| To be fair, if you can't do the quest (and it is all in discrete chunks) you probably can't do the raid: not simply in terms of access, but in difficulty. You can do that attunement quest over a period of time. |
WildStar • Page 16
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Daeltaja 2,061 posts
Seen 2 days ago
Registered 11 years agoLoving this. I've played virtually every big MMO released since WoW and this is the only one that I'm certain I'll be subbing to.
The gameplay is really fun, playing as a stalker. It's delicious. -
Shikasama wrote:
Yeah, I take yer points, I remember TBC. I think Wildstar allows keys to be used or sold to alts (i.e. account bound), but I could be wrong.
RedSparrows wrote:
Which is all fine when everyone is at the same stage as they are now (more or less).
To be fair, if you can't do the quest (and it is all in discrete chunks) you probably can't do the raid: not simply in terms of access, but in difficulty. You can do that attunement quest over a period of time.
Then what happens is guilds that aren't the 'hardcore' have a mish mash of attuned and non attuned players. Then when you try and get new players you have to check if they're attuned, if they aren't then you have to do the attunement runs again.
Then when the next raid comes out and the attunement for that includes elements from the previous raid the problem are exacerbated 10 fold. This is exactly what happened in The Burning Crusade and it's why they got rid of them. There is no good reason for lengthy attunement beyond appealing to a very small, weird quirk of human psychology.
The thing is, however, raiding is aimed purely at the 'hardcore', and these people will swiftly setup attunement rotas and systems for getting unattuned players in.
Meanwhile mere mortals will be adding floors to their houses
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Shikasama wrote:
The difference can be staggering. You can find random groups/players that know their stuff, but I tend to only run in guild groups: CC is actually used, mobs are positioned properly, kill orders are known/adhered to, etc etc.
Yeah it's good so far, the combat keeps me more engaged than something like Rift although I'm not very far into things yet (haven't even got a mount!).
I watched a video of one of the dungeons and it looked like something that would be awesome with your friends but a massive pain in the arse with a random group.
It's quite incredible how so many people get to 20 and still don't get the importance of stunning. -
Again, guild groups help a lot there. I heal in dungeons and don't find it too bad.
The main thing with it is the DPS has to be aware of a) where the healer is, and b) avoid damage. If the tank is doing their job properly (absorbing white damage), then it's up to the DPS to keep their own health up by not being dumb, and working with, not against the healer.
I've healed as medic up to the 3rd dungeon, and I find it a lot of fun. It's much more involved than other MMO healing I have done, and better for it. -
DPS rely on not getting hit by telegraphs more than any self-heals. The game is really very simple: dodge the red stuff, stun certain enemy moves, work as a team. -
Depends on the fight. Usually if a mob *has* to be stunned, 2 people can do it - you can use any kind of CC to reduce the IA, and then a stun to initiate the moment of opportunity/break the casting.
2 of us downed the 3rd boss of Skullcano from about 80k, tank and healer. DPS had all died from the horrible goo phase. -
RedSparrows wrote:
God the DPS are pissing me off. They never do stuns and break down interrupt armour they just seam to stand there doing pure damage. And another thing they love to do is run around and split up, thereby diverting heals and generally causing chaos.
Again, guild groups help a lot there. I heal in dungeons and don't find it too bad.
The main thing with it is the DPS has to be aware of a) where the healer is, and b) avoid damage. If the tank is doing their job properly (absorbing white damage), then it's up to the DPS to keep their own health up by not being dumb, and working with, not against the healer.
I've healed as medic up to the 3rd dungeon, and I find it a lot of fun. It's much more involved than other MMO healing I have done, and better for it.
OK I get it the dps are used to WoW where they have sod all to do. But surely you learn fast in Wildstar or you die, even when soloing they must have some survival tactics. This is from the view of a Stalker Tank which is chaotic by definition. As a medic friend said to me my health is like a yoyo at the best of times they can never predict it. -
They have to learn, solo, by level 30 or so, else they'll die lots. If they still can't work out stuns, telegraphs and dodging by then, good riddance. It's not hard to understand, even if it can be hard to execute. -
Pygmy - 15, 25 for hoverboards.
Yeah, the problem with telegraphs is latency. Fortunately it's usually pretty good, but for Oceanic players and some others it's on the edge of being too much, I think. -
Yeah, don't take risks. Heal economically, tank for aggro, DPS within threat-limits, move quickly. Once you gauge roll distances/speed, running/walking pace etc, you can dodge a lot very easily. I often simply walk 5 yards in a certain direction and all is well, rather than ducking and diving like a loon. Sometimes that is necessary, of course. -
Yeah, group questing is so old hat, is really bizarre and poorly done.
On the flipside you clear stuff so fast, incl. primes. -
heavy_salad 1,211 posts
Seen 5 hours ago
Registered 12 years agoTaken the plunge and going to give this a go. GMG's 20% off voucher swayed me. Going to take me ages to download with my shitty internet though. -
Wavey 1,054 posts
Seen 3 weeks ago
Registered 15 years agoI've decided that for now at least, I don't have the time for a new mmo. I hope one day to give it a fair crack, but with my friends on final fantasy xiv there is just not much point! .gif)
Shame I can't sell my account to recoup some of the losses. Ah well! -
They really need to optimize it, I'm running on a pretty high spec laptop and it runs like an absolute dog even with everything turned down low.
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