A3S is a fun fight ^^ yeah
Not really.
The randomness in A3S is its strong point, though, compared to the super scripted/habitable/predictable nature of most fights in the game. You have to learn to deal with the actual mechanics, and not just one easily forced iteration. Wash Away + Digitits means you group has to learn to actually let the debuff people move first, Equal Concentration being random means you have to actually pay attention to what you're hitting. Adds phase spawn locations and Ferrofluid randomly picking on all the DPS makes consistently getting cleanly out of adds phase an actual challenge--you can RNG out pretty cleanly on a semi-frequent basis pretty quickly, but it's not reliable--and actually being able to do the fight feels like actual group coordination.
Final phase is really just an extended dance and burn; they were pretty good about sticking the hardest parts of the fight to execute up front. It can be frustrating, but I'm enjoying it because it has yet to feel like something you can semi-/afk and get through. You have to pay attention.
NICE
It can be frustrating, but I'm enjoying it because it has yet to feel like something you can semi-/afk and get through. You have to pay attention.
maaaaaaybe you definitely need summoner for a2s in the very beginning, but nowadays that's really not the case, any caster is fine
Yeah that is really good actually. I wonder what medium was used to create it.
Titan was way better. Even Savage Coil was.I'm also of the opinion that the randomness in A3S is definitely part of the charm and intrigue of the fight. It's not like you can get flat out screwed by too much of the randomness. You just can't afk and get carried through it. I mean if we're complaining about a 50/50 randomness on Hand of Pain... I mean... think about what that argument is. Really think about it. The only really rough segment I've seen so far RNGwise is where the little bloobers spawn in the adds phase, but even that is something that is pretty workable because of the amount of time you have to adjust before mucilage comes out.
A3S is probably one of my most favorite fights in the game right now because it's active and challenging on a technical level. Especially coming off of A1 and A2 which are just boring/annoying respectively it's a breath of fresh air.
PLUS IT IS BASICALLY TITAN WITH LANDSLIDES AND PLUMES. SO PERFECT.
Titan was way better. Even Savage Coil was.
PLUS IT IS BASICALLY TITAN WITH LANDSLIDES AND PLUMES. SO PERFECT.
Titan HM/EX still reign supreme as my favorite fights.
BOW DOWN OVERDWELLER
Archer is weirdly tough for me. I guess so much THM has made me feel very awkward at the idea of moving while doing anything, but wow I am awful at kiting.
My favorite undergeared fights were probably Turn 9 and Turn 13. Fun fights with great music.
The randomness in A3S is its strong point, though, compared to the super scripted/habitable/predictable nature of most fights in the game. You have to learn to deal with the actual mechanics, and not just one easily forced iteration. Wash Away + Digitits means you group has to learn to actually let the debuff people move first, Equal Concentration being random means you have to actually pay attention to what you're hitting. Adds phase spawn locations and Ferrofluid randomly picking on all the DPS makes consistently getting cleanly out of adds phase an actual challenge--you can RNG out pretty cleanly on a semi-frequent basis pretty quickly, but it's not reliable--and actually being able to do the fight feels like actual group coordination.
Final phase is really just an extended dance and burn; they were pretty good about sticking the hardest parts of the fight to execute up front. It can be frustrating, but I'm enjoying it because it has yet to feel like something you can semi-/afk and get through. You have to pay attention.
Comparing sub-i200 A3S to i130 Savage seems kind of unfair; most of the A3S difficulty will probably be a lot less difficult at i230. More HP, more damage, etc.
This. I think the cut off for undergeared for A3S probably ended after Chest Week, since by then everyone had a weapon and a chest piece. Luckily there's always being undergeared for A4S... yay...I mean, by the time we actually got the clear, undergeared for T13 wasn't really on the table anymore. Undergeared for A3S is mostly out the window too
Then let's compare it to Final Coil. Turn 12 and 13 were a lot more fun in sub i120 gear for me at least.
Maybe A3S is similar? I'm not sure yet. Hopefully we'll have seen the full rotation by next week.
Then let's compare it to Final Coil. Turn 12 and 13 were a lot more fun in sub i120 gear for me at least.
Final phase is really just an extended dance and burn; they were pretty good about sticking the hardest parts of the fight to execute up front. It can be frustrating, but I'm enjoying it because it has yet to feel like something you can semi-/afk and get through. You have to pay attention.
The groups I've talked to that are close to clearing A3S all say the same thing:
That last phase is where the real fight is. Most of them spent about 6-8hrs getting all phases to 4th phase down, and are at 15-20hrs to get Phase 4 cleared. Most groups struggle at that phase.
