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Tips for Giant Monsters + Eidolon

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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2017


    To me, it seems like if it is taking that long to kill Red Orbs 1 and 2, it is going to be a really tough run.

    You need to control the red orb until it's dead. However, I admit to not having timed it, I just know that the max duration you might need is 30s.


    (*No, I'm not exactly gloating about solo CCing the first 10 minute run of the new Eido... much)

    We did it in 8 minutes last night.
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited September 2017

    (*No, I'm not exactly gloating about solo CCing the first 10 minute run of the new Eido... much)

    That'd be something for the dps to brag about anyway, not the CCer. All we do is stun the orbs, the dps actually determine how long the fight takes :p

    Didn't we do one eido in like 6 minutes last week with me solo CCing? >w>


    Also 25-30 is pretty accurate even for a good run with fast dps.
  • monaahirumonaahiru Posts: 3,073 Arc User
    "Something" red or yellow or green. o3o
    spinnytop said:

    Oh good a video I'm in :'3

    u3u ...did you call the orbs..."portals"?

  • kamokamikamokami Posts: 1,633 Arc User
    edited September 2017

    Incidentally, I see the OP is a bit out of date.

    Thanks for the heads up. I updated the OP. The Update includes some of your tips + one of monaa's videos + the callouts mentioned in the other Eido thread.

    Reading this one more time, it may be optimal to have the DPS kill just 2 reds and run back to Eido. The CCer could stun and restun the last red, in case some of the DPS accidentally attack it, until the phase is done.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2017
    kamokami said:

    Reading this one more time, it may be optimal to have the DPS kill just 2 reds and run back to Eido.

    There isn't a lot of point to it, Eido has massive damage resistance during red phase and while the damage from a single orb is survivable it's still enough to be annoying.

    Oh, a small point about the unlocking missions: the teams doing the unlock missions should be in contact making sure they're defeating their respective bosses at about the same speed, (just call out health, and if one team is way ahead, slow down) as that means all DPS can immediately head to the third mission.
  • kamokamikamokami Posts: 1,633 Arc User

    Also, I'm wondering if debuffing the damage of the 3rd green might be helpful. I still haven't figured out how or if debuffing works, but maybe if someone dropped some Sigils, Fear and Sleep on it, maybe it would make the damage survivable even for squishies. Obviously, the better plan is to kill all 3, but as a backup plan, this might work.

    Possibly. The damage source is Eido himself for all the things...reds and greens
  • jaazaniah1jaazaniah1 Posts: 5,553 Arc User
    If you hit Eido with Ebon Sigils, Mini Drive, etc during the orbs phase does it reduce the damage that comes off of him?
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  • avianosavianos Posts: 6,195 Arc User
    edited September 2017
    jaazaniah1 wrote: »
    If you hit Eido with Ebon Sigils, Mini Drive, etc during the orbs phase does it reduce the damage that comes off of him?

    During that Red Orb Phase, Eidolon is in a tranquility mode, constatly removing Debuffs and DoTS

    As for the Green Orbs, i believe their damage is not linked with the eidolon
    It may be fixed damage no matter what
    Unless someone have run a parsee test to see if damage debuffs help with green orbs​​
    Post edited by avianos on
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  • kamokamikamokami Posts: 1,633 Arc User

    If you hit Eido with Ebon Sigils, Mini Drive, etc during the orbs phase does it reduce the damage that comes off of him?

    hard to tell...possibly
  • monaahirumonaahiru Posts: 3,073 Arc User

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  • monaahirumonaahiru Posts: 3,073 Arc User
    nbkxs said:


    2. When reds are near him, fire passive characters, pestilence characters, move away from the red orbs. Your passive is going to wake up the orbs nearby.

    It's rather important for most of us Not to use power such like [Mighty Leap] etc..., or devices such like [Psionic Accelerator] because orbs will get Hold Resistance. No one should do unless the only CCer in team-up.

    Paralyze should be done by single CCer keeping 8 stacks of [Manipulator] and 2 [Sentinel's Brooch] modded in utility gear, with amount of Presence as Primary Stats. [Psionic Accelerator] should be one of the must device for CCer now.

    And I imagine Paralyze are better then [Ego Sleep] because sleep will be removed soon by taking any damage. We can't one-shot kill them while those are slept and Eido will get amounts of heal in very short duration. Paralyze can still keep hold on orbs while DPS are attacking.

