One of the things that I still haven't gotten used to, is managing 16 people in one group. Now it was fun when we were doing PvP to have a full Ops group - but then people kind of knew what the goal was (kill the other people) and there wasn't any tricky mechanic stuff to watch for.
Not so with Ops.
|Getting ready for an Operation|
I know a lot of people have the impression that only "bigger" is better - I definitely don't feel that way, I just think that bigger = more trouble. I suppose if we were measuring organization skills instead of game skills I'd have to tip my hat to the bigger raid, but that isn't what it's about ... is it?
There aren't any new mechanics to look for in 16-man - from what I can tell after doing a few runs, things just hit harder and there is more of a chance of someone dying instantly who wasn't healed up properly. The healing part seems to become trivial with four healers, and even with DPS dying I've rarely seen a problem finishing off a boss.
|Posing for the Camera|
So for the Ops - we really didn't run in to any problems. The Annihlator droid went down without difficulty. Thanks to the awesome tanks of course.
|16-man kill of Annihlator|
For those of you who don't know, in 16-man the Council has an assassin with more HP than the Marauders. You'd think it was a DPS target, but it has to be taken by a healer class because of the damage output it has. Normally at the end when everyone has killed their target they need to slide over and beat on this guy to help finish him off. Then stick around and hit the interrupts so the healer can dish out damage without having to worry so much about healing themselves. Apparently it's also possible for a sage DPS spec to solo - go figure.
One of the things (that has gotten better) that drives me nuts, is the "line up for the phat lewt" that happens every time we kill something. I actually got in trouble for looking in a body the other night - which almost made me leave the raid altogether. I actually am still a little put off by that and I am consistently surprised that it takes so long to hand out gear.
I had a lot written here, but I realize at this point I'm ranting, so I'll move on. It isn't really in me to just be negative about something for no reason - since I can't change it. What do the rest of you do for loot? Do you have a system in place, or do you just have your members determine how to roll for themselves?
|Dog pile on Soa for a picture!|
The list goes on with the fixes that were implemented. Are they fixes? Yes. They make the fight almost trivial. So, what was making it difficult before? Bugs. Apparently the only way to make challenging content last is to leave the bugs in it and force players to think outside the box and overcome them to progress.
Am I happy the bugs are gone? Of course - how else would we gear everyone in Rakata so quickly and get back to EC.