like they often were in FFXI. However, it's created a ridiculous arms race, where in ID, even a pygmie trash skeleton will crit you for 9k unless you have 250 toughness.
    The question is why anything is on you, as a dps, instead of the tank.

  4. #19
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    Quote Originally Posted by LockedOn666 View Post
    /sleep on zilas lasers works, btw.
    Just tried this last night. Laser went right over me. Awesome!!

  5. #20
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    I like mechanics like T2 Fire RR where people still have no idea why, during the phase with the 3 linked bosses, one will constantly charge mana users and just 1HKO them most of the time. That's been around for 3-4months and i've never heard of a solution.

    That's the only instant death mechanic I think is annoying.

  6. #21
    RIFT Guide Writer Sebb's Avatar
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    Quote Originally Posted by hippyman View Post
    Just tried this last night. Laser went right over me. Awesome!!
    Lol I don't believe it. Totally telling the new kid to do this next week.
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  7. #22
    Rift Chaser Valfador's Avatar
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    I can confirm, sleeping keeps you alive


    Also playing that annoying twink in Bloodiron battlegroup

  8. #23
    General of Telara
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    This would've been really useful for the lag issues we were having last night ;x

    Also, if trash doesn't have the threat of killing you, it's boring trash.
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    This quote offers insight into why there are so many perceived balance issues. To some, it doesn't matter how good something is; if it isn't the best, it isn't worth using.

  9. #24
    Plane Walker LockedOn666's Avatar
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    If you push zilas to 60% within the first 2minutes, Turrets will pop out of the corners to help with adds.
    Last edited by LockedOn666; 02-24-2012 at 02:03 PM.
    lazor - da mage 5/8 Dark Phoenix

  10. #25
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    Quote Originally Posted by Sebb View Post
    Lol I don't believe it. Totally telling the new kid to do this next week.
    Poor Mulu.

    And if anyones QQ'in about shatter bombs, shame on you. I stand in the back as a Chloro and take the shatter bombs.

    We honestly don't have much trouble with trash except when we derp pull when a needed person isn't there. It was a PITA learning it. Now its just a waste of time.

    Or when our tank falls down the elevator hole from the 2nd floor.
    Last edited by Pooshonmyshoos; 02-24-2012 at 02:30 PM.
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  11. #26
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    Or when the tank gets thrown over the edge on the way to vladmal or grug.

    I deal with shatterbomb for my guild as a MM rogue. I just make sure I'm out of it when it's cast and that I'm the farthest away. My guildies know better for the most part, those that don't learn quickly.

  12. #27
    Prophet of Telara ChainsawPlankton's Avatar
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    eh the only thing I noticed with hk/mCR trash is I stand back and play cabby instead of running in and using souldrain as an Inq.

    powersink is just annoying, and mana drain or mana wrench or something hurts, or was that the jumpkick from the fire raid rift?

  13. #28
    Plane Touched laughingskull's Avatar
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    Some fights are designed to me unfriendly to different types of classes. Trion does seem to like forcing you to move about and watch out for mechanics, but this doesnt mean they have gone to far. Just learn the mechanics and figure out how the fight is supposed to be done. If the fight is hard for you, GOOD! They are not supposed to be cake walks. Hard content = good. Faceroll content = bad.
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  14. #29
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    Quote Originally Posted by AquaSquirrel View Post
    I like mechanics like T2 Fire RR where people still have no idea why, during the phase with the 3 linked bosses, one will constantly charge mana users and just 1HKO them most of the time. That's been around for 3-4months and i've never heard of a solution.

    That's the only instant death mechanic I think is annoying.
    Lots of mobs have charge mechanics... bugs in AP, the three linked dudes before Scarn... you handle them all in the same way, you stack in melee.

    Sorta ticked they nerfed all the dungeons. You had to learn mechanics to progress when the game was released... not picking on you, it's just that whenever I play my healer I notice most players completely ignore mechanics in dungeons. This is why some players have problems in raids, they aren't used to paying attention while they play.

    The same mechanics you get in T1 and T2s you'll see in raids. Allowing players to ignore mechanics in dungeons makes them ill prepared for those same mechanics in raids. Then you get threads like this.
    Last edited by Mayi; 02-27-2012 at 11:09 PM.

  15. #30
    Prophet of Telara
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    Quote Originally Posted by Mayi View Post
    Lots of mobs have charge mechanics... bugs in AP, the three linked dudes before Scarn... you handle them all in the same way, you stack in melee.

    Sorta ticked they nerfed all the dungeons. You had to learn mechanics to progress when the game was released... not picking on you, it's just that whenever I play my healer I notice most players completely ignore mechanics in dungeons. This is why some players have problems in raids, they aren't used to paying attention while they play.

    The same mechanics you get in T1 and T2s you'll see in raids. Allowing players to ignore mechanics in dungeons makes them ill prepared for those same mechanics in raids. Then you get threads like this.
    What they need to do is make the mechanics that are supposed to kill you... kill you.

    Death Blast from the 2nd boss in DSM hits for like 5k. /wiggles fingers. FIVE THOUSAND! /scurred.

    Atrophenius' Death Rae in xRD? also ignorable as the tank. And most everyone else now if your healer knows what a cleanse is.

    Konstantine's Mathosian Fury? lols.

    The list stretches on forever and includes pretty much every mechanic in expert dungeons that's supposed to kill you.

    What irks me the most is when some of those people eventually make their way into raiding guilds and are still clueless about mechanics.

    Fortunately for me, I've sway enough in my guild to remove that particular breed of derps.

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