Tred'Ova Fight

What is your obsession with area denial? Way too many puddles/anti-melee crap.

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SL didnt have the big green suck every time the mind link went out and its honestly the most cringe part of the fight.

Literally everything else would be manageable if not for that.

Youre melee. Suck happens
You still need to dps boss so you stay close enough to hit boss.
But everytime you run away you walk into a green puddle cause your normal movement speed just shoves you into one as you try to get away with the slightest key press.

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Either that or the floor not being maximum covered with green puddles that wreck you as the fight goes. Even if they just de-spawned every round it would be infinitely better.

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Additionally, the acid puddles do their damage INSTANTLY which is crazy. There’s no opportunity to correct your mistake, and often the edges of the puddles are not clearly defined, disappear under leaves, or blend in with the similarly colored ground.

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The trick is to keep your group stacked up and start by pulling the boss to one side of the room. The green puddles spawn on people so if you are bunched up then they will be, too. When the ground fills up your group stays together and moves together. Work your way around the perimeter of the room (its a circle) little by little to keep the poops all bunched up.

The boss has no frontal so there is no reason everyone can’t be stacked(ish) with the tank. It also makes dealing with the adds much easier because they stack up naturally and don’t spawn all over the place.

The only tricky part is to remember that the phase where Tred’Ova is throwing the white blobs everywhere is a dps check. The phase has no timer and ends when a certain amount of damage is done. Its easy to get so focused on staying alive that you forget to keep doing damage, but if everyone leans in on their attacks the phase is very short.

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We loosely tried this last night and it was better. Personally I still hate it. There is just a really strong tension the entire fight because of the area denial. I appreciate the tips though.

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It’s actually shocking how much easier the fight is for ranged.

While i know this is the most efficient strat, i still hate it. The fight just didnt use to be like this cause of the addition of the green suck. The puddles still despawn eventually but your dps (range included i assume) is just lowered because of the need to move away.

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  1. Why are you posting this in the PTR sub
  2. There being too many puddles is a result of poor and improper play.

The green swirlies track each player’s movements during the cast and will retrace their steps every time the mechanic goes on. There is always 1 or 2 people who just move around non-stop or fly across the map during this mechanic making it significantly harder with more puddles than needed.

This isn’t a mechanic issue, it’s a player issue.

This “trick” never works because people always go in different directions. Maybe for the first one and only the first one. Stacking ends up just trapping people later on in the encounter.

Less clutter and trolls from General Discussion usually.

This forum is for development purposes. The developers are my audience and I’m asking about not only a specific fight but a general mechanic that I don’t find fun. Games are about fun.

Yes, mostly. I think I wiped this boss once or twice all season? That doesn’t make the mechanic magically fun though.

Understood, I was just questioning why here instead of Dungeons & Raids. They have less GD people going over there as well.

Yeah, the main issue is that there are a large amount of players even in higher keys that don’t understand the nuance of the mechanic. When I see people move more then 3 steps on the first swirlie spawn it makes my blood boil because I know it’s only going to get worse.

There’s a mechanic about this fight that a lot of people don’t know.

The “Your moves are easy to anticipate” green puddles where it spawns one on you the first time, two on you the second, three on you the third, etc moves as far as you do so if you run the mile on your first swirly, your second swirly is going to also fly all the way out from you so you have to take as little movement as possible (just enough to avoid the first swirl) to minimize the chaos of the fight. You can pretty much reduce the puddles you spawn to small circles instead of chaotic exploded star shapes, which reduces the area you’d deny later.