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Some of these SOLO quests need nerfedFollow

#1 Feb 13 2012 at 8:27 PM Rating: Decent
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Seriously some of these solo quests for player story lines are not very solo friendly. Working on Quesh with my Jedi Sage. Random Trash encounters here include a mixture of 3 "Strong labeled Siths which enjoy stuns, massive ranged damage, and massive AE damage. To top it off you get some groups which include a yellow elite added to the mix. I don't feel like my toon is underpowered all my gear is lvl 35+ and most is blue/orange. Have tried with 2 different companions do the best with Theran.

Normally multiple strongs are not a problem but normally they are not chain stunning and doing massive AE damage. As a healer spec my dps is crap needless to say. I still feel like my heals are just not good enough considering I have choosen an all out healing spec. I don't think its just this toons missions either. I have a in-game friend that can't for his life beat ANY of the Sith bosses with his JEdi Knight.

Anyways just a rant after dieing 3 times to trash on what is supposed to be a solo mission. I do have the computer buff that lowers the damage (supposedly) from the enemies in here.
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#2 Feb 13 2012 at 8:31 PM Rating: Good
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Interrupts are incredibly important for this mission. Remember that you have three of them--Force Wave, Force Stun, and Mind Snap. You should disable your companion's AoE, use Force Lift on the harder mobs and take out the rest (focus fire between the two of you). Keep the hard mobs CCed, and heal up afterwards. Then wait as long as possible to let your force regenerate. Always keep Force Shield up.

I did die twice doing that mission, but once I got the system down it was working decently.

I can't stress how important the interrupts are, though.
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#3 Feb 13 2012 at 11:22 PM Rating: Good
Yeah, interrupts are your friend.

During my first character, I tended to just go with the flow through stuff, then once I arrived at Alderaan it quickly became obvious that I'd have to start changing my game plan. Once the mooks can start healing, it gets nasty.
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#4 Feb 14 2012 at 3:22 AM Rating: Good
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My Sage hasn't got to Quesh yet but I can definitely second the need for interrupts. In fact so far the Chapter 1 final fight on everyone seems to be an interrupt check.

Personally, and possibly redundantly, I get on well with Theran Cydrax which gives me an additional interrupt (Holiday) and some extra healing.
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#5 Feb 14 2012 at 4:25 AM Rating: Good
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Cobra101 wrote:
My Sage hasn't got to Quesh yet but I can definitely second the need for interrupts. In fact so far the Chapter 1 final fight on everyone seems to be an interrupt check.


Which is fun for the folks who don't have interrupts. Mercenary Act 1 end is a "CC the healer" check, or alternately a "bring Mako" check, because getting our healing companion first is hilariously cheesy.
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#6 Feb 14 2012 at 4:46 AM Rating: Good
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selebrin wrote:
Cobra101 wrote:
My Sage hasn't got to Quesh yet but I can definitely second the need for interrupts. In fact so far the Chapter 1 final fight on everyone seems to be an interrupt check.


Which is fun for the folks who don't have interrupts. Mercenary Act 1 end is a "CC the healer" check, or alternately a "bring Mako" check, because getting our healing companion first is hilariously cheesy.


I'm not 100% sure exactly where my Act 1 finishes in that I have killed Kellian Jarro (which is the fight I think you mean) but not yet the Beast for Mandalore.

I just cced KJ and blew the padawan away fast. By the time she was down Mako had half-killed KJ anyways. And the force push or whatever that KJ used on me had separated them enough that no kiting was needed. Deja Thoris (or whatever her name is) just sulked halfway across the control room while I went back to the original spawn spot and delivered the coup de giraffe to poor old KJ.

It probably helped that I was 33 at the time having got sidetracked into bonus series a couple of times.

