Originally Posted by Juli
Tank gibs caused by FA seem to be less common than most people complaining about the fight would have you believe.
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You are absolutely right, it is NOT very common, but that is not the point.
If it is even possible it is too much. Having something like this happen with a lash, sinister, triple FA with bad resists on the tank under 10% is one way to make your night sparkle with happiness.
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Same thing with separating on FA. I've not seen a single port that caused unavoidable death aside from getting ported inside a bench where you literally cannot get away in time.
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A sinister/FA can lead to an unavoidable death - period. The fact that you have no seen this almost astonishes me, or makes me think you just forgot. You can pop an HS, pot and still easily be dead before the fourth pulse. 35000 resistable damage in 2.0 seconds is not skill.
The skill aspect of this fight is totally overblown. We're very good at this fight and we can still readily wipe on any pull (I would say the 1 in 3 to 1 in 2 shot touted by celebrity earlier is about right - do the math on how that can turn out, plenty of 1 shots, plenty of pain) - we've tried numerous strategies and none make shit bit of difference.
I think group composition determines your success more than anything, and paradoxically more casters ends up being better often times because with too many melee the melee camp becomes a huge clump of 12 people that acts like "1 camp" anyway, increasing your chances of a painful port.
We typically survive ports on the raid, but coupled with a vile/sinister you're going to almost certainly lose 1 or 2 people. But lately what wipes us is when we'll get 3 MT healers ported inside the couch, or on the MT, followed by some retarded beam - or a set of what feels like infinite wicked beams.
The problem is the way resist mechanics work in this game.
Tank deaths are rarely an issue, everyone thinks because I bring it up we have some abnormally high level of tank deaths, we don't, but it is still an issue.
You sure as hell can get instagibbed in full SR and T6 in the remaining spots, even with constant heals and AH (I've tried 200 through 365 SR, mid 200's has worked best for me). Even if it only happens once every 2-3 weeks, its still stupid as can be. People can surely do simple math here and prove to themselves it is readily possible without parries - add those parries in, and golly-gee, wonder what is going to happen - how the fuck is skill going to make up for that? 4000 sinister (50%), 9000 FA (50%), 7500 lash (33%), one paired hit (6,500, 3,500) and you're dead. Now add a parry in there, maybe add an offtank being ported, maybe some poor resists - in theory you can get numbers that are just absurd, so the chances of a more common and lethal combination happening are certainly there.
One opinion (that I've heard repeated numerous times) is that the problem with this fight is FA being put in a random spot.
Wouldn't this fight be simply better if FA was sent to one consistent and relative location? Wouldn't that have all the difficulty elements the devs appeared to have designed? and all the difficulty elements in a 1 camp strategy when they get lucky? Wouldn't it remove many port problems, or unavoidable death situations? Why does fatal attraction hit other members of the raid anyway? As the DnT poster said in a previous thread, FA's behavior almost appears bugged.
The problem here is the way they've basically taken 10 random abilities and mashed them all together in a soup and called it a winning encounter with little-to-no testing. This fight takes about as much skill as running away from the raid on grobbulus when you turn bright green. I'm sure grobbulus would be considered "hard" if the person running away did 10,000 NR damage per second. But the fight would still be dumb.
Also having two offtanks sit there and pick their ass all day is such a good example of how terrible this fight is. Yeah you can have two paladins come in there and OT - but how many guilds are realistically going to do this... and many this would be the only fight they're using an OT paladin for. If you have this option, fantastic, but you're still looking at a prot paladin, in full SR, getting silenced about 15% at random, casting heals. Its dumb.
This fight should be nuked from orbit, just like Gruul 1.0. After 7 or 8 kills of Mother Shahraz my opinion on her hasn't changed at all. And for that matter Illdari could use some serious tweaking. Its too long, too boring, too simple, and mostly too easy. Last time we wiped on Illdari I think it was because someone fell asleep. You can figure out if I'm joking.