I use Wykkyd's Outfitter to swap between my setups (again, out of combat of course - it doesn't work in combat), but I've planned my setups specifically around having different gear sets & different gear enchants to allow this to work. If I was able to swap my CPs around too it would make this more effective.Oreyn_Bearclaw wrote: »Thornos?
My experience with this fight is limited, and I was playing a healer (not my usual role), but I agree that there seems to be a lot of RNG associated with this fight. When I hear about Tanks (good tanks) actually reallocating CP points for one fight, something is probably a touch broken. I am not prepared to toss the fight out the window, because I have no issues with needing to actually learn mechanics to finish a boss, but I do agree with OP that the standard group composition (Tank, Healer, DPSx2) is going to have a lot of trouble with this fight, especially if the DPS are melee. Changing a skill or two for a boss encounter is okay with me, having to change your whole build, maybe not. Unless of course ZOS wants to give us a dual spec.
I would be completely fine with fights like this if we all had a dual spec we could switch to "out of combat of course".
@Joy_Division and @Yonkit I completely understand they want to branch out and I agree with both of you.
This was a rant because I was/am irritated that I brought a really good tank into this fight and he was unable to take out the portals before the ograms rolled us. The tank finally just volunteers to leave and we invite a DPS from the guild to come in and we face-roll the boss. The DPS drops and we re-invite our tank to finish.
Honestly Yonkit, you just laid out one of my main reasons for disliking the stamina while blocking change. With the exception of this fight (everyone should have DPS and heals/shields), it's narrowed the tank's responsibilities more to stamina management and block timing. The pierce armor debuff is less common, and now shards and repentance is more necessary than ever - even with caster dps. While everything used to be facerolled, I honestly found the healing and tank roles more interesting as you could more readily push your DPS instead of resource management.
Oreyn_Bearclaw wrote: »Thornos?
My experience with this fight is limited, and I was playing a healer (not my usual role), but I agree that there seems to be a lot of RNG associated with this fight. When I hear about Tanks (good tanks) actually reallocating CP points for one fight, something is probably a touch broken. I am not prepared to toss the fight out the window, because I have no issues with needing to actually learn mechanics to finish a boss, but I do agree with OP that the standard group composition (Tank, Healer, DPSx2) is going to have a lot of trouble with this fight, especially if the DPS are melee. Changing a skill or two for a boss encounter is okay with me, having to change your whole build, maybe not. Unless of course ZOS wants to give us a dual spec.
Personofsecrets wrote: »Oreyn_Bearclaw wrote: »Thornos?
My experience with this fight is limited, and I was playing a healer (not my usual role), but I agree that there seems to be a lot of RNG associated with this fight. When I hear about Tanks (good tanks) actually reallocating CP points for one fight, something is probably a touch broken. I am not prepared to toss the fight out the window, because I have no issues with needing to actually learn mechanics to finish a boss, but I do agree with OP that the standard group composition (Tank, Healer, DPSx2) is going to have a lot of trouble with this fight, especially if the DPS are melee. Changing a skill or two for a boss encounter is okay with me, having to change your whole build, maybe not. Unless of course ZOS wants to give us a dual spec.
@Oreyn_Bearclaw , I ended up doing it again last night. We finished with 3 people that could be healing at any one time.
I Highlander l wrote: »Have 2 people rotate pinions, if one of the 2 people get portals rotate another person in. Keep the healer on non portal duty.
Skills that can destroy portals in 1 or 2 hits: Flying blade, steel tornado, force pulse/crushing shock, radiant oppression, eruption, crystal frag.
Use shields to deal with the DoT until the boss crouches down to the floor to reset it
Did you read what the op posted?
This is honestly why I have almost no interest in most end game pve. Its so heavily focused on these dps races that I couldn't care less. Engaging mechanics that require attention and engage me as a player in the situation. Yes sign me up. Just spam the maximum dps rotation until the boss is dead, ignoring everything else or these games of russian roulette where the players are simply being dragged by their ears into the systems, i'm not interested. It is sad to see ZOS so heavily focused on these rng systems that dps can ignore rather than ones that make the players feel engaged in the fights.
The boss isnt really that much of a dps race at all. You dont have to kill it on the 1st down phase if you cant, its not required.
You have to pay attention to the pinion, and you have to deal with the portals at least until execute phase. You dont even need to have the best dps to complete it. As long as you stay focused on the pinion,portals and watch your feet, Too many peoples downfall is looking at the portals too much and not checking the ground for circles so they end up dying.
You can take alot longer than required to beat this boss, even more so with the stupidly sad nerfs last patch.