Edit: You weren't implying that BH don't get interrupts I hope Smiley: smile




Edited, Feb 14th 2012 5:59am by Cobra101
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#7 Feb 14 2012 at 5:42 AM Rating: Good
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Merc's don't. Powertechs do. I can't imagine how annoying Mercs and Commandos would be if they got a true interrupt. I think that's part of why Arsenal/Gunnery are so popular (aside from the fact that Tracer Missile and Grav Round are *way* too strong for 11-pt talents). Ars/Gun give you a knockback effect on your Punch and Stockstrike, which as long as they don't have resolve up, you can use as a ghetto interrupt.
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#8 Feb 14 2012 at 5:56 AM Rating: Good
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Electro dart and Jet Boost both serve as interrupts. And with On-the-trail electro dart can be more useful in a boss fight.
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#9 Feb 14 2012 at 6:52 AM Rating: Good
Cobra101 wrote:
In fact so far the Chapter 1 final fight on everyone seems to be an interrupt check.


I only used mine a few times. The might was just long due to not pumping out numbers (being a healer). I just stood there out of range, shooting him while he shot at me. Would move Left or Right when his AE showed up and used Gyro Grenade when I really needed to get off a few heals to stay above 50%.

Now the quest/fighting up to him was tricky and I had to do a lot of LoS to get mobs together/separate them. And the final group right before my was tricky.
#10 Feb 14 2012 at 10:45 AM Rating: Excellent
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It seems to me that the Solo quests are really being used to force players to do 2 things:

1. Reevaluate their play style.
2. Learn endgame skills.

TOR actually increases in difficulty over time in a meaningful way. In other games, mob level is the only thing that really changes. Realistically speaking, Icecrown Glacier in WoW was no harder at level 79 than Elwynn Forest was at level 6. Possibly even easier, when you consider all the additional tools players had

The mobs on Corellia are definitely more difficult than the mobs on Belsavis. I used to just kill silver mobs without thinking about it. Now I need to shield up and have an interrupt ready. Choosing a target to force lift is actually worthwhile.

And this is actually good for players new to MMOs, because these are the kinds of skills that they will need for endgame content. Learning how to manage quick interrupts on a solo chapter boss is a lot nicer for everyone else than learning on the final boss of a hardmode flashpoint.
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#11 Feb 14 2012 at 11:32 AM Rating: Excellent
idiggory, King of Bards wrote:
It seems to me that the Solo quests are really being used to force players to do 2 things:

1. Reevaluate their play style.
2. Learn endgame skills.

TOR actually increases in difficulty over time in a meaningful way. In other games, mob level is the only thing that really changes. Realistically speaking, Icecrown Glacier in WoW was no harder at level 79 than Elwynn Forest was at level 6. Possibly even easier, when you consider all the additional tools players had

The mobs on Corellia are definitely more difficult than the mobs on Belsavis. I used to just kill silver mobs without thinking about it. Now I need to shield up and have an interrupt ready. Choosing a target to force lift is actually worthwhile.

And this is actually good for players new to MMOs, because these are the kinds of skills that they will need for endgame content. Learning how to manage quick interrupts on a solo chapter boss is a lot nicer for everyone else than learning on the final boss of a hardmode flashpoint.


+1 internets for you! I could not agree more. I enjoyed the ramp up in difficulty and strategy required solo. Kept things from getting dull.
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#12 Feb 14 2012 at 12:37 PM Rating: Good
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Cobra101 wrote:
selebrin wrote:
Cobra101 wrote:
My Sage hasn't got to Quesh yet but I can definitely second the need for interrupts. In fact so far the Chapter 1 final fight on everyone seems to be an interrupt check.


Which is fun for the folks who don't have interrupts. Mercenary Act 1 end is a "CC the healer" check, or alternately a "bring Mako" check, because getting our healing companion first is hilariously cheesy.


I'm not 100% sure exactly where my Act 1 finishes in that I have killed Kellian Jarro (which is the fight I think you mean) but not yet the Beast for Mandalore.