    BTW Healer must keep CCer in mind because CCer is very important similar as Tank.

    Tank defeat nearly means 'everyone dead and reset'. So Healer 'A' must keep in mind about Tank.
    CCer defeat means never ending run. So I recommend CCer to pick a power to recover from defeat. Healer 'B' should mind about CCer.
    And Healer 'C', preferred having AoED, would be great support on team.

    And the amounts of DPS. I think.
  • kamokamikamokami Posts: 1,633 Arc User
    edited September 2017
    monaahiru said:

    Paralyze can still keep hold on orbs while DPS are attacking.

    Not for much longer than sleep. Paralyze is good in case someone accidentally hits an Orb with their energy builder, but if a big group of players start attacking it the hold will break just as fast as sleep would.

    The only type of hold that does not break on damage is a Stun. An Eido CCer needs to be able to quickly stun all 3 orbs. Then it won't matter who's hitting what because stuns do not break from damage.
    monaahiru said:

    It's rather important for most of us Not to use power such like [Mighty Leap] etc..., or devices such like [Psionic Accelerator] because orbs will get Hold Resistance. No one should do unless the only CCer in team-up.

    This is still very true. Even if the orbs are stunned by the CCer, other people adding their own holds will increase hold resistance and cause the stuns to expire early, freeing the Reds to heal Eido.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    monaahiru said:

    It's rather important for most of us Not to use power such like [Mighty Leap] etc..., or devices such like [Psionic Accelerator] because orbs will get Hold Resistance. No one should do unless the only CCer in team-up.

    It is, of course, fine to use those things on green and yellow orbs.
    monaahiru said:

    Paralyze should be done by single CCer keeping 8 stacks of [Manipulator] and 2 [Sentinel's Brooch] modded in utility gear, with amount of Presence as Primary Stats. [Psionic Accelerator] should be one of the must device for CCer now.

    Paralyze is very marginal in Eido, though a psi accelerator is worth having for other reasons. Paralyze is really only for a orb that you think will be untouched for at least 14-15 seconds.
  • spinnytopspinnytop Posts: 16,450 Arc User


    Paralyze is very marginal in Eido, though a psi accelerator is worth having for other reasons. Paralyze is really only for a orb that you think will be untouched for at least 14-15 seconds.

    It's fantastic for applying those CC debuffs tho... which are potentially very useful since I hear green orbs don't have debuff caps.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    spinnytop said:

    It's fantastic for applying those CC debuffs tho... which are potentially very useful since I hear green orbs don't have debuff caps.

    Yep. I certainly use it on green and yellow orbs.
  • monaahirumonaahiru Posts: 3,073 Arc User
    kamokami said:


    Not for much longer than sleep. Paralyze is good in case someone accidentally hits an Orb with their energy builder, but if a big group of players start attacking it the hold will break just as fast as sleep would.

    The only type of hold that does not break on damage is a Stun. An Eido CCer needs to be able to quickly stun all 3 orbs. Then it won't matter who's hitting what because stuns do not break from damage.

    kamokami said:


    This is still very true. Even if the orbs are stunned by the CCer, other people adding their own holds will increase hold resistance and cause the stuns to expire early, freeing the Reds to heal Eido.

    TY for pointing my misunderstanding.
    Is [Ice Grenade] effective more then [Psionic Accelerator] for the reds close to Eido in that case for CCer?
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    monaahiru said:


    Is [Ice Grenade] effective more then [Psionic Accelerator] for the reds close to Eido in that case for CCer?

    Ice grenade doesn't scale with manipulator and has a lousy base duration. The only really usable device for that is the perp incapacitator.
  • kamokamikamokami Posts: 1,633 Arc User
    edited September 2017
    light update to the OP: added an img with the current positioning of baby used at dino


  • kamokamikamokami Posts: 1,633 Arc User
    edited September 2017
    updated the OP:
    - moved the sections for each Cosmic to their own post in anticipation of adding more info + videos regarding unlocking Eido
    - added Title section, Who This Is For, and Table of Contents per the format of the other guides
    - updated the tips regarding the Kiga fight
  • pwestolemynamepwestolemyname Posts: 978 Arc User
    It might be a good idea in the Eido tips that you mention the issues trying to target Crystals. From what I can tell, the crystals spawn something like 3-5 seconds after the circle appears, and, of course, they cannot be targeted until they actually appear. The time difference needs to be tested, my number is just a guess, it generally feels like about 16 hours, especially if I am the CCer. If a player does not know this, it can cause panic (I know from experience).

