I understand its end game, and you have to gear for it, and know your class and know how to dodge and bob and weave and duck and cover and all that jazz....but Why is this P.O.S. so damned hard?
I mean, I, as a DC, cn go the entire fight without being hit, as I usually do in a boss fight with no adds. I keep my team alive, and keep the boss stacked with divine glow/forgemasters and astral seal to tick the hell out of my burning guidance for extra dps. But why is it that I need to be a tank to survive the one hit shotgun that literally gives no warning?
I mean a warning would be cool at least, maybe a red zone for it, or less dmg so it doesnt one hit everything but a GF shielding. I mean I watched it destroy a 23k GWF with one hit because he mistimed his dash. If something can one hit a GWF, which has much more tankiness than ny other class but a Tank himself, that has stacked nearly to cap GS, I think the dmg needs to be nerfed. Or at least given more warning. I cant tell you how many times I got killed without warning because the attack animation is hard to see when the boss is doused in spfx, or being covered by three TRs and a GWF.
Give it a red area, even if its the hort timer kind, like most bosses have, or even worse, the kind that hits you even if your outside the red area, just because the game doesnt know what its doing. Or Nerf its dmg so its not always a damned one hit kill on everyone in the party.
I've said this many times, but this game needs a 'health gate' like in borderlands 2. It is a mechanic, where you CANNOT be one shotted, providing you are above 50% health.
So you take a big hit, and it wipes most, but not all your health out, giving you at least a chance to respond. But yea....eSoT at the moment is cheesier than a hobo's toenails
With a tank, a well versed and smart tank, its no problem, tank will set the shotgun to blast into the wall, keeping himself shielded, waiting to be healed. But in teams without tanks, like ANY pug, or teams with crappy tanks, its a roll of the dice wether you'll get hit more often than not.
Since usually the highest dps gets aggro, which means either CW or TR, sometimes HR or SW dependent on GS and dps output, the boss rotates randomly. they will target randoms in the fight, and be unable to sit still, giving way to a large aoe effect on the one hit effect thats more or less random. And like I said, watching his tells, or seeing the attack animation build up is extremely difficult, since the boss is usually doused in effects from multiple attacks, depending on your class, is covered in numbers(if you keep those on) or clogged with melee players trying to kill kill kill.
Either way, its to hard to see boss and know when to dodge. I usually just try to keep myself to his back, but that doesnt always work, since a TR tanks like a merry go round, and spins him right at me before he shotguns. I've had whole team wipes in less than 2 seconds because of this attack. All geared above 15-16k
There is no warning to the boss's hand blast, but it is also extremely predictable.
Next time you run shores, pay attention to the boss's rotation and the proximity of you and your teammates to the boss. The mixup of his rotation is basically dependent upon this one factor.
Further, because of this predictability, my CW can easily solo/tank the boss, much to the surprise of PUGs.
For example: If all teammates are close to the boss (less than an Astral Shield's radius from him) the boss's rotation will be (all focused on the target with the highest threat) hand blast, 2-3 second wait, hand blast, fire breath, repeat.
If there are any teammates not close to the boss, the boss will add a fireball to that person between the hand blasts. As a DC, your dodge has a large number of invulnerability frames, so use this to your advantage to laugh off the boss's one-shotting attacks.
Well he does raise his hand as a visual clue that the attack is coming, so you should be moving the hell out of the way. I have no issue with the difficulty and wish there were more content of this level or higher.
Yes, I know he raises his hand, but he also raises hand hand to throw a firball of doom, and I cant be sure which attack he is doing at the moment. I usually dodge eitherway, but sometimes I have to dodge too often, and run out of stamina. Thats not exactly helpful.
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blazious11Member, NW M9 PlaytestPosts: 331Arc User
edited January 2015
It's fine as it is. One of the good and challenging encounters. It's still very easy, you can dodge all of his attacks, even the fast, oneshottning one. It Doesnt need red area or anything. A good gwf can hold his aggro, even with my fury warlock, I can hold it, and I must, since I usually get it.
I mean I watched it destroy a 23k GWF with one hit because he mistimed his dash. If something can one hit a GWF, which has much more tankiness than ny other class but a Tank himself, that has stacked nearly to cap GS, I think the dmg needs to be nerfed.
You just have to use your abillities, there's a lot of it, that can win this situation: HR's Fox, SW-s Wraith shadow (lowers damage), warding curse (lowers damage for you), any DC skill that lowers its damage, use draconic templar etc. You dont even need a GF, although it's much easier with a good GF.
