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Thread: Sorrow's Embrace Story Mode

  1. #11
    hlindegar's Avatar
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    I just run guild groups basically. I just encounter trouble when I try to get a group without the guild.

    As far as rewards, the whole thing is odd to me. I don't get why people care so much. I never pay attention to what gear I might get by running a dungeon. Story mode and explorable mode are equally rewarding for me because they're both challenging and fun.

  2. #12
    Quote Originally Posted by hlindegar View Post
    I just run guild groups basically. I just encounter trouble when I try to get a group without the guild.
    It's so backwards though >< pugs for Explorable modes are usually anywhere between decent to amazing, pugs for story modes are god damn awful / nonexistent.

    On my server^

  3. #13
    It's funny how everyone says TA explorable path 2 is "so hard" and it is a challenge especially with those knights, but as a thief as I was able to scorpion wire one knight at a time. The party was a necro, ranger, thief (me), and a couple of engineers and it went really well. I had a bit of trouble when we had two knights, but I lived since I have 30 in acrobatics and 15 in shadow arts and spec so that I wash away conditions while in stealth.

    However, the fire golem in Sorrow's Embrace story mode was a bit too much (was a completely different group other than me). We had three thieves including myself, which is like hardmode, a guardian, and a warrior. I was the only 80, I would dodge the fire only to get hit anyway, so I'd tough out the first fire, then heal in the second, but everyone kept going downed =( On the way to Grenth those risen knights all evade in unison and in harmony like a well coreographed machine, and I think that's what we need in SE story mode. Was helping a guildie with it and it seems way overtuned.

  4. #14
    Vayne's Avatar
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    Yeah the fire golem is the WORST. It's beyond annoying. It's the hardest part of the dungeon for sure. I think they need to tune down the damage, at least a bit, certainly for a story mode dungeon.

  5. #15
    Personally the Kudu-Golem phase fight and the Iron Giant dude were some of the most fun fights in the game for me so far. Loved the different golems Kudu threw at us it was a lot of fun and required a bit of coordination.

  6. #16
    It really is incredible what a difference having a good group makes. And I don't even mean just in effectiveness or efficiency.

    I've had groups that were extremely effective, and we rushed through the dungeon, but nobody really talked besides strategy or seemed to be having fun. I've had groups that struggled, and wiped, and had to figure out strategy, but everyone was encouraging, motivated, and really having fun trying to fight through the dungeon. Those are the experiences I remember, and prefer. Of course having an efficient and social/fun group is the best, but I'd definitely take the social side over anything else.

    That said, I've been in groups that were utterly awful, and at a certain point no amount of talking makes it fun...

  7. #17
    They really need to tone down some paths. Something is wrong when people overwhelmingly only want to do one path (usually up in Twilight Arbor) of a dungeon. I've completed 2 thankfully, but shouldn't really expect a 2 group every day =( I have 280 TA badges and just need 220 to go for the legendary.

  8. #18
    Quote Originally Posted by Vayne View Post
    Yeah the fire golem is the WORST. It's beyond annoying. It's the hardest part of the dungeon for sure. I think they need to tune down the damage, at least a bit, certainly for a story mode dungeon.
    Or make the rewards equal to the difficulty. I really don't understand why the hard bosses don't have a guaranteed chance to drop at least 1 rare item that's level appropriate for the dungeon(not higher levels running it). I mean seriously, make it soulbound or something so you can't sell it or salvage it.

  9. #19
    Quote Originally Posted by Fey View Post
    Or make the rewards equal to the difficulty. I really don't understand why the hard bosses don't have a guaranteed chance to drop at least 1 rare item that's level appropriate for the dungeon(not higher levels running it). I mean seriously, make it soulbound or something so you can't sell it or salvage it.
    I actually think they need to overhaul the whole loot system, it seems entirely too random.

    I spent 20 minutes soloing a champion. Of course it was a group enemy, and of course I could have asked for help, but I wanted to stand up to the challenge and see if I could pull it off. After a long fight of running and dodging and barely scraping by I finally defeated the enemy. What did it drop? A plain, rawhide mask... that was literally it.

    I was still happy with the accomplishment, but come on, shouldn't the loot from a champion but relatively impressive?

  10. #20

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    Quote Originally Posted by Agemnon View Post
    They really need to tone down some paths. Something is wrong when people overwhelmingly only want to do one path (usually up in Twilight Arbor) of a dungeon. I've completed 2 thankfully, but shouldn't really expect a 2 group every day =( I have 280 TA badges and just need 220 to go for the legendary.
    They also need to tone down SE I finally found a group 2 days ago and after getting to the final boss it was impossible to beat with the group that I had. We ended up giving up which was annoying having almost completed it.

    Anyone else had this much trouble beating it in story mode?
    Jarvis.3487
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