So all in all I like the concepts of the fight... especially phase 2. I like the idea of having to raise and lower because the bosses cast bad stuff. I personally would rather the bad stuff not be so deadly though.
Now my issues:
1) Ignacious has a hit box the size of a gnats testicle. The back third of it is usually covered with fire. I found myself attempting to find the miniscule sliver that wasn't in the fire where I wasn't being told I needed to be behind my target. When I finally FOUND that sliver, he'd shoot across the room and return to another location.. requiring me to start over. I think I spend most of p1 either standing in fire or not dpsing because shred was telling me I wasn't behind the boss.
2) The buffs zones in p2 aren't very visible. This might just be because I'm new to the fight. I found myself going, "hmm where the hell do I need to go?" Once I accidentally wandered into a suck after getting my blow buff because it has a rather subdued visual. Like I said, it might be because I'm rather new to the fight... but I'd rather them be like the light/dark buffs in the twins ToC fight. Very easy to see.
3) I'm sure p3 was just a panic for me... but those puddles once again made it hard to get behind the boss. I suspect that's the point though. I'll adapt once we spend more time playing in p3. I wasn't dps in LK for putricide, so I didn't get practice then.
Any suggestions will be helpful.
Captain Planet
Moderators: Texaporte, sphie, Pocky
Re: Captain Planet
For phase 3- you pretty much have to give up on being directly behind him. Treat him like a dragon and attack him from the wings (you'll still be able to shred as long as you're in the rear 180 degree arc), so you can just slide with him when he gets moved out of the next puddle.
Phase 2, we're mostly used to in 10-man, where you have a lot of time to learn what the ground graphics look like because there are 60% fewer people to block your view. I've trained myself to know what they look like and seek them out. They're not 100% obvious, but since your life does in fact depend on them, you need to know the warning signs and how to lead the whirlwind a little.
Phase 1, I tend to be very very careful about ever changing position as tank, because his small hitbox means that slight adjustments will make him turn wildly, and that in turn leads to people getting breathed on. Not sure what to say other than "group hug with the rest of the melee, like directly on top if possible".
Phase 2, we're mostly used to in 10-man, where you have a lot of time to learn what the ground graphics look like because there are 60% fewer people to block your view. I've trained myself to know what they look like and seek them out. They're not 100% obvious, but since your life does in fact depend on them, you need to know the warning signs and how to lead the whirlwind a little.
Phase 1, I tend to be very very careful about ever changing position as tank, because his small hitbox means that slight adjustments will make him turn wildly, and that in turn leads to people getting breathed on. Not sure what to say other than "group hug with the rest of the melee, like directly on top if possible".
