Recent Topics

Ads

[Bastion Stair] Tactics and Feedback.

We want to hear your thoughts and ideas.
Forum rules
Before posting on this forum, be sure to read the Terms of Use

Structured class balance suggestions belong in the Balance Proposal subforum. Class-related discussion in this section are considered as ongoing debates and ARE NOT reviewed for balance changes.
fungame211
Posts: 35

Re: [Bastion Stair] Tactics and Feedback.

Post#31 » Sun Jun 30, 2019 2:55 pm

You can still get bursted even with like 9k HP, 10k is as safe as it gets assuming you don't get crit without detaunt.

It's nice to make it so that wounds talismans are going to have an increase in demand, but bastion needs bug fixes (such as when the right wing 3rd boss faeries don't immediately aggro to where the team is, meaning they can't be AoE'd fast enough) and that 2 minute dead = no credit thing gone or extended to 5-9 minutes. The bosses are already hard as is, not many people are already doing the dungeons so at least keep the difficulty by encourage people to actually keep trying and not reset too much.

Personally, It still doesn't make sense that the right wing first boss is flat out harder than the mid wing final boss.

Ads
User avatar
DokB
Posts: 538

Re: [Bastion Stair] Tactics and Feedback.

Post#32 » Sun Jun 30, 2019 3:43 pm

On the Doombull boss, if offtank gets doggo jailed and then the main tank gets jailed right after its basically a wipe since both tanks will have no chance on getting back enough aggro over the DPS/Healers. It's not so bad if it happens early fight when no one has much aggro to begin with but if it happens half way through or towards the end it can be a death sentence. Pretty annoying to get RNG wiped this way.

Other than that, the rest of our full run was pretty smooth.
Zoggof - Black Orc
Doinks - Ironbreaker
Leatherman - Blackguard

Panodil
Posts: 337

Re: [Bastion Stair] Tactics and Feedback.

Post#33 » Sun Jun 30, 2019 3:47 pm

fungame211 wrote: Sun Jun 30, 2019 2:55 pm You can still get bursted even with like 9k HP, 10k is as safe as it gets assuming you don't get crit without detaunt.

It's nice to make it so that wounds talismans are going to have an increase in demand, but bastion needs bug fixes (such as when the right wing 3rd boss faeries don't immediately aggro to where the team is, meaning they can't be AoE'd fast enough) and that 2 minute dead = no credit thing gone or extended to 5-9 minutes. The bosses are already hard as is, not many people are already doing the dungeons so at least keep the difficulty by encourage people to actually keep trying and not reset too much.

Personally, It still doesn't make sense that the right wing first boss is flat out harder than the mid wing final boss.
Whats hard about first rightwing boss? If its the ones with he skulls that need to be killed, hes kinda just tank and spank boss. Sure he release aggro a few times but he can be tanked by a guarded dps if thats the case.
If he does to much damage you cant be killing skulls tbh, or your healers are not healing you.
Panodil WP
Panodill DoK
Panodilz Zealot
Panodilr Runepriest
Run Shaman
Panage Archmage

fungame211
Posts: 35

Re: [Bastion Stair] Tactics and Feedback.

Post#34 » Sun Jun 30, 2019 3:50 pm

Panodil wrote: Sun Jun 30, 2019 3:47 pm
fungame211 wrote: Sun Jun 30, 2019 2:55 pm You can still get bursted even with like 9k HP, 10k is as safe as it gets assuming you don't get crit without detaunt.

It's nice to make it so that wounds talismans are going to have an increase in demand, but bastion needs bug fixes (such as when the right wing 3rd boss faeries don't immediately aggro to where the team is, meaning they can't be AoE'd fast enough) and that 2 minute dead = no credit thing gone or extended to 5-9 minutes. The bosses are already hard as is, not many people are already doing the dungeons so at least keep the difficulty by encourage people to actually keep trying and not reset too much.