@I Highlander l I respectfully disagree, this boss is a DPS race. If you do not kill it before its third complete rotation "where she stuns herself on the ground" to many portals spawn and you will get overwhelmed by adds. The only thing that wipes my group is the Ograms that spawn from the portals. That is because the Tank gets portal duty on the late second to third boss rotation.
My issue is why are we making the tank obsolete on this fight? Why is it a hindrance to have a Tank during this fight?
This can be a challenging and fun fight without making the Tank obsolete.
Scyantific wrote: »Hahaha wow, one of the few encounters that has a non-tank/spank mechanic and you're complaining about it.
Yeah I don't think you know what kind of feedback they want. If stuff like this was the feedback they wanted to hear they would have made several changes to the stuff they put into the game while the IC patch was on the PTS (block change, shield breaker, battle spirit reduction, etc.)Personofsecrets wrote: »Scyantific wrote: »Hahaha wow, one of the few encounters that has a non-tank/spank mechanic and you're complaining about it.
If mechanics are bad or are bad for certain roles, then they deserve to be discussed.
Just because a fight has a mechanic or two, doesn't mean that the fight shouldn't be criticized. Just because people criticize a fight with mechanics doesn't mean that those people don't want mechanics based fights in general.
We are discussing this specific fight for the difficulties that it is causing tanks. We already know that we can adapt by becoming a DPS, but if we should have to adapt in such a way is a question for the developers to answer. We are leaving feedback. Don't say that we are just complaining and imply that we aren't being helpful. We are being helpful by helping the developers understand parts of their combat design which are flawed.
The developers want us to give this kind of feedback. Please don't stifle debate by making such comments as you have.
Scyantific wrote: »Hahaha wow, one of the few encounters that has a non-tank/spank mechanic and you're complaining about it.
Joy_Division wrote: »Like most of the replies in this thread, I think you are way overstating the difficulty that a tank would have taking out the portals. The fact that you just keep repeating the worst-case scenario calculations and disregard the suggestions other posters have offered tell me that you already have your mind made up.
A decent tank will not have the issues slotting some DPS gear and taking them out. I've done this fight with three tanks and none of them had the issues that you are claiming.
I think you just dont like this fight because it does not conform to your preference of what a boss fight should be, namely one in which requires a rigid 4 person trinity to always do their roles. How boring. How unimaginative. The designers have consistently said from the beginning that every class was expected to perform functions beyond their expected role. Even the beginning regular dungeons have mechanics in place that more or less required healers to do something other than heal and DPS more than do damage. You do not have to respect your CPs and abilities to do this fight, stop exaggerating.
And why should players always be in control? Players are in control 99% of the time in this game. It's fine for 1% to push us outside our comfort levels. One of the great things about the Mantikora fight was precisely the players were not in control where the portal spawned and thus had to be prepared to adapt and act accordingly. You seem to want every fight to boil down to a predictable formula. You claim to dislike fights that players can just out DPS them, but this is precisely what happens when you remove the random elements that you dislike because the group's DPS, tanking, and healing are always optimized. Once the magic formula is discovered, players always faceroll the enemy and never be taken out of their comfort zone.
Honestly Yonkit, you just laid out one of my main reasons for disliking the stamina while blocking change. With the exception of this fight (everyone should have DPS and heals/shields), it's narrowed the tank's responsibilities more to stamina management and block timing. The pierce armor debuff is less common, and now shards and repentance is more necessary than ever - even with caster dps. While everything used to be facerolled, I honestly found the healing and tank roles more interesting as you could more readily push your DPS instead of resource management.
When I asked you if you had a real tank, you said no, therefore you are not long part of this conversation! GATOGTFO (get a tank or get the *** out)
I have to say, anything else aside, I'm glad you started this thread because it has given me some solid advice on how to approach this fight when I do this dungeon on vet mode.I admit I was ranting, but I also named the title of this thread rant/ suggestions.
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Scyantific wrote: »Yeah I don't think you know what kind of feedback they want. If stuff like this was the feedback they wanted to hear they would have made several changes to the stuff they put into the game while the IC patch was on the PTS (block change, shield breaker, battle spirit reduction, etc.)Personofsecrets wrote: »Scyantific wrote: »Hahaha wow, one of the few encounters that has a non-tank/spank mechanic and you're complaining about it.
If mechanics are bad or are bad for certain roles, then they deserve to be discussed.
Just because a fight has a mechanic or two, doesn't mean that the fight shouldn't be criticized. Just because people criticize a fight with mechanics doesn't mean that those people don't want mechanics based fights in general.
We are discussing this specific fight for the difficulties that it is causing tanks. We already know that we can adapt by becoming a DPS, but if we should have to adapt in such a way is a question for the developers to answer. We are leaving feedback. Don't say that we are just complaining and imply that we aren't being helpful. We are being helpful by helping the developers understand parts of their combat design which are flawed.