The groups I've talked to that are close to clearing A3S all say the same thing:
That last phase is where the real fight is. Most of them spent about 6-8hrs getting all phases to 4th phase down (add phase taking the longest out of those 3), and are at 15-20hrs+ to get Phase 4 cleared. Most groups struggle at that phase.
It's going to depend on how you define "close" I guess, but I've seen enough of the fight to feel fairly comfortable with my statement. From what we were hearing from scattered people with early clears, adds phase is the toughest to reliably learn and this held true for us so far. Final phase is a very, very long stretch of Max DPS and Don't Fuck Up, but there is no spot in that final rotation that is as chaotic or stressful as adds was to us. The unbroken timeframe you need to be nearly flawless makes the final phase a timesink, and the DPS requirements while dancing leave little room for error, but in terms of the individual steps in the final rotation? Nothing there near as confusing and chaotic as adds to us.
To be frank, my group has hardly touched A3S yet, (we've been having scheduling issues,) so we're not nearly as burnt out on it yet. That said, I'm really not certain if I agree with the idea of having one dirt-easy version of the raid, and one version that's meant to be a road-block for the world's best players. With enough time I'm sure anyone can clear it, but as is most mid-tier gamers won't clear it until after the gear is already obsolete.
I know it's asking a lot of them, but they should've have a Normal, Hard, and Savage version, rather than jumping straight from Normal to Savage.
But, whatevs.
On Ultros the biggest problem seems to be getting in there at all. Lot of groups I talked to have barely gone in. Even Awake took longer because of schedules.
I'm going to have a great laugh if they put Gobdip in hunts in 3.1.
To be frank, my group has hardly touched A3S yet, (we've been having scheduling issues,) so we're not nearly as burnt out on it yet. That said, I'm really not certain if I agree with the idea of having one dirt-easy version of the raid, and one version that's meant to be a road-block for the world's best players. With enough time I'm sure anyone can clear it, but as is most mid-tier gamers won't clear it until after the gear is already obsolete.
I know it's asking a lot of them, but they should've had a Normal, Hard, and Savage version, rather than jumping straight from Normal to Savage.
But, whatevs.
Oh, they'll put it somewhere. Gear progression is what keeps most players subbed, and road-blocking players for too long at ilvl200 would cause problems. Might not be tied to Hunts though.
Mid tier content has been a problem for a while and there's a lot of people who'd probably agree with you, but the answer isn't likely to be found in a 3rd version of the same raid.
I wish I had the time to do Savage runs with my FC but they're always most active when I'm asleep or my having two jobs messes things up. Though the handful of times I was able to get in a PF group I learned a lot.
I expect I really won't be touching it till it is on DF.
On Ultros the biggest problem seems to be getting in there at all. Lot of groups I talked to have barely gone in. Even Awake took longer because of schedules.
Adds were probably the easiest for us. Not sure how but they were.
The groups I've talked to that are close to clearing A3S all say the same thing:
That last phase is where the real fight is. Most of them spent about 6-8hrs getting all phases to 4th phase down (add phase taking the longest out of those 3), and are at 15-20hrs+ to get Phase 4 cleared. Most groups struggle at that phase.
24-raids are so brain dead easy that it only takes about 3-4 people in each party to know what's going to get by.
It is the greatest example of watching players being lazy/stupid because of how easy they are. Healers who just spam aoe heals, dps who just press on button the who time, tanks Provoke fighting over MT.
Hopefully Void Ark actually poses some sort of challenge outside the first 2 hours of being up.
When I say old hat I mean that I've farmed T13 bare on main and alt. It's so nothing to me now that it's hard to remember the struggles that came with learning it since I've been sleepwalking through it for a vast majority of my clears. A3S, on the other hand, I have zero clears of, so it's new content.But it is old hat, stealing mechanics from Titan Extreme lol.
Pretty much this. It's just dynamic. Literally the only "difficult" part of the add phase in my opinion is the final quad piston group. Once we got our strategy down it was a matter of execution. Still it's dynamic so it's hard to lock it down consistently every time. There's always a bit of improvisation that arises that you can't really account for. Like. Adds took us basically one raid day we struggled on, and the second raid day we were clearing them a vast majority of the time we saw it. I still think it's the roughest phase leading up to final phase, obviously, and one that I wouldn't be surprised to see people tripped up by. It's not difficult but you still have to respect it.This is mostly down to sheer length of the phase. In terms of executing each step, it's not that bad and much of it is preplanned. It's the bulk of the fight so the bulk of time will be spent trying to not mess it up but it's not a complicated part of the fight. Or, put another way, most of this comes down to how well people know the mechanics and what to do with what happens according to the plan and doing said plan while adds (and, to a lesser extent, Wash Away's part of the fight) is a bit more on-the-fly execution.