If you cant tell his actions, just dps him, while he throws the fireballl, or build his other slow attack, and dodge after each is finished. You have enough stamina to do it.
But it's hard, when PUG come in with minimum gs and without a soulforge.
People just cryed for Lostmauth being so hard, and booom, suddenly his eyelasers are much rarer now, and even fireballs hit less.
Pleeeaaase dont nerf the only littlebit challenging encounter! It is fine as it is now, what we need, is more like this.
My story is truly a grand tale! Of course, any story about me is going to be grand simply by virtue of the main character.
Yes, I know he raises his hand, but he also raises hand hand to throw a firball of doom, and I cant be sure which attack he is doing at the moment. I usually dodge eitherway, but sometimes I have to dodge too often, and run out of stamina. Thats not exactly helpful.
If there is a red circle on the ground it's not his knives.
If there is a red circle on the ground it's not his knives.
I just finiched a run wher I died, of the 5 teammates, 3 died, due to shotgun blast. I died because I keep closer to him than other ranged classes to allow my burning guidance to tear into his health. With that in mind, I cant see if there is a red circle behind me, all I see is him raisning his hand, and I dodge, then when I need to dodge shotgun, I dont have the stamina, and its a one hit. This bit happens more than I'd like to admit.
Also, I always like the idea of a health buffer, but would prefer redmarks, more warning, or lower dmg, to just stop a one hit from this particular attack. Other one hits are easy to dodge, this one isnt.
There's a few issues here:
1) Content has been a breeze that it's such a big gap in difficult proving you have no tank and we haven't be taught to look out for visual clues
2) A change in aggro can seriously mess you up
3) You get an ID scroll out of it. The difficulty doesn't match up to the rewards.
I did do it a handful of times and got my face smashed in before learning to look out for visual clues. Then I picked it up and don't really feel like it's worth mastering anyway. If I could enter solo maybe I'd try it out, otherwise meh. Aggro was usual on me without a tank and the team could usually finish it anyway if I did fall.
The others are too easy. Without the possibility of failure there is no challenge, and without challenge there is no fun.
Exactly. So the health buffr would be bad overall, just this one attack needs some rework. Looking for visuals is sometimes far to diffcult, but not always, and the dmg is way to high for an attack that has little warning.
Exactly. So the health buffr would be bad overall, just this one attack needs some rework. Looking for visuals is sometimes far to diffcult, but not always, and the dmg is way to high for an attack that has little warning.
A rework would make it too easy. We need more bosses like this one that can one shot someone that isn't paying attention to the mobs. I'd love to see all red circles removed.
A rework would make it too easy. We need more bosses like this one that can one shot someone that isn't paying attention to the mobs. I'd love to see all red circles removed.
This boss is okay for me, I just get tired of forcing a death since 4/5 teammates are on the other side of the door. I can usually survive the fight, since there is hardly any adds, I barely get touched. But that doesnt change the fact that there is an attack, that has very little warning, the warning looks exactly like other warnings to more easily dodged attacks, but dodged in a different fashion, and will one hit you, no matter what. Its literally the game developers tools for being cheap as hell.
And honestly, aside from a few attacks, most of the new bosses have the ability to one hit most players anyway, they just have alot more projection before the attack, or there are red warning lines. And I'm 100% certain you'd die alot more often if red lines were gone. And as far as I remember, dying is bad.
This boss is okay for me, I just get tired of forcing a death since 4/5 teammates are on the other side of the door. I can usually survive the fight, since there is hardly any adds, I barely get touched. But that doesnt change the fact that there is an attack, that has very little warning, the warning looks exactly like other warnings to more easily dodged attacks, but dodged in a different fashion, and will one hit you, no matter what. Its literally the game developers tools for being cheap as hell.
And honestly, aside from a few attacks, most of the new bosses have the ability to one hit most players anyway, they just have alot more projection before the attack, or there are red warning lines. And I'm 100% certain you'd die alot more often if red lines were gone. And as far as I remember, dying is bad.
Yeah I would die more and that would be good. I like having to learn the pattern, and watch for visual clues to dodge things. It adds challenge and makes things less face roll. If all red splats were gone some attacks would have to be redesigned to have certain clues like some of the circles that dragons drop, but the game would be less faceroll which would be a very good thing. Bring on the death.