The developers want us to give this kind of feedback. Please don't stifle debate by making such comments as you have.
Did you know that the person that takes every other pinion doesn't get portals?
I'm wondering if Invasion would help with the portals. In terms of moving the tank to where he needs to be.
It uses stamina, but so does sprinting, an you get the reductions from the s+b passives.
For a Templar maybe toppling charge as an alternative? And chains for a Dr? Since you'd chain yourself to the portals?
Personofsecrets wrote: »Joy_Division wrote: »Like most of the replies in this thread, I think you are way overstating the difficulty that a tank would have taking out the portals. The fact that you just keep repeating the worst-case scenario calculations and disregard the suggestions other posters have offered tell me that you already have your mind made up.
A decent tank will not have the issues slotting some DPS gear and taking them out. I've done this fight with three tanks and none of them had the issues that you are claiming.
I think you just dont like this fight because it does not conform to your preference of what a boss fight should be, namely one in which requires a rigid 4 person trinity to always do their roles. How boring. How unimaginative. The designers have consistently said from the beginning that every class was expected to perform functions beyond their expected role. Even the beginning regular dungeons have mechanics in place that more or less required healers to do something other than heal and DPS more than do damage. You do not have to respect your CPs and abilities to do this fight, stop exaggerating.
And why should players always be in control? Players are in control 99% of the time in this game. It's fine for 1% to push us outside our comfort levels. One of the great things about the Mantikora fight was precisely the players were not in control where the portal spawned and thus had to be prepared to adapt and act accordingly. You seem to want every fight to boil down to a predictable formula. You claim to dislike fights that players can just out DPS them, but this is precisely what happens when you remove the random elements that you dislike because the group's DPS, tanking, and healing are always optimized. Once the magic formula is discovered, players always faceroll the enemy and never be taken out of their comfort zone.
This fight is unfair for tanks because it causes them to do things that other roles don't have to do.
Performing functions beyond an expected role is much less controversial than becoming an entirely different role outright. The later is what is happening with this boss fight. Additionally, using specific champion points on the Planar Inhibitor isn't an exaggeration. I have put points into thick skinned and elemental defender for no other reason but to fight this specific boss.
As for your Mantikora analogy, it fails because all players have the ability to dodge the Serpents Image portal. That avoidance is happening in high end raids because of how a bad RNG (tank or healer going down) can end the fight. The Planar Inhibitor is similar in that the OP wishes there to be a way to better control the fight so that tank can avoid portals. Just like with Mantikora, it would be interesting if a group could do something extra in order to better manipulate the Planar Inhibitors portal mechanic.
Personofsecrets wrote: »
Well I'm not sure if it is an actual part of the mechanic but out of all the runs I've done where I took every second pinion I never got the portals. And we're talking about 100+ runs/attempts. It may only apply as long as the pinion is taken as soon as possible and/or if portals are killed in a moderately fast manner. Still, it may prove useful to you.
I question your use of the word unfair. No, asking the tank to do some DPS is not unfair, it is an opportunity for a good adaptability tank to showcase her versatility and for a fight to be something more than a boring tank & spank.
For DSA, it is not unfair to ask a healer to put on a sword and shield and tank the boss. Far from it, it was actually fun to do something different, unexpected, unconventional.
You didn't have to reorient your champion points, you chose to do that. Whether that was because you some sort of perfectionist who demands that the character that you play be 100% optimized in every situation or because you deliberately choose a narrow build (which should have consequence), that was a decision that arose from choices that yor made, not because of the mechanics of the fight or what was necessary to complete it.
And, yes, I am aware players can circumvent the intended mechanics of the Mantikora fight by dodging the portals. In fact, circumvent them altogether because the optimal strategy is to avoid the portals totally and simply burn the Mantikora to 100% health precisely because nobody is taken out of their comfort zone: the same tank is always there, there is no off tank because the nine dps don;t have to do anything but stand in a single spot and practice their rotations, while the healers completely control where the spears land. Nice. We have turned what had been the signature fight in the entire game that kept Raiding guilds interested in this game into a cakewalk. Don't worry, soon someone will find an exploit to the Planar Inhibitor fight as is done with any reasonably challenging boss in this game, and you can totally be in 100% control, never taken out of your comfort area that fits your build 100% of the time, and faceroll it, which apparently you deem is fair.
nordickittyhawk wrote: »When people say this boss is impossible...my mind just goes "Wow.... you guys just cant adjust or admit that u need to get better" so ill leave you with this.
https://youtube.com/watch?v=Je0AC-zsqbI
^ my reaction to this post and comments.