I went in and the group i was with did not seem that strong but we are nerfed at IL14k
But we could not get past second dragon. The first dragon took us 2 minutes to kill it. and the second one was just taking too long to kill...most everyone died.
Is this the same for everyone or was that just a bad group? I was a healer so i had no input on DPS. But i was running out of heals alot and that rarely happens with me.
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I think 18k should be the minimum
They are used to melting the bosses and don't know old tiamat mechanics, some pick up the gems but don't equip them, others equip them but use them at the wrong head, they don't bother to dodge HAMSTER, and they just stand there asking for a revive instead of releasing and coming back to the fight, others die and just afk..
Today i was doing riq etos and got a tank with the minimum item lvl, he went in, didn't even bother to block got killed and said in chat ''trash party'' and disconnected, then the barbi disconnected, we ended up running more than half the dungeon as 3 and this is getting frequent on publlic q's.
Item lvl equirements need to increase across the board.
However, it is not trivial any more - not like in mod 15 where you sneezed and Tiamat died in 1 round.
* If you get a very low dps team, expect to fail
* People MUST get and USE green gems or you won't get past green head
* Basic understanding of Tiamat tactics is required
* You are unlikely to one-round her. A very good team might do it in two rounds, most will need three.
And remember to stop killing at 20% when not in the kill round - the heads will regen to 20% anyways
The encounter tactics is a general problem in NW these days... a lot of the players grew up with the one-hit-dead tactics of mod 15. They have no idea of what the actual tactics is in most of the dungeon endbosses. And with the lowered dps we often need to do proper tactics to succeed.
Epic fail all round. Entry Item level is too low for a PUG group. Really way too low.
After 4 mins of first run we had the first dragon head down to 75%, I realised that mathematically we would be unable to take down all head in 20 minutes.
Entry level and scaling mean its still a bit HAMSTER
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
the only solution I see to make tiamat fun is to create 2 as for other dg. Tiamat normal (easier than the current one) and Tiamat master (current one)
Yule (Barb): 72k : Siren (TR): 78k : Torun (DC): 73k : Siren OP (OP): 76k : Siren SW (SW): 78k : Modern (F): 80k : Cherry1 (CW) : 68k Siren HR (HR): 78k
1 Team coordination. I don't know what happen here. I thought everyone know the zerg tactics. During the head phase, everyone zerg from black head to white ( unless specifies by leader ). All the successful run obey this rule. Those that fail are when people are scattered everywhere. Some even try to solo head without healer or gem. Also if u are splitting the group in 2, make sure there are no more than 1 healer or tank in a group. If u are a healer/tank and u see the role is already filled by someone, go to the other group. Although i personally feel people should stay in one big group. We are no longer a 25 man Tiamat. Splitting the force is a risk.
2. Mechanic. The group that fail are those that keeps killing head or does not take gem or does not know which gem is the crucial one. People just ignore/forgot the fact that those head they kill are going to revive with 30% health the next round if they don't kill all 5 head in that round. So much time wasted there when they could have move on to the next head. So for people that does not know this, do not kill or further damage the head below 30% health if u feel the group cant finish all 5 head in one round. Also get a gem during the wizard phase. After u kill those summoner, its everyone duty to collect a gem near the corpse. The green, blue and red gem are the important one.
3. Playing like in mod 15. Some people play like they are still in god mod. I mean those red zone hurts. Don't fight in it and drain your healer divinity. Fight out side of the red zone. It isnt the mob that hurts. Its those red zone that melt your health. Its tank duty here to pull the mob out of red zone for everyone to dps. Although i feel the red zone land abit too frequent. The only tweak the developer need to do here is have 1 red zone active at one time.
In my opinion, if all are done in proper way, Tiamat is a piece of cake.
What's sure though is that this is the type of content that can be a guild activity/alliance activity but not in random queue. This is really punishing people trying to get their ADs and making them not want to queue for randoms...again. And im talking about the new players we all try to welcome in our guild because they are a large part of the game population now.
I dont remember if i dream about it, but didnt we have random epic trial in the past? I mean, why did it get removed? It was a good opportunity to build larger groups within alliance while making sure that enough criteria for finishing the content were met. It doesnt mean that clueless players wouldnt queue for those, but at least it would allow us to queue with more than 5 people for this. All the trials are 10 men now. And will be 10 men im sure if any other is added.
So why not making a random epic 10 men? Would give an alternative to random leveling queue that i find personally boring after a while.
That kind of thinking has been the issue with RQ since its inception. If you don't have enough content to populate your tiers, maybe you should rethink what you're doing. Plan around what you have. Instead, they decide on a course of action and bend or break everything else to make them fit the plan.
When you get people that are clueless, wipes ensue. IL does not seem to have that much to do with it. It is inexperienced players that is the problem.
This will be a problem for a limited time only, people will gain experience and pick up the tactics over time.
IMO Tiamat is well tuned.. you wipe if you mess up the tactics, but that is how it should be in all dungeons.
Even RLQ should not be AD without effort.