    Also on Eido, under "General Notes", the second line should read "- If you are not the designated CCer..." There may be other CCers there, or people with CC powers, but only the designated CCer should be CCing anything. If there are spare CCers and they want to tag team, they can figure that out themselves.

    Last one, regarding the Red Orbs. It seems like Stun / Kill All is now the primary strategy, so the tips need to be updated to reflect that. The orbs no longer need to be CCed for 30 seconds, at least not usually. If it is taking DPS the full 30 seconds to kill all 3, we are already in trouble. I think the most common strategy for CCers now is, Stun #1, Stun #2, Paralyze/Sleep #3 then stun it when the group gets there. I know there are some that can triple stun, but that is pretty uncommon. So, the DPS group should not follow the CCer, since they will be killing the orbs. The CCer needs to get around to all 3 and back to the group before dying.

    Oh wait, one more last one: 1 healer needs to be designated all-time tank-healer. And, it would be nice if another healer was designated to keep an eye on the CCer. The main problem with a dead CCer is that getting Manip stacks back up to 8 after being rezzed takes at least 30.5 seconds (2.5 to activate Form and 7x4 to stack build). Depending on when the CCer gets rezzed, that could easily mean they end up in a Red Orb spawn without a full 8 stacks.

    Anyway, just some thoughts. Use of it what you will. As always, great job.
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  • avianosavianos Posts: 6,195 Arc User
    edited October 2017
    More people need to read this, and more people need to realize Cosmics is not an "EVENT" but permanent content​​
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  • kamokamikamokami Posts: 1,633 Arc User
    updated the Kiga tips section:
    - added some notes about phase 1 and phase 2 under General Notes
    - added rotation and tips for an alternative method for phase 1: Intentional Zerg
  • kamokamikamokami Posts: 1,633 Arc User

    Also on Eido, under "General Notes", the second line should read "- If you are not the designated CCer..." There may be other CCers there, or people with CC powers, but only the designated CCer should be CCing anything. If there are spare CCers and they want to tag team, they can figure that out themselves.

    Good point.

    Last one, regarding the Red Orbs. It seems like Stun / Kill All is now the primary strategy, so the tips need to be updated to reflect that.

    It is but I think the tips are relevant even keeping that mind.

    The orbs no longer need to be CCed for 30 seconds, at least not usually. If it is taking DPS the full 30 seconds to kill all 3, we are already in trouble.

    The designated CCer should have the ability to CC them for the full duration of the red phase, which is 30 seconds. Agreed that they don't and shouldn't have to do it usually, but if DPS is on the low side because some of the top dmg dealers died the CCer should still be capable of preventing Eido from healing.

    The CCer needs to get around to all 3 and back to the group before dying.

    Oh wait, one more last one: 1 healer needs to be designated all-time tank-healer. And, it would be nice if another healer was designated to keep an eye on the CCer. The main problem with a dead CCer is that getting Manip stacks back up to 8 after being rezzed takes at least 30.5 seconds (2.5 to activate Form and 7x4 to stack build). Depending on when the CCer gets rezzed, that could easily mean they end up in a Red Orb spawn without a full 8 stacks.

    I'll be sure to include these when I add role-specific sections to the Eido post.
  • monaahirumonaahiru Posts: 3,073 Arc User
    edited November 2017
    Dino done by single tank. Coooool. o3o
    Post edited by monaahiru on
  • kamokamikamokami Posts: 1,633 Arc User
    monaahiru said:

    Dino done by single tank. Coooool. o3o

    If you want to discuss "How To Tank Both Dinos At Once" we can do that, otherwise please don't post videos that are not instructional in this thread.
  • monaahirumonaahiru Posts: 3,073 Arc User
    Sorry. Though I want to discuss "How To Tank Both Dinos At Once" because this seems more effective during less people logging in such like early morning in USA. I want to plan a tank build that could do this.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    monaahiru said:

    Sorry. Though I want to discuss "How To Tank Both Dinos At Once" because this seems more effective during less people logging in such like early morning in USA. I want to plan a tank build that could do this.