Personally, It still doesn't make sense that the right wing first boss is flat out harder than the mid wing final boss.
Whats hard about first rightwing boss? If its the ones with he skulls that need to be killed, hes kinda just tank and spank boss. Sure he release aggro a few times but he can be tanked by a guarded dps if thats the case.
If he does to much damage you cant be killing skulls tbh, or your healers are not healing you.
He's just legit harder than the last boss, if you do a certain formation bastion mid's last boss is nothing. The fact that the right wing boss resets aggro and can perma silence enough to 100-0 healers makes him harder and it just makes no sense.

Pugs legit wipe on this guy and give up, left and mid are pug-able easily though.

xarax
Posts: 156

Re: [Bastion Stair] Tactics and Feedback.

Post#35 » Wed Jul 03, 2019 9:15 am

We had another run on Monday.

But first of all thank you! for the influence changes. Highly appreciated.

Our Setup was the same. (2 Chosen, 1 SH, 1 Magus, 1 Shaman, 1 Dok)

we went through really fast this time. (under 3hrs) with me as melee heal dok on left wing. (no wipes) and mid wing up to endboss. Somehow we struggle here with nearly instant deaths at the beginning. I think we somehow didnt manage the right positioning in this Setup. So i went heal again and we cleared rest without wipe. So we have it on farm.
Everyone now with full set and at least 1 weapon. And even if we do not use full bloodlord set we will do the influence grind to end up to cloak.

I had another pug run on my tank BG yesterday. (1 Chosen, 1 bg, 1 WE, 1 marauder, 1 shaman, 1 dok) 4 of them already cleared together, so it was easy for us. The dok was never in before. 2 wipes on endboss mid and 1 wipe on endboss right but then i worked very good and he knows the tactic.

The only strange thing there was that the leader had cleared right wing before but when using .lockout noone else had a lockout. But none of the minibosses on left/mid where there. So we only had to kill bosses.
Zeal80 - Dok82 - Sham74
BO81 - BG80 - WE75

and tooooo many alts

User avatar
anarchypark
Posts: 2075

Re: [Bastion Stair] Tactics and Feedback.

Post#36 » Wed Jul 03, 2019 10:08 am

fungame211 wrote: Sun Jun 30, 2019 3:50 pm
Panodil wrote: Sun Jun 30, 2019 3:47 pm
fungame211 wrote: Sun Jun 30, 2019 2:55 pm You can still get bursted even with like 9k HP, 10k is as safe as it gets assuming you don't get crit without detaunt.

It's nice to make it so that wounds talismans are going to have an increase in demand, but bastion needs bug fixes (such as when the right wing 3rd boss faeries don't immediately aggro to where the team is, meaning they can't be AoE'd fast enough) and that 2 minute dead = no credit thing gone or extended to 5-9 minutes. The bosses are already hard as is, not many people are already doing the dungeons so at least keep the difficulty by encourage people to actually keep trying and not reset too much.

Personally, It still doesn't make sense that the right wing first boss is flat out harder than the mid wing final boss.
Whats hard about first rightwing boss? If its the ones with he skulls that need to be killed, hes kinda just tank and spank boss. Sure he release aggro a few times but he can be tanked by a guarded dps if thats the case.
If he does to much damage you cant be killing skulls tbh, or your healers are not healing you.
He's just legit harder than the last boss, if you do a certain formation bastion mid's last boss is nothing. The fact that the right wing boss resets aggro and can perma silence enough to 100-0 healers makes him harder and it just makes no sense.

Pugs legit wipe on this guy and give up, left and mid are pug-able easily though.

second tank should be rdy to take boss when aggro reset happened to main tank.
by maintaining 2nd aggro.
and tank boss at inside corner while healers stay outside corner opposite side to avoid silence.
just spam taunt challenge plus one hate increasing skill that every tanks have.
aggro managing is basic pve.
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

User avatar
Rockalypse
Former Staff
Posts: 365

Re: [Bastion Stair] Tactics and Feedback.

