King's Fall Raid, Fri, Apr 22
#1
Fri, 04/15/2016 - 23:12
King's Fall Raid, Fri, Apr 22
Sign up here for the King's Fall raid on Friday, Apr 22 at 9pm Eastern/ 6pm Pacific. No raid experience necessary, but you should be at least 300 light and have a decent, high-impact sniper, like the 1000 Yard Snare for sale at the Vanguard vendor. We usually run for about three hours more or less. Judging by the past few weeks, we will probably be running hard mode again. If you need to change plans, we understand, but post here again as soon as possible so we can find a replacement. If there are already five participants, please consider signing up as an alternate. Stuff happens, even at the last minute.
In.
In
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Looks like I'll be on the Alt list this week.
This week's roster: BLAMnation, DEEP_NNN, OldnAchy, Ra Darkman, DatBasementCat
Alternates: DarthTabasco
Alternate if playing Destiny (been falling asleep earlier than usual the last couple Friday nights)
BLAMnation, DEEP_NNN, OldnAchy, Ra Darkman, DatBasementCat, Duke12, and myself ran the raid tonight. I guess they call it hard mode for a reason. We did well on the totems, but did not manage to kill the Warpriest. I guess we need to prioritize staying alive more! Anyhow, good effort, and we'll try again next week.
Remind me why we punish ourselves in hard mode? Wow, it was hard!
I think I only once saw significant damage on the Warpriest. It doesn't make sense. We are all higher LL than the first time we succeeded.
Does everyone have a black spindle? With a tether and mostly 320 is BS he should go down within 2 to 3 cycles.
Destiny Titan on Xbox Live: Tenryuu N7
Destiny Warlock on Xbox Live: Chiryukai (Wife's Account)
Did Bungie really increase the "shield" in the Warpriest after the April update? I noticed that most of the team's current weapons (higher than mine) slowly decreased Warpriest's damage in each cycle last night.
I don't have a Black Spindle yet, but would definitely need one.
More than likely we were not all on the same page. DPS numbers were all over the place. It may be lower impact weapons or popping in and out of the aura, I just don't know. Last week we were able to drop the WP after a number of misfires, but we were at it just as long or longer since we got thru the totems a lot faster. It does take time for players to work together as a unit. I think going back to normal may tell the tale.
I'm still perplexed about why our damage was low last week. I did keep a (somewhat inconsistent) eye out for suspiciously low damage numbers (indicating that we were not all in the buff). I did not see that happening, but then I didn't check after every try. I did run out of special a time or two, and probably wasn't the only one. We all know that special is dropping more rarely since the update, and that that only makes hard mode harder.
The one problem I know we had was too much dying, and I was a major culprit myself. I was much too focused on killing my target, and need to switch back to the mentality of always knowing where I will hide when something goes wrong, and actually doing that. In hard mode, one death is a team wipe, so keeping yourself alive is the best single thing you can do for the team.
I propose this goal for the Warpriest next time out in hard mode: if we can't kill the Warpriest, let's try to die at least once from his rage. That will mean we kept the whole team alive for a loooong time, and have improved our play a lot.
Warpriest damage and Golgy damage are greatly enhanced by Hunter tethers or a weapons of light bubble. Also, people need to make sure they hit their crit shots so the Warpriest is staggered and doesn't attack.
Soul and I ran with a group on Friday and we made it to Orxy. Once at Oryx things kind of fell apart due to deaths. You just gotta pick your fights in Hard Mode and know when to back off or find a line of sight that keeps you protected.