I just cced KJ and blew the padawan away fast. By the time she was down Mako had half-killed KJ anyways. And the force push or whatever that KJ used on me had separated them enough that no kiting was needed. Deja Thoris (or whatever her name is) just sulked halfway across the control room while I went back to the original spawn spot and delivered the coup de giraffe to poor old KJ.

It probably helped that I was 33 at the time having got sidetracked into bonus series a couple of times.

Edit: You weren't implying that BH don't get interrupts I hope Smiley: smile




Edited, Feb 14th 2012 5:59am by Cobra101


Cobra101 wrote:
Electro dart and Jet Boost both serve as interrupts. And with On-the-trail electro dart can be more useful in a boss fight.


Well yes, I meant lack of a proper interrupt when you hit CC-immune guys. I can't imagine how painful tanking bosses is going to be on my Jugg when most of my rage generators (choke, push -->saberthrow/leap) don't work.
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#13 Feb 14 2012 at 12:37 PM Rating: Good
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Master Shojindo wrote:
idiggory, King of Bards wrote:
It seems to me that the Solo quests are really being used to force players to do 2 things: . . .

+1 internets for you! I could not agree more. I enjoyed the ramp up in difficulty and strategy required solo. Kept things from getting dull.

I'll jump on that bandwagon - I agree with both of you, so I guess that means more +1s.

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#14 Feb 14 2012 at 4:22 PM Rating: Decent
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Cobra101 wrote:
Electro dart and Jet Boost both serve as interrupts. And with On-the-trail electro dart can be more useful in a boss fight.


While I hate to nitpick, it's important to note those aren't true interrupts in the sense that they aren't an ability that stops a cast or channeled spell and then locks it out for a few seconds. One is a knockback, and the other is a hard stun, which both can function as interrupts (stuns technically interrupt all action for a short time at the cost of being on a longer cooldown) but they aren't interrupts per se. It's important because boss mobs are often immune to any kind of control effect, but can still be interrupted (unless they also have the immune to interrupt buff, which is a separate modifier).
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#15 Feb 14 2012 at 4:30 PM Rating: Good
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Quor wrote:
Cobra101 wrote:
Electro dart and Jet Boost both serve as interrupts. And with On-the-trail electro dart can be more useful in a boss fight.


While I hate to nitpick, it's important to note those aren't true interrupts in the sense that they aren't an ability that stops a cast or channeled spell and then locks it out for a few seconds. One is a knockback, and the other is a hard stun, which both can function as interrupts (stuns technically interrupt all action for a short time at the cost of being on a longer cooldown) but they aren't interrupts per se. It's important because boss mobs are often immune to any kind of control effect, but can still be interrupted (unless they also have the immune to interrupt buff, which is a separate modifier).



Point taken.
Which is why I said "serve as interrupts".

At the level being discussed - Chapter 1 Boss fight - the bosses seem to demand being interrupted but are not yet immune in the way that you run into later on.

It is a skill-check and a nice feature of the game.
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#16 Feb 14 2012 at 10:47 PM Rating: Good
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I have an interrupt rotation on my Jedi Guardian. It can turn a hard fight into a joke.

There were a couple "Gold" mobs that were spanking me until I realized that if I sent my companion in for 15 seconds and then I jump in and taunt off. Watching for pats is a must. Even smart use of damage reduction and having medpacs ready to go. It is not uber hard but its definitely better than wading into a pool of trash and just steamrolling it like in WoW.
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#17 Feb 15 2012 at 1:04 AM Rating: Good
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It really is. I have to actually pay attention when playing TOR. :P I used to play WoW on my laptop, in a small window, while I watched videos on the side. Couldn't do that in TOR.
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#18 Feb 15 2012 at 1:50 AM Rating: Good
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bodhisattva wrote:
I have an interrupt rotation on my Jedi Guardian. It can turn a hard fight into a joke.

There were a couple "Gold" mobs that were spanking me until I realized that if I sent my companion in for 15 seconds and then I jump in and taunt off. Watching for pats is a must. Even smart use of damage reduction and having medpacs ready to go. It is not uber hard but its definitely better than wading into a pool of trash and just steamrolling it like in WoW.


