KingYogi415 wrote: »
KingYogi415 wrote: »
Id prefer it buffed wrecking blow, The WD buff isn't as strong as VMA 2h.
KingYogi415 wrote: »
Id prefer it buffed wrecking blow, The WD buff isn't as strong as VMA 2h.
kylewwefan wrote: »it is something else getting a group that can complete VDSA in any kind of timely fashion. The few times I've completed it have been all night endeavors.
kylewwefan wrote: »it is something else getting a group that can complete VDSA in any kind of timely fashion. The few times I've completed it have been all night endeavors.
With a decent group it should not last more than 2hrs.
Unexperienced groups might be stuck on the last boss for more than 2hrs however.
kylewwefan wrote: »it is something else getting a group that can complete VDSA in any kind of timely fashion. The few times I've completed it have been all night endeavors.
With a decent group it should not last more than 2hrs.
Unexperienced groups might be stuck on the last boss for more than 2hrs however.
The last fight in vDSA is a few magnitudes harder than the other rounds. The two mage boss adds in particular hit like trucks even with maxed resistances (13k flare, 13k crystal frags, plus all the AoEs getting thrown around by the pyromancers and melee hits from the other two bosses. For the first time I actually felt like 36k health wasn't enough until I slotted in Dragon Fire Scale to reflect it - Absorb Magic just wasn't enough and I was using Magma shell as an emergency button so spell shield was out of the picture), and the boss himself has a few very nasty moves if your healer isn't on-point with his novas/lifegiver ults.
I'm not saying it needs a nerf, but better rewards for completing the hardest 4-man group content in the game would be nice. (But hey, I actually do have a use for a powered master dagger on my warden healer!)
The last fight in vDSA is a few magnitudes harder than the other rounds. The two mage boss adds in particular hit like trucks even with maxed resistances (13k flare, 13k crystal frags, plus all the AoEs getting thrown around by the pyromancers and melee hits from the other two bosses. For the first time I actually felt like 36k health wasn't enough until I slotted in Dragon Fire Scale to reflect it - Absorb Magic just wasn't enough and I was using Magma shell as an emergency button so spell shield was out of the picture), and the boss himself has a few very nasty moves if your healer isn't on-point with his novas/lifegiver ults.
I'm not saying it needs a nerf, but better rewards for completing the hardest 4-man group content in the game would be nice. (But hey, I actually do have a use for a powered master dagger on my warden healer!)
Our group the tank just takes the ads away, the healer tanks the boss by the entrance and we nuke it down. Its super easy that way.