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Thread: Maklamos adds randomly bugged still?

  1. #1
    Rift Disciple
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    Default Maklamos adds randomly bugged still?

    It seems like sometimes the adds drop in health, sometimes they do not. I know interrupting that first cast was suppose to have been hot fixed, but even when no one is using AP the adds sometimes seem to stay at 100%. We've tried not casting an interrupt at all on the first and second add in hopes that the third will drop, sometimes it worked, sometimes it didn't.

    We eventually muscled through it with the third add sticking at 100, but I am really curious to as to if anyone else is seeing similar problems or if it is something we are missing.

  2. #2
    Rift Disciple
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    So the adds always drop to their designated percentages, no one else has seen the bug? We've had it complete the first casts and several casts after that before it drops, but like i mentioned sometimes it never drops at all.

    Hoping for at least a 'no it works flawless for us' reply or two :/

  3. #3
    Plane Touched merder's Avatar
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    Hi Mac

    I'll reply
    WORLD RANK #1 :: MOST WIFE-AGGRO

    Certified Mathemagician.. 8/9

  4. #4
    Rift Disciple
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    thank you Merder!

    All these guilds with their posts about laethys and maelforge, and none of them can stop by just to say " NO THE DAMN ADDS ARENT BUGGED **** NOOB" or vice versa :/

  5. #5
    Ascendant
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    We killed him Wednesday night with no 100% health add trouble.

  6. #6
    Telaran
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    adds arent bugged for us, rest of the fight still is though :P
    Last edited by AcidSquirrel; 05-29-2012 at 05:02 PM.

  7. #7
    Shadowlander
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    As of right now it seems as though some or most guilds are just ignoring/burning down the adds as they spawn.

    Ours were bugged during our downing, they'd spawn at 100% cast and stay at 100% come into the fight at the 85% 50% and 35% marks. Though on our first go the third add came directly 3 seconds after the second add came into the fight. After the wipe and reset they acted normal with the boss's percentage but were still bugged.

    I've noticed the add's can be random with theyre bugs, sometimes you can get there hp reset during the fight after 5-8 casts or whatever. But as for how my guild has done it, weve just ignored the interupts and burn the down as they came into the fight.

    Though before the last patch they were working as intended on our downings but after the patch they became broken, not sure how it is for other guilds but thats all the info i can provide.

  8. #8
    Telaran
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    We had the same issue last week, the adds sometimes spawn with 100% health, and cast around 7-8 times then drop to 10% and continue as they should. We even had the 2nd and 3rd add up at the same time, but managed to survive because they both bugged.
    Teoztroy - <The Fabled> - Icewatch - T1 Content: Cleared (Conquerer) - T2 Content: Cleared - Infernal Dawn 5HM/8 - Primeval Feast 4/4

  9. #9
    Rift Disciple
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    Quote Originally Posted by FiXT View Post
    As of right now it seems as though some or most guilds are just ignoring/burning down the adds as they spawn.

    Ours were bugged during our downing, they'd spawn at 100% cast and stay at 100% come into the fight at the 85% 50% and 35% marks. Though on our first go the third add came directly 3 seconds after the second add came into the fight. After the wipe and reset they acted normal with the boss's percentage but were still bugged.

    I've noticed the add's can be random with theyre bugs, sometimes you can get there hp reset during the fight after 5-8 casts or whatever. But as for how my guild has done it, weve just ignored the interupts and burn the down as they came into the fight.

    Though before the last patch they were working as intended on our downings but after the patch they became broken, not sure how it is for other guilds but thats all the info i can provide.
    This is exactly what we are seeing as well. So it's not just us!

  10. #10
    Plane Touched
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    So another patch and no fixes for Maklamos. Is Trion even trying to fix this fight now or is it what we see is what we get till the end of time?
    Retired Warrior Class Lead for The Grubs. No longer playing but still following the game.
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  11. #11
    Plane Walker MRFabulouss's Avatar
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    Somewhere between they want to keep people happy ,and the engineers are scathing their eyes out/time on other projects.

    E: that's my best guess
    Last edited by MRFabulouss; 05-30-2012 at 02:31 PM.
    Calm As A Bomb

  12. #12
    Soulwalker
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    Maklamos last night was, for us, kind of frustrating. The first add would typically take the plunge in health nearly every time. The second and / or third adds would only drop from 100% about half the time. There was a lot of guessing as to what was going on, but end result is that the adds were not working at all.

    Aren't they supposed to be Immune while they are not active? I know for sure that on one particular attempt the add was taking minor damage before he became active as I watched his health go from 100% -> 99% -> 98% before he took a health plunge and then became active at 60%.

    Also, weird side note here, we saw the third add become active and have 66% health at one point.


    The Maklamos fight, if all were working as it seems to have been intended, could be a pretty fun fight. Hope to try it out that way someday!

  13. #13
    General of Telara
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    We had the 3rd add remain at 100% HP for a good chunk of time then it decided to drop to 30% HP.

  14. #14
    Rift Disciple
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    Last night I was the only one responsible for keeping the adds at near 10%. As a mage yes this is possible. With that said, I noticed the following issues.

    If I had arresting presence on the mob when the second ad spawned (80% or 50%) the next add never dropped in health 100% of the time. at 81% and 51% I resorted to utilizing single target interupts to stop the heal. With a backup chloro with 10 in dom we had roughly 8 seconds to push past 1% in health on the mob (easily doable).

    If we utilized the single target interupt approach the next add (the second and third adds) eventually had their health drop. I am not entirely sure when that occured but I suspect that happened when the previous add died (aka when Number 1 add died Number 2 add dropped in health. This didnt always occur, but the rate was around 80% in success for the add to have the health drop. I cannot confirm the add death theory because I was focused on keeping the sitting add interupted.

    The add mechanic is still clearly screwed up by Trion and needs to be fixed. The most simple solution (which we thought was posted as being implemented by developers of Trion) is to have the mob that spawns instantly cast its ability and drop to 10% health...then its up to the raid to interrupt the casts if they desire to keep the mob's health low until the add becomes active. This is crazy that Trion cannot implement such a simple solution to this mechanic.

    A comment by a Dev would be most appreciated but I dunno if that is going to occur. This mechanic
    Last edited by Crumdum; 05-31-2012 at 10:32 AM.

  15. #15
    Soulwalker
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    Quote Originally Posted by Crumdum View Post
    This didnt always occur, but the rate was around 80% in success for the add to have the health drop. I cannot confirm the add death theory because I was focused on keeping the sitting add interupted.
    Nah Crum, I know I saw Add #2's health drop once when boss was around 61%. And since we kill the adds as soon as it pops, I know it didn't take us 19% of the boss health to down the first add.

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