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#tom suff princess and ray are all on critty and were in there last night (if not before on other teams)
vespertine-legacy · 2 years
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Critty actually had a full roster last night, so I got to watch them prog R4, and let me tell you, R4 is going to absolutely murder my computer since every boss has huge visual tells for the mechanics and huge graphical “you are now getting your shit obliterated” mechanics, but it looks very fun. Though if I ever need to dps it, I am probably going to have to learn to play a ranged spec better than “trash” (I can kind of faceroll some of the ‘slinger/sniper specs, and I’m kinda picking back up facerolling the sorc/sage specs, but I have never even tried to play merc/commando dps).
The person streaming didn’t have the quest for the storyline, so those of us watching didn’t get any of the dialogue/cutscenes for what’s actually going on (which is fine, I’m kind of excited to see that for myself, but still mad I need to run like 20+ more toons through Dxun to get them eligible for the mission, I do at least have it on 3 of them lol).
Tons of opportunities to fall to your death, to get lost, to get stuck in weird things. 10/10 environment.
Thoughts on the fights, from what I saw on stream:
First boss didn’t seem too complicated, but there’s definitely a benefit to having some strong rdps, and I’m worried about what my lag is gonna be like with all of the animations. I’m glad that the symbols to break the shields have different colors and shapes, so it’s at least a little more accessible (although it was funny to watch the stream chat yelling about “it’s not an octagon you idiot, it’s a hexagon). All of the mechanics are pretty clearly telegraphed (and it’s very “I warned you I was gonna do that, if you didn’t move out of it, it’s your fault you’re dead”), it’s immediately apparently which terminals you need to click in order to break the shields. The boss’s cast in the final phase is probably a dps check - beat it or you’re dead.
Second boss looked like it had some elements of the Ancient Guardian Droid from Nathema (not just in the design of the boss itself, but in the mechanics for the tank), but again, I’m worried for what my lag will do. Looked like some opportunities to blow each other up if a pull is going badly. This fight is all about positioning, because you need to keep certain circles and get the fuck out of others. Probably a good idea to stack on pull to keep the field clear of the first missile launch. There’s some fun red light/green light bullshit where if you’re a certain color and you move, you die. Then there’s a point where the tank has to hide behind someone who has the opposite color of the beam the boss is charging at them (it looks to me like hiding behind the Hunter Probe during the Nathema guard dog fight) in order to not take any damage, but at least in SM, it can almost entirely be mitigated by a sorc bubble if no one gets there in time. I couldn’t hear all of the ARIA dialogue during the fight, but it sounded like she was giving pretty good directions.
Hell Hallway is a bit like the hallway in the Seeker Droid final mission where you’re trying to do the batteries for the generator/bomb thingy and the enemies keep coming and it’s easy to get overwhelmed, only it’s Worse and Red, but you can Divide and Conquer for clicking the panels, kill the big glowy thing that is attracting more of them, and ez peazy. (everyone re-spec’d to dot spread for the Hallway, and even with Shatter Burst getting nerfed, they just smashed the bajesus out of everything; sidenote, now that Shatter Burst has been nerfed, I’m wondering if I can keep up with juggs on lethality on trash...).
Third boss looked kind of like if Tyrans took a lot of drugs? I talked with one of them for a really long time about ways the mechanics could better be controlled (based on what I saw on stream that he hadn’t seen from his pov and what seemed reasonable to be able to do because of one of the achievements for the fight). It seemed to me like the group can somewhat control where the rot is appearing/hardening to ensure they have more of the field still available (and to keep the corners clear for the achievement). We also talked about, but they didn’t try, whether or not the Fire Probes can be moved by friendly movement abilities like the PT/Vanguard tank grapple and sorc/sage pull, to reposition them rather than waiting for them to doot along into a good position (I feel like they have to be, because they move so slowly, and you can’t just wait for them).
They ended up not clearing third boss, so I haven’t actually seen last boss.
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