Yes, I know he raises his hand, but he also raises hand hand to throw a firball of doom, and I cant be sure which attack he is doing at the moment. I usually dodge eitherway, but sometimes I have to dodge too often, and run out of stamina. Thats not exactly helpful.
Lmao. A DC running out of stamina? Then I am sorry but "l2p" actually suits this thread very well. No offence.
You have 4 dodges naturally. All of them very good ones. No excuse to get caught.
Lmao. A DC running out of stamina? Then I am sorry but "l2p" actually suits this thread very well. No offence.
You have 4 dodges naturally. All of them very good ones. No excuse to get caught.
ITs possible when I'm dodging attacks I dont need to dodge because the warning sign for shotgun looks exactly like warning sign for fireball, and I cant risk getting killed because I want to test which it is.
Yeah I would die more and that would be good. I like having to learn the pattern, and watch for visual clues to dodge things. It adds challenge and makes things less face roll. If all red splats were gone some attacks would have to be redesigned to have certain clues like some of the circles that dragons drop, but the game would be less faceroll which would be a very good thing. Bring on the death.
Glad your not in my parties.
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blazious11Member, NW M9 PlaytestPosts: 331Arc User
The Shores skirmish is just one of the few examples in NW that requires actual teamwork, knowing how to play your class and thinking about what classes/people to take with you is all; which I consider quite a good thing based on most PvE content before it. Like others have said unless u r very overgeared (which sadly some players still think is the only way to beat such content) if you go with someone who knows how to tank like a GF or Sentinel GWF combined with a DC/healer and damage dealers that include some control to help. Then play like hope people play like a team and that you dont have damage dealers charging in first thinking they can just dodge everything and just focusing on how dmg they can do. Also yes the last boss is rather tough with no tank keeping it attacking them, as then you get people dodging all over the place often into other ppl, which results in other people in the party also getting hit by knives. Generally best to stay close to that boss and stay behind him.
Epic shores is easy, just make sure the person holding aggro isnt running 360 degrees like a headless chicken which causes death to others when the boss is throwing flames here and there. Other than that the boss melts really fast with my 18k warlock.
IGN: Granzon
军医骑士 超过三千水平 突破极限释放开
Daily: Granworm Sword
Enounter: Vow of Enmity | Worm Smasher | 縮退砲
Class Feature: Kabbalah System
Aura: Warp Field
IGN: Faluzure 19k Tenebrous Soulbinder Scourge Warlock
(The Corrupted) (Retired)
yeah, because when the boss is coated in numbers, dripping with special effects from multiple sources, and being ganged by multiple melee classes, its very easy to determine if he is raising his hand to touch the ground and throw a shotgun blast, or touch his chest to throw a fireball. Thats easy to see.
Also, the boss itself is easy, just one attack is more than annoying. Hardly any warning before its use, any warning given looks exactly like the warning of another less lethal, easier to dodge attack, and its a one hit kill to anyone who isnt a shielding GF or Tank GWF.
If I can see it coming, and dodge it accordingly, without running out of stamina dodging his fakeouts or fire breath, the boss is one of the easier skirmish bosses ever. With high end dps, he melts in less than 2 mins. That doesnt take away from the fact that a minuscule projection to a one hit kill attack with a misleading warning is a bit overkill on the PvE side.
I find that fight to be much easier when everyone stays close to the boss so you remove the fireballs from the equation. It's also much easier to dodge the shotgun when you're close because you can just dodge to the opposite side of him as soon as you see it coming and be totally safe. People who stay far away from him are usually squishy, high DPS classes thinking they shouldn't be too close and usually that's a good idea. But then they get hit with that and die, or they dodge into a still burning fireball blast and die, or they get hit directly with a fireball and die. Or maybe they get hit with his breath attack and die even though it's a long telegraph because they're far away and out of dodges. Also, being farther away makes that shotgun harder to dodge because it's harder to time your dodge unless you're a DC with a lot of immunity from your dodge.
That's why, for this fight, I would always say just stay close, everyone. Very close. Inside an astral shield centered on the boss close. It's counter-intuitive especially for those squishy DPS classes, but it's really a lot easier that way.
You shouldn't be just relying on a visual sign when Garakas goes for a high five. If you're not tanking him then keep at his back. Keep an eye on the person with aggro and make sure you're not right next to them. If they run towards you then circle away. Anticipate the boss's simple attack rotation and just be aware of what's next. Much easier than just looking at the boss's hands. If you are tanking him learn how much time you have in between attacks. You should be moving/dodging slightly before the animation even starts, depending on your range and what class you are.