I love doing that in pvp too, both on my Sent and my Jugg. My Sent is better at straight locking someone down, but my Jugg has his moments with well-placed pushes. God nothing tickles me more than snaring a Tracer or Grav noob in Huttball and then pushing them down into the pit, far far away from any relevant contact. It's like CCing someone for 20+ seconds. I imagine it's my Juggernaut pushing a skill-less noob into the corner and saying "Now you sit there and think about what you've done!"

Needless to say I have a very low opinion of Arsenal/Gunnery specs.

Edited, Feb 14th 2012 11:51pm by Quor
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The thing about me is that apparently it's very hard to tell when I'm drunk. So I feel like I'm walking sideways on a UFO and everyone else sees me doing the robot like a pro.
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#19 Feb 20 2012 at 3:33 AM Rating: Decent
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edit: oops

Edited, Feb 20th 2012 4:34am by Llester
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#20 Feb 23 2012 at 1:20 AM Rating: Good
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Seriously some of these solo quests for player story lines are not very solo friendly. Working on Quesh with my Jedi Sage


Well see your first mistake is playing a Republic Jedi. Join the dark side ... we have cookies.
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#21 Feb 23 2012 at 1:47 AM Rating: Good
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Ironically, dark side Jedi are WAY more evil than dark side Sith, if only because of the contrast. Also makes for a very compelling storyline.
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The thing about me is that apparently it's very hard to tell when I'm drunk. So I feel like I'm walking sideways on a UFO and everyone else sees me doing the robot like a pro.
- MojoVIII
i have bathed in the blood of many. my life was spent well.
feral druids do it on all fours.
The One True Prophet of Tonkism.

http://therewillbebrawl.com/
#22 Feb 23 2012 at 6:48 AM Rating: Good
Quor wrote:
Ironically, dark side Jedi are WAY more evil than dark side Sith, if only because of the contrast. Also makes for a very compelling storyline.


This. nothing like sweet talking my way around, and then making people pay! The down side is your companions don't really like it when you decide to kill off someone, or take a bribe, or anything dark side related.
#23 Feb 23 2012 at 8:52 AM Rating: Good
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Sandinmygum wrote:
The down side is your companions don't really like it when you decide to kill off someone, or take a bribe, or anything dark side related.


It's too bad so many of the Sith companions are goody-two-shoes who have the same problem. I was so glad to get Jaesa on my warrior and finally be a bad guy with no repercussions.
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#24 Feb 23 2012 at 9:01 AM Rating: Excellent
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FuriousJorge wrote:
Sandinmygum wrote:
The down side is your companions don't really like it when you decide to kill off someone, or take a bribe, or anything dark side related.


It's too bad so many of the Sith companions are goody-two-shoes who have the same problem. I was so glad to get Jaesa on my warrior and finally be a bad guy with no repercussions.


Pierce and Broonmark are that way too. Quinn takes a practical approach; he likes it if it helps the Empire. If that means letting the so-and-so's go so that they'll be around to help out later, then it can be light as day and he won't mind.

Vette LOVES light side stuff....except when it comes to money. If you nab some DS points along the way to a fat paycheck, Vette is more than happy with that, just as long as no one "innocent" gets hurt.

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This. nothing like sweet talking my way around, and then making people pay! The down side is your companions don't really like it when you decide to kill off someone, or take a bribe, or anything dark side related.


As far as that goes, it gets WAY better after JK act 2 (if that's how you want to roll).

Edited, Feb 23rd 2012 7:02am by Quor
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The thing about me is that apparently it's very hard to tell when I'm drunk. So I feel like I'm walking sideways on a UFO and everyone else sees me doing the robot like a pro.
- MojoVIII
i have bathed in the blood of many. my life was spent well.
feral druids do it on all fours.
The One True Prophet of Tonkism.

http://therewillbebrawl.com/
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