    It's not actually any different of a tank build than you'd use for mama. It's just more demanding on positioning, timing, and healers.
  • monaahirumonaahiru Posts: 3,073 Arc User

    monaahiru said:

    Sorry. Though I want to discuss "How To Tank Both Dinos At Once" because this seems more effective during less people logging in such like early morning in USA. I want to plan a tank build that could do this.

    It's not actually any different of a tank build than you'd use for mama. It's just more demanding on positioning, timing, and healers.
    Seems we had about 3~ healers in that team-up about 20 people.
    I was watching movement of Tank carefully and interested he kept aggro with less emote, mostly blocking and sometime hitting only [Massacre] (probably). And [Circle of Primal Dominion] was the only self heal I saw. (Could be also using [Resurgence], but mostly heal were done by Healers)

    When baby spawn and if the tank succeed to grab aggro, we will have a small angled space between Mom and Baby. Most DPS stayed at there. This could be a new tactics when we have less amount of people.

    It would be difficult if the zone filled up with 50 full people joining because the space is so small. But I felt this is very effective.
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    monaahiru said:


    Seems we had about 3~ healers in that team-up about 20 people.
    I was watching movement of Tank carefully and interested he kept aggro with less emote, mostly blocking and sometime hitting only [Massacre] (probably). And [Circle of Primal Dominion] was the only self heal I saw. (Could be also using [Resurgence], but mostly heal were done by Healers)

    When baby spawn and if the tank succeed to grab aggro, we will have a small angled space between Mom and Baby. Most DPS stayed at there. This could be a new tactics when we have less amount of people.

    It would be difficult if the zone filled up with 50 full people joining because the space is so small. But I felt this is very effective.

    This isn't really anything new. It's just a tactic that isn't used often unless you know what you are doing. Like Dino in the jungle.
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  • kamokamikamokami Posts: 1,633 Arc User
    monaahiru said:

    Sorry. Though I want to discuss "How To Tank Both Dinos At Once" because this seems more effective during less people logging in such like early morning in USA. I want to plan a tank build that could do this.

    Sounds good then!

    The tank build is the same as a normal MT. Though if you want to make it a bit easier you could use the TK block which provides the most def vs physical dmg.

    The hardest part about it is the healing.....normally a Tank can take 2 mom bites and dies on the 3rd if they don't get heals. With both dinos on the Tank they can normally only take 1 mom bite and will die on the 2nd one if they don't get heals. So their healer has to be very familiar with the fight and not die or get held.

    The positioning:




    Other tanks and healers who have done it please chime in with tips!
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    I like mama and baby at closer to a 90 degree angle, but the basics is that people either have to stay in the box (a region defined by the threat areas of mama and baby breath and tail) or out of tail range and breath arc. Also, dps should particularly careful about using threat wipes because the tank probably won't be generating as much threat as normal.
  • monaahirumonaahiru Posts: 3,073 Arc User
    kamokami said:

    monaahiru said:

    Sorry. Though I want to discuss "How To Tank Both Dinos At Once" because this seems more effective during less people logging in such like early morning in USA. I want to plan a tank build that could do this.

    Sounds good then!

    The tank build is the same as a normal MT. Though if you want to make it a bit easier you could use the TK block which provides the most def vs physical dmg.

    The hardest part about it is the healing.....normally a Tank can take 2 mom bites and dies on the 3rd if they don't get heals. With both dinos on the Tank they can normally only take 1 mom bite and will die on the 2nd one if they don't get heals. So their healer has to be very familiar with the fight and not die or get held.

    The positioning:




    Other tanks and healers who have done it please chime in with tips!
    TY!