Also, we need this kind of difficulty and more of it. eSoT is the only interesting boss because of it.
i play DC as well
this boss can be hard at start. take few runs to know it
I use divine glow, break the spirit and healing ward (I am DPS cleric)
and anointed army as daily
the red circles:
its one hit kill. if someone died, don't try to revive them. you can try only if the red circle is gone
the red circle damage is slightly bigger then the warning. if you see the boss gone case one. get away from it and don't try to stand on the edge
the boss wont cast those red circles if all party stand close. its a good tactic
other attacks:
there is one attack that have no red area warning and is very strong (almost always one hit kill)
its bit hard to notice it. you need to do few runs and check it
it will be nice if someone post a vid of it
the best tactic is to have GF/GWF to argo it and rest of the party attack from behind
Yeah but gwf is designed to be the sacrificial lamb. Melee and no ability to take damage.
Devs came up with a non-DnD substitute (they thought), aka Sprint, but besides the not-true-to-DnD issue, even if you agree to sprint out, it(s still not an efficient mechanic, the ping will kill you all the times.
Comments
So you take a big hit, and it wipes most, but not all your health out, giving you at least a chance to respond. But yea....eSoT at the moment is cheesier than a hobo's toenails
Since usually the highest dps gets aggro, which means either CW or TR, sometimes HR or SW dependent on GS and dps output, the boss rotates randomly. they will target randoms in the fight, and be unable to sit still, giving way to a large aoe effect on the one hit effect thats more or less random. And like I said, watching his tells, or seeing the attack animation build up is extremely difficult, since the boss is usually doused in effects from multiple attacks, depending on your class, is covered in numbers(if you keep those on) or clogged with melee players trying to kill kill kill.
Either way, its to hard to see boss and know when to dodge. I usually just try to keep myself to his back, but that doesnt always work, since a TR tanks like a merry go round, and spins him right at me before he shotguns. I've had whole team wipes in less than 2 seconds because of this attack. All geared above 15-16k
Next time you run shores, pay attention to the boss's rotation and the proximity of you and your teammates to the boss. The mixup of his rotation is basically dependent upon this one factor.
Further, because of this predictability, my CW can easily solo/tank the boss, much to the surprise of PUGs.
For example: If all teammates are close to the boss (less than an Astral Shield's radius from him) the boss's rotation will be (all focused on the target with the highest threat) hand blast, 2-3 second wait, hand blast, fire breath, repeat.
If there are any teammates not close to the boss, the boss will add a fireball to that person between the hand blasts. As a DC, your dodge has a large number of invulnerability frames, so use this to your advantage to laugh off the boss's one-shotting attacks.
False he raises his hand.
You just have to use your abillities, there's a lot of it, that can win this situation: HR's Fox, SW-s Wraith shadow (lowers damage), warding curse (lowers damage for you), any DC skill that lowers its damage, use draconic templar etc. You dont even need a GF, although it's much easier with a good GF.
If you cant tell his actions, just dps him, while he throws the fireballl, or build his other slow attack, and dodge after each is finished. You have enough stamina to do it.
But it's hard, when PUG come in with minimum gs and without a soulforge.
People just cryed for Lostmauth being so hard, and booom, suddenly his eyelasers are much rarer now, and even fireballs hit less.
Pleeeaaase dont nerf the only littlebit challenging encounter! It is fine as it is now, what we need, is more like this.
If there is a red circle on the ground it's not his knives.
I just finiched a run wher I died, of the 5 teammates, 3 died, due to shotgun blast. I died because I keep closer to him than other ranged classes to allow my burning guidance to tear into his health. With that in mind, I cant see if there is a red circle behind me, all I see is him raisning his hand, and I dodge, then when I need to dodge shotgun, I dont have the stamina, and its a one hit. This bit happens more than I'd like to admit.
Also, I always like the idea of a health buffer, but would prefer redmarks, more warning, or lower dmg, to just stop a one hit from this particular attack. Other one hits are easy to dodge, this one isnt.
The others are too easy. Without the possibility of failure there is no challenge, and without challenge there is no fun.
1) Content has been a breeze that it's such a big gap in difficult proving you have no tank and we haven't be taught to look out for visual clues
2) A change in aggro can seriously mess you up
3) You get an ID scroll out of it. The difficulty doesn't match up to the rewards.