Post#37 » Wed Jul 03, 2019 12:01 pm

DokB wrote: Sun Jun 30, 2019 3:43 pm On the Doombull boss, if offtank gets doggo jailed and then the main tank gets jailed right after its basically a wipe since both tanks will have no chance on getting back enough aggro over the DPS/Healers. It's not so bad if it happens early fight when no one has much aggro to begin with but if it happens half way through or towards the end it can be a death sentence. Pretty annoying to get RNG wiped this way.

Other than that, the rest of our full run was pretty smooth.
Noticed same thing, that in the end DPS that was never punted to dogs can have 200k+ aggro. It would be cool to have not only punted target aggro-reset, but also increase of everyone's aggro to some fixed ammount like 50-60k (which is completely managable for punted tank to catch up with). It will require good reaction from second tank, as when everyone has same aggro heals may pull it faster, but it will surely solve the problem of rng wipes.

User avatar
anarchypark
Posts: 2075

Re: [Bastion Stair] Tactics and Feedback.

Post#38 » Wed Jul 03, 2019 12:09 pm

Rockalypse wrote: Wed Jul 03, 2019 12:01 pm
DokB wrote: Sun Jun 30, 2019 3:43 pm On the Doombull boss, if offtank gets doggo jailed and then the main tank gets jailed right after its basically a wipe since both tanks will have no chance on getting back enough aggro over the DPS/Healers. It's not so bad if it happens early fight when no one has much aggro to begin with but if it happens half way through or towards the end it can be a death sentence. Pretty annoying to get RNG wiped this way.

Other than that, the rest of our full run was pretty smooth.
Noticed same thing, that in the end DPS that was never punted to dogs can have 200k+ aggro. It would be cool to have not only punted target aggro-reset, but also increase of everyone's aggro to some fixed ammount like 50-60k (which is completely managable for punted tank to catch up with). It will require good reaction from second tank, as when everyone has same aggro heals may pull it faster, but it will surely solve the problem of rng wipes.

dog pull happen every 10% of boss hp.
stop dps and wait both tanks get 1st 2nd aggro.
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

Ads
User avatar
DanielWinner
Posts: 727
Contact:

Re: [Bastion Stair] Tactics and Feedback.

Post#39 » Wed Jul 03, 2019 3:26 pm

Not a discussion. You share your Feedback according to structure so devs and other players could read it w/o bazillion replies and quotes.
Though you can respond to devs if they would like to clarify something.

Make their lives a bit easier here please.
Ripliel - Shadow Warrior.
Riphael - Black Guard.

Very Serious Warhammer Online Montage
Spoiler:
Gotcha
Image

fungame211
Posts: 35

Re: [Bastion Stair] Tactics and Feedback.

Post#40 » Thu Jul 04, 2019 3:06 pm

Spoiler:
anarchypark wrote: Wed Jul 03, 2019 10:08 am
fungame211 wrote: Sun Jun 30, 2019 3:50 pm
Panodil wrote: Sun Jun 30, 2019 3:47 pm

Whats hard about first rightwing boss? If its the ones with he skulls that need to be killed, hes kinda just tank and spank boss. Sure he release aggro a few times but he can be tanked by a guarded dps if thats the case.
If he does to much damage you cant be killing skulls tbh, or your healers are not healing you.
He's just legit harder than the last boss, if you do a certain formation bastion mid's last boss is nothing. The fact that the right wing boss resets aggro and can perma silence enough to 100-0 healers makes him harder and it just makes no sense.

Pugs legit wipe on this guy and give up, left and mid are pug-able easily though.

second tank should be rdy to take boss when aggro reset happened to main tank.
by maintaining 2nd aggro.
and tank boss at inside corner while healers stay outside corner opposite side to avoid silence.
just spam taunt challenge plus one hate increasing skill that every tanks have.
aggro managing is basic pve.
Or you know, even the healers and DPS should just be tanky and have like 8k hp+ and just detaunt and don't break. Have aggro meter so you can detaunt ahead of time and out-heal/not get bursted.

I'm just saying the right 1st boss is still harder than Skull Lord still even though Ulfr gets easy after everybody gets 8k hp and react to aggro meter.

Who is online

Users browsing this forum: No registered users and 84 guests