SoD 2.0 - Balance Topic II

GuiardoTuneweaver said:
Or, you keep interrupting when your heal will be ineffective until others start to run out of mana, then you'll have mana left to keep healing. Smart patching can be almost as mana effective (if not more), and less error and timing prone than a CH chain when done correctly.

This is a general reply to cleric/padder comments: no pad healing will ever be as efficient as a decent chain with decent padders supporting it. Possibly almost, yeah. However, now 90% of the time on my clr I find myself pretty much chain casting LoE, and simply ducking when needed. It's sure as hell no more 'fun' or entertaining than chaining. I'm pretty convinced that, actually, making a chain, but using LoE (now that CH & co. are gone) is the most efficient way to do nameds, with padders doing what they've always done.

I appreciate the effort to fix the 'boring' nature of chains, but I'm far from convinced the implemented change does that.
 
Seeing as how DPS wasn't decreased on most mobs, I could see how its a lot harder for clerics/druids/shamans without relic heals, AAs, and the mana pool would have trouble just keeping up a tank.
 
Draxx said:
Thanks Wiz.

Guyver, I'm mainly talking about the encounters we've had as of late. Plaguefang, Husrag, and Master of the Everchill seem to hit just as hard as they did previously, with seemingly little to no reduction in hitpoints. Perhaps I am mistaken, and if so I apologize.

However, if I am right, then there needs to be some more balancing done until smaller guilds can get their Relic spells/buffs and continue on to future encounters. That CH chain was a godsend in terms of mana conservation, and maybe a slight lowering of the mana cost might make the world of a difference in the absence of a chain.

On a side note, I heard through the grapevine that Xeldan was shadowing some raids on the upper level, maybe he should head over to Stormkeep the next time we take Husrag?

I've made some changes. Also as of next patch when you encounter a mob that seems unreasonable hard, please make a post here with its name and why, instead of the more generic post you made before. It makes it much easier for us to change things.
 
We tried the three pull in IP tonight with originally 7 healers (3 clerics/3druids and 1 shaman) and we couldnt even get the fight locked down. We tried it two more times with 6 healers (3 clerics/ 2 druids / 1 shamen) and were unable to keep our tanks up for more than 10 seconds. Would it be possible to tone down the damage that the mobs for the 3 pull do? Before the 2.0 changes we had no problems at all with it, however, after the changes we have only been able to do it once and that was when we stacked our raid setup with healers.
 
And I don't believe you can't keep your tanks up for 10 seconds when Linken was just fine tanking two mobs with just two healers (not even our best). Maybe -just maybe- you're doing something wrong?
 
We just did Gharontosh, and he could use a heavy increase in hp, most of our healers ended with at least 50m. For reference, he went down in just over 4 minutes.
 
Ginam said:
We just did Gharontosh, and he could use a heavy increase in hp, most of our healers ended with at least 50m. For reference, he went down in just over 4 minutes.

How many healers.
 
Comparing forsaken to anybody else is just silly. You guys are about 4-6 months ahead of everybody else on the server. Please dont try to use yourselves to measure content that has been on farm status for yourselves for quite some time because it doesnt make any sense. Please let Wiz or Xeldan look at the issue when they have time instead of constantly shitting on balance discussions.
 
When we did him in sod 1.0, there is no way we could end with even close to that much mana. we usually did him with 30, and had little to no mana left at the end.

edit: to clarify, we could survive one screw up, but if we screwed up twice we would die.
 
Just because we have farmed and farmed doesn't mean we cannot judge content. We aren't jaded pricks like everyone seems to think (-gasp-). Gharon today was a joke. Before the 2.0 change we could and would wipe on gharon, because he was by no means an easy fight. It should have been just as hard today as it was before the change, but it wasn't. His HP is probably around the 600-650k area and thats just retarded low for the second hardest dragon in IP.

And the 3 pull, lol. Oh man.
 
And how does gharantosh have anything to do with the 3 pull of 3k+ nukers?

They are harder now than when we first got into IP with no gear. So by your reasoning the door should swing both ways.
 
Last I checked this wasn't the Inner Prison three vandathian pull thread, it was the 2.0 balance thread.
 
your healers also have 7k mana plus.  and nukers are insane dps now.  and you were doing ghar with like 5 healers before maybe 6 and longer fight means more mana used.

honestly the best guild to test ghars hps would be Ruin.  we aren't insanely geared don't kno how the fight goes (which is the key) or any of that.  And i don't wanna hear you guys were geared more.  Forsaken has been in Prison in one for or another (legacy) since i started to really play in like december.

the fact is the encounters need to be tested and tweaked by someone who doesn't have 7k mana on all their casters and the tanks you guys do. Its like going in and sayin well First Watcher in misery needs 1 million hps cause he is just too easy.

You will bring up taesh.  1.0 i was like 20 mana at the end... 2.0 i was 80+ that was a real prob. 
 
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