I did do it a handful of times and got my face smashed in before learning to look out for visual clues. Then I picked it up and don't really feel like it's worth mastering anyway. If I could enter solo maybe I'd try it out, otherwise meh. Aggro was usual on me without a tank and the team could usually finish it anyway if I did fall.
Exactly. So the health buffr would be bad overall, just this one attack needs some rework. Looking for visuals is sometimes far to diffcult, but not always, and the dmg is way to high for an attack that has little warning.
A rework would make it too easy. We need more bosses like this one that can one shot someone that isn't paying attention to the mobs. I'd love to see all red circles removed.
This boss is okay for me, I just get tired of forcing a death since 4/5 teammates are on the other side of the door. I can usually survive the fight, since there is hardly any adds, I barely get touched. But that doesnt change the fact that there is an attack, that has very little warning, the warning looks exactly like other warnings to more easily dodged attacks, but dodged in a different fashion, and will one hit you, no matter what. Its literally the game developers tools for being cheap as hell.
And honestly, aside from a few attacks, most of the new bosses have the ability to one hit most players anyway, they just have alot more projection before the attack, or there are red warning lines. And I'm 100% certain you'd die alot more often if red lines were gone. And as far as I remember, dying is bad.
Yeah I would die more and that would be good. I like having to learn the pattern, and watch for visual clues to dodge things. It adds challenge and makes things less face roll. If all red splats were gone some attacks would have to be redesigned to have certain clues like some of the circles that dragons drop, but the game would be less faceroll which would be a very good thing. Bring on the death.
Lmao. A DC running out of stamina? Then I am sorry but "l2p" actually suits this thread very well. No offence.
You have 4 dodges naturally. All of them very good ones. No excuse to get caught.
ITs possible when I'm dodging attacks I dont need to dodge because the warning sign for shotgun looks exactly like warning sign for fireball, and I cant risk getting killed because I want to test which it is.
Glad your not in my parties.
Divine Daunting: 3*5% damage debuff
Astral Shield + 10 damage resist
Foresight/Blessing the Battle
With out a tank well why would you?
To have fun in this instance, we run from door to door and just nuke, most runs only last about 5-6 mins now.
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https://www.youtube.com/watch?v=mgmVOuLgFB0
Fox Stevenson - Sandblast
Oh Wonder - Without You
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
军医骑士 超过三千水平 突破极限释放开
Daily: Granworm Sword
Enounter: Vow of Enmity | Worm Smasher | 縮退砲
Class Feature: Kabbalah System
Aura: Warp Field
IGN: Faluzure 19k Tenebrous Soulbinder Scourge Warlock
(The Corrupted) (Retired)
Also, the boss itself is easy, just one attack is more than annoying. Hardly any warning before its use, any warning given looks exactly like the warning of another less lethal, easier to dodge attack, and its a one hit kill to anyone who isnt a shielding GF or Tank GWF.
If I can see it coming, and dodge it accordingly, without running out of stamina dodging his fakeouts or fire breath, the boss is one of the easier skirmish bosses ever. With high end dps, he melts in less than 2 mins. That doesnt take away from the fact that a minuscule projection to a one hit kill attack with a misleading warning is a bit overkill on the PvE side.
That's why, for this fight, I would always say just stay close, everyone. Very close. Inside an astral shield centered on the boss close. It's counter-intuitive especially for those squishy DPS classes, but it's really a lot easier that way.
Also, we need this kind of difficulty and more of it. eSoT is the only interesting boss because of it.
this boss can be hard at start. take few runs to know it
I use divine glow, break the spirit and healing ward (I am DPS cleric)
and anointed army as daily
the red circles:
its one hit kill. if someone died, don't try to revive them. you can try only if the red circle is gone
the red circle damage is slightly bigger then the warning. if you see the boss gone case one. get away from it and don't try to stand on the edge
the boss wont cast those red circles if all party stand close. its a good tactic
other attacks:
there is one attack that have no red area warning and is very strong (almost always one hit kill)
its bit hard to notice it. you need to do few runs and check it
it will be nice if someone post a vid of it
the best tactic is to have GF/GWF to argo it and rest of the party attack from behind
Yeah but gwf is designed to be the sacrificial lamb. Melee and no ability to take damage.
Devs came up with a non-DnD substitute (they thought), aka Sprint, but besides the not-true-to-DnD issue, even if you agree to sprint out, it(s still not an efficient mechanic, the ping will kill you all the times.