    I've just posted a Tank build plan to other thread to catch aggro of both mom and baby by using AoE. But have no idea because the Tank I see are mostly melee build planed to deal some good damage to hold aggro from Cosmics.
    If my plan works well, It should be easy to stack Compassion by Circle of Primal Dominion and several AoE such like Moonstruck with ADV.
    But reading in endgame tank guide in English and calculate amount of aggro I could keep is bit difficult and making me confusing.
    I wanted to born as native English speaker. Dx
  • pwestolemynamepwestolemyname Posts: 978 Arc User
    I really really really wish they would name the orbs, like they did the Ape's hearts. It would make coordination much easier. But, then again, if we are doing it in under 7 on the regular, I guess we're pretty much as organized as we need to be.
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  • nacito#6758 nacito Posts: 984 Arc User
    edited December 2017
    I want to suggest something for eido fight that idk if it has been suggested yet
    thing is like an emergency plan or protocol, you know how much the fight snowballs when greens blow up, since they have a healing/damage debuff, and its strong, enough to make a wipe during red orbs (I have seen so far that 2 stacks of this debuff "DESTRUCTION IS IT" its enough to wipe a lot of dpsers, even with a lot of aoe heals)

    so how do you solve this?
    focus must be during green orbs when we have this debuff stacking, forget one orb (middle maybe? the one where the rest go) and just focus on 2, let just one blow up, because if we arent damaging that much, split would make things worse
    It's better to have just one stack of the green debuff than 3 for the next round of greens/reds I think (plus minimizing healing on eido)​​
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  • pwestolemynamepwestolemyname Posts: 978 Arc User
    This sounds like a really good idea if we are running low on DPS.
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  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    When there's only a small team for Kiga, it might be best for the ranged DPS to stand close to Kiga. This way the meleers can more easily switch tarrgets
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  • flagpole#4268 flagpole Posts: 38 Arc User
    The binds for healing seem a bit redundant to me, even troublesome if you aren't used to using them in combat. There's a few things in the options menu that you can tweak to make your job as a healer easier. (Note: I did not reach the 7 pages of posts after the first, since I assume any noteworthy suggestion in those pages was edited into the original post. So what I'm saying might've already been mentioned before.)

    The options I'm talking about are in Controls: "Only attack if target selected" - OFF; "Select auto target on attack" - OFF; "Assist target on attack - ON"

    This means that you can heal an enemy's target, whilst targetting that enemy. Likewise, you can attack a player's target, whilst targetting that player. So, in simplistic terms: Healer - H; Boss - B; Tank - T. Arrows show who's targetting who.
    H -> B -> T.
    The Healer can keep damaging the Boss and have their energy builder on, and if they try to use a heal (Arcane Vitality, for example), they'll heal the Tank whilst still targetting the boss.


    I'm by no means an experienced healer. I've just recently levelled mine to 40 (Radiant), and have tested this method during alerts, Clarence, Dino and Kiga, with little to no issues. The only problem I really ran into was if the enemy's target was out of range of Arcane Vitality, and since Rebuke doubles as a heal/attack, if I tried using this method, it would simply attack the boss, meaning I had to manually target the player. So yeah, that's about it, figured I'd leave this suggestion here.
  • pwestolemynamepwestolemyname Posts: 978 Arc User

    The options I'm talking about are in Controls: "Only attack if target selected" - OFF; "Select auto target on attack" - OFF; "Assist target on attack - ON"

    This means that you can heal an enemy's target, whilst targetting that enemy. Likewise, you can attack a player's target, whilst targetting that player. So, in simplistic terms: Healer - H; Boss - B; Tank - T. Arrows show who's targetting who.
    H -> B -> T.
    The Healer can keep damaging the Boss and have their energy builder on, and if they try to use a heal (Arcane Vitality, for example), they'll heal the Tank whilst still targetting the boss.

    So, the issue with that is when you have your EB on (if you have it set to toggle) and try to target someone who is not your enemy's target. For example, if you are at Dino and try to target one of the DPsers who forgot to block. Your EB will take you back to targeting Dino immediately, so that when you fire your Iniquity (or whatever) it will heal the Tank and not the DPSer. If you have excess energy, you can run without your EB on and this method will work okay.
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  • spinnytopspinnytop Posts: 16,450 Arc User

    So, the issue with that is when you have your EB on (if you have it set to toggle) and try to target someone who is not your enemy's target. For example, if you are at Dino and try to target one of the DPsers who forgot to block. Your EB will take you back to targeting Dino immediately, so that when you fire your Iniquity (or whatever) it will heal the Tank and not the DPSer. If you have excess energy, you can run without your EB on and this method will work okay.

    This hasn't been my experience and I use these settings on my healers. Select auto target on attack" - OFF would prevent any sort of automatic retargeting.
  • markhawkmanmarkhawkman Posts: 4,916 Arc User
    So, yesterday there was a Dino run where I was using Tanya and somehow got stuck with being main tank.

