Talk:Profit-Taker Orb/@comment-97.123.167.205-20190621232131/@comment-64.251.145.141-20190702234749

This fight is bad because it combines a ton of the cheesy bad things and annoying mechanics that players tend to find irritating.

The main problem is not that the adds are difficult per se, it's that they are all mechanically annoying and have cheap stuns/staggers/knockdowns that interrupt the player, among other things. Fluctus shots. The Kreska guys' leap slam and jetpack rush attacks. The Moa jump slams and grappling hook attack. Something puts down Vauban-like jump pads. Jackal spawns. The advanced Raknoids spawn. The fight can take place near coolant rivers, where the shield walls can knock you in and reset all your abilities.

Mandatory element matching on an invulnerability sheild that cannot be cycled quickly is also annoying. The cycle mechanic seems to have a 5 second cooldown which results in you just standing there in void mode, waiting.

The sweeping AoEs from the orb and the adds basically guarantee that your sentinel will be dead. Not even Primed Regen makes a difference for sentinels because it is limited to three revives and they get insta-gibbed. You could use Djinn for his augment so that he will at least respawn eventually, but his survivability is far worse than Helios P or Carier P, and waiting 90 seconds is just too long. One cheesy way I found to keep your Kavat alive is Pack Leader on Kavat + Zenistar disc deployed, but if you didn't pick it on login 100, sorry, you're gonna have to wait up to 200 more days to get it.......

Then, the fight pretends to have four "phases," but it is literally doing the *same thing* four times. Seriously, look at the "'Summary' section in the article above. It would make more sense if you destroyed ONE leg in each cycle, and then hammered into the body, but they chose not to go this route for some reason.

Finally, certain mechanics break precedent in annoying ways. For example: Operator void mode is phasing into a different plane, and allows the operator to avoid being hit by all forms of damage... BUT for some reason, the annoying shield walls ignore this, knock back your operator, and stagger them. The Orb also fires volleys of missiles that ignore invisibility; they always know where you are automatically.