Carbonised wrote: »Carbonised wrote: »The telegraph on that is fine. Even if you don't notice the red lines, the animation is distinct and looks nothing like anything else the boss does. The telegraph is long enough that I can even get it as a DPS. Generally, it's the tanks job to get it, since they are always within melee range and there's really nothing else for the tank to do. Most PUG tanks don't know that they need to bash that, though, so I typically stay in melee range (even as a ranged DPS) and get the bash.
In BCI, the ability has a cast time of 0.1s. You have more than an order of magnitude more time in Blackheart. These two things really are not comparable.
The channel of that boss is still significantly shorter than other channels you have to bash. Plus, it should have the red lines that indicate it's interruptable. Regardless of whether you think it is easy to do it or not, it should adhere to the general principle of channels. ZOS even made players have the red lines in PvP now to indicate they can be interrupted.
I wasn't necessarily comparing the Wavecutter boss to Rilis, I was simply adding that there are also other bosses that need to be looked over in addition to Rilis.
It's something that, once someone learns what it looks like and learns to look for it, is pretty easy to spot and react to. Yes, the channel time is a bit on the shorter side, but it is nevertheless something that people can react to fast enough, if they've had that practice. And for a zone-5 dungeon, I think that's fine. You say you aren't comparing it to the Rilis attack, but you are posting that in this thread, and the two really aren't comparable because the latter is something that no human can react to, even if they knew what to look for, which is why every mitigation (e.g., start block-casting at certain intervals) are preemptive ones rather than reactive ones.
Code, while I usually agree with most of what you write here on the forums, you need to stop being defensive about this instead of continuing along your "I am experienced and know when to anticipate this attack, so there is no problem".
It's a channeled attack that can be, and is supposed to be, interrupted. It should have the visual cues to indicate that it should be interrupted - i.e. the red lines animation. That's really all there is to it, end of story.
But... there are red lines. If you are not seeing them, then that could be a graphics problem on your end. There has always been the sparkling-red-lines telegraph on that ability.
The first one is after his first fire summon, not after a heavy attack. The second one is a few seconds after a heavy attack. The ones after that follow heavy attacks most of the time, but if his timing ever becomes skewed, the blasts will come in the middle with no landmark cues.Boss does a high damage bolt attack <Rule of thumb after heavy attack>
It's not even a matter of cue clutter. Even if you are staring at the boss, Soul Blast happens so fast (0.1s) that you don't have any reasonable amount of time to react.Spindle 1 does not clutter the battlefield. It doesn't divert attention from the boss to another object.
LOL, two years later and people are still digging up this topic. But that's because it hasn't been adjusted. With better defensive power creep, Soul Blast is no longer a 1-shot for any CP-capped player, but this is a tier-1 dungeon...
It is skillfull: use shields.....or
don´t go melee into that fight
100% l2p issue
@ZOS_Finn
The final boss in Banished Cells I has an ability called Soul Blast (or something similar--I don't recall its exact name). The boss picks a player at random, turns towards them, and launches a projectile that, if unblocked or undodged, will knock the player down.
i agree with your assessment, there is no telegraph for that attack and the only time i even have a sliver of a chance to survice is if my health and/or shields are maxed *and* i happen to already be blocking
i agree with your assessment, there is no telegraph for that attack and the only time i even have a sliver of a chance to survice is if my health and/or shields are maxed *and* i happen to already be blocking
But there is a telegraph. The boss will turn towards the player he's about to attack and will extend his hand. It can easily be dodged. It just requires a quick reaction. The tank needs to face the boss away from the group and all 3 other players have to stand behind the boss but spread out enough so that everyone can tell who is going to be targeted.
Heavy attack > pause > turn & fire
But there is a telegraph. The boss will turn towards the player he's about to attack and will extend his hand. It can easily be dodged. It just requires a quick reaction. The tank needs to face the boss away from the group and all 3 other players have to stand behind the boss but spread out enough so that everyone can tell who is going to be targeted.i agree with your assessment, there is no telegraph for that attack and the only time i even have a sliver of a chance to survice is if my health and/or shields are maxed *and* i happen to already be blocking
Heavy attack > pause > turn & fire
Exactly! The boss always follows this rotation. He will heavy attack the tank, turn and shoot the ball at someone, then go back to attacking the tank (occassionally raising his sword for the fire phase). So after he has shot somebody you know that he is not going to do it again until after his next heavy attack, and when he does it is telegraphed.
Lieblingsjunge wrote: »I enjoy that mechanic. I mean - if you pay attention to the boss animationyou'll see that he 1) Spawns those blue circles, once the last circle is almost done = He'll throw the Soul Blast. (Ez dodge the last circle he spawns on you).
Then he'll light attack, light attack, light attack, heavy attack, light attack => Fire.
Just pay attention to the boss mechanics and that thing is ezpz. It's one of the dungeons that actually rewards you, if you know the mechanic, instead of being just a "Hitting-HP-Sponges-With-DPS".