    The exact specifics? I got there a bit late and there was already 4 tanks, so I swapped from Tank role to Hybrid. Yes I have a confront mod, yes I was using Haymaker with Challenge.

    At first I was trying to avoid hitting Dino as hard as I could to avoid agro. Then a few DPS checks failed and I started pounding the ---- out of Dino as hard as I could. I'm not sure exactly what happened next. Dino changed targets, but didn't immediately change targets to ME. But I blocked before getting my head bitten off and after that Dino was fixated on using me for a chew toy.... seriously. I held block after that for everything but DPS checks. Also after moving into tank position I swapped to Tank role.

    Soo... 1: How did I get aggro? I've done this before and not gotten aggro.

    2: How did I not die? I took about the same amount of damage that I do when soak tanking.
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User

    1: How did I get aggro? I've done this before and not gotten aggro.

    If it's the run I'm thinking of, I'm pretty sure the main tank died, so dino went down its hate list until someone failed to die.

    2: How did I not die? I took about the same amount of damage that I do when soak tanking.

    You got healed?
  • kamokamikamokami Posts: 1,633 Arc User


    Soo... 1: How did I get aggro? I've done this before and not gotten aggro.

    When the main tank loses aggro they can regain it fairly quickly because their threat level is still very high. Unless the main tank dies and their threat drops to 0. At that point the Dino would not swap back to them until they once again have the highest amount of threat.....generally achieved by killing all of the next highest threat targets unless they use threat wipes.

    So if what happened was Dino changed from the MT to someone else and kept swapping without going back to the MT then yeah the MT lost all of their cumulative threat that they had built up. Which can only be done by either using a threat wipe or dying. MTs generally don't take or use threat wipes so death is probably what happened.


    2: How did I not die? I took about the same amount of damage that I do when soak tanking.

    You either got better at blocking or got healed more than usual. Or both.

    Due to "Assist target on attack" MTs usually get more heals than soaks. It's also way more consequential if an MT dies than if a soak does so healers, understandably, pay more attention to MTs in general.

    Personally, I also find that I do much much better when I'm MTing (as opposed to soaking) because I get easily distracted when what I'm doing is not very high stakes. If you're similar, then being forced to MT might have helped focus your attention in ways that soaking doesn't.
  • markhawkmanmarkhawkman Posts: 4,916 Arc User

    1: How did I get aggro? I've done this before and not gotten aggro.

    If it's the run I'm thinking of, I'm pretty sure the main tank died, so dino went down its hate list until someone failed to die.
    Hmm... must have been one of those tank deaths where the tank missed a block and got one-shotted then. All I remember is Dino franticly target jumping for a sec before I hit block.
    kamokami said:

    2: How did I not die? I took about the same amount of damage that I do when soak tanking.

    You either got better at blocking or got healed more than usual. Or both.

    Due to "Assist target on attack" MTs usually get more heals than soaks. It's also way more consequential if an MT dies than if a soak does so healers, understandably, pay more attention to MTs in general.

    Personally, I also find that I do much much better when I'm MTing (as opposed to soaking) because I get easily distracted when what I'm doing is not very high stakes. If you're similar, then being forced to MT might have helped focus your attention in ways that soaking doesn't.
    Well, I have been working on tanking better. But Dino seemed to be doing less damage than usual. I don't remember taking any bite hits for more than 6500. when soaking I sometimes get hit for over 9000. Then again... this time I just held block so may have completely avoided the debuff you can get from the toxic breath.

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  • qawsadaqawsada Posts: 746 Arc User
    kamokami wrote: »
    General Notes:
    - Ape throws fireballs at players who are low on hp. Stay away from players who don't have full health
    After two years of observing the Ape, this never seem to be the case at all. I get directly hit by the fireball at full health many times. My hp range from 6000-15000 from various of character and I would still get hit by the fireball, even if there no one was nearby. I'm pretty certain that at this point, the Fireball is probably RNG based.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    What I heard is that it's weighted towards low health, but can hit anyone. That's hard to confirm, though.
  • warcanchwarcanch Posts: 1,142 Arc User
    Through empirical observation, I would tend to say that if he has no "low health" player to throw it at, then RNG decides who gets the lucky poo.​​
    .

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