Now I know I've already posted one of these, but being in a new guild doesn't just mean new people it means new progression markers. It's still an accomplishment when you do the same thing with different people - maybe not as much of a personal accomplishment, but it still feels good down where it matters.
So last night was HM KP and NiM EV. I think the HM KP was for my benefit to gear me up a bit more before sending me in to tank Nightmare. I appreciate that, and in the end it might have made a difference. I did manage to snag 2 new Rakata pieces out of KP before we ran Nightmare.
The night started out on an interesting note as our raid leader "accidentally" led the charge up the hill to the two turrets - which promptly destroyed him in under 3 seconds. The two tanks quickly took their assigned turrets and we burned them down with only minor further issues (adds destroying one of the healers).
Really in NiM mode the mechanics are all the same - so if'you've farmed this on Hard Mode for a while you should be familiar with all of them. Once you know the mechanics the fights are a snap. There is still a small learning curve for me working with different people all the time remembering what we do in which phase - but I catch on quick.
We ended up one shotting XRR-3, no enrage to be seen. We actually wiped him faster than expected - everyone was suitably impressed.
|One shot XRR-3 on Nightmare|
I didn't feel as accomplished on Gharj as I normally would because for about 25% of his life he just stood there and let us beat on him. No pouncing, no jumping, no frenzy ... so I guess it was a good warm up for us.
After that of course he decided to do his best to make up for lost time. He dropped a fake platform on us so anyone that went over there took a lava bath. The prophetic words at the beginning of the raid "It isn't a Raid until Welmik dies" proved true during the first frenzy. I'm guessing that our melee wasn't used to ducking out for pounce and frenzy - I made sure to keep on them for the rest of the fight so we avoided as much damage as possible. Really that's the only key to this fight, if your melee doesn't move for the pounces your healers will have a hard time keeping up.
|One Shot Gharj on Nightmare|
|One Shot Pylons on Nightmare|
At the end the only real comment was "Well, that was easy." Yes, yes it was.
|One shot Council on Nightmare|
The lightning balls damage has definitely been knocked down, at least in half. It was only ticking for 1.5k damage, I remembered taking ~10k damage from each ball, from a single tick and then the explosion. Most of the time it didn't seem like the ball was ticking before exploding. Maybe it used to be a bug - if so this is a great fix ... but it was really easy.
Similarly, not having to watch for someone flying through the air, or make sure everyone was out of mind traps before pushing to phase three just took some of the skill out of the fight. Not that there isn't enough going on, but that was what held us up most nights.
Phase three went perfectly, we knocked him out with only the tank dying due to the enrage pylon and auto-death at that point. Once more I was very impressed with the group - one shotting Soa on NiM is nothing to sneeze at.
|One shot Soa on Nightmare|
To top off the night, we also did this on a speed run, finishing in just over 1.5 hours. What does that mean? Infernal titles for everyone!
|Infernal titles for Trinity!|