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Jelina

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Everything posted by Jelina

  1. Thanks for the addition!! The more input the better for everyone out there!
  2. Lately, there have been questions on what is the best gear for a Sorcerer (Healer) as it pertains to: Classic Basic Elite Let me try to break it down for you as I understand it and also based from what others have already stated: 1. The most common mistake in gearing with one of these three is picking items from a 'Classic' vendor and later realizing you had enough comms to purchase a better ranked item from either the 'Basic' or 'Elite' vendor. Don't make this mistake. 2. That said ~ when searching for new gear items ~ always start from the top and look down .,., in this case for a Sorcerer (Healer) Elite Gear - Everything marked Force Healer is the ideal choice. Basic Gear - With this gear you have a choice. Typically you will want to search for stats in Endurance, Willpower, Surge, & Crit. Since all mobs can now resist chance to force attacks you may want to throw a mix of Accuracy into play ((this is my preference since at times I find myself fighting off mobs that DPSrs don't pay attention to or the Tank leaves me high-n-dry to fend for myself)). So, since the pieces have no set bonuses.. you could mix and match the seeker and battlemind pieces .,., observe: > Pristine Seeker's Headgear (Contains Accuracy) > Pristine Battlemind Vestments (Contains Accuracy) (*) Pristine Battlemind Gloves (*) Pristine Battlemind Lower Robe (*) Pristine Seeker's Boots NOTE: Each item listed above with the (*) symbol contains the ideal stats a Sorcerer Healer requires out of this gear. If you prefer to stack your stats for the full heal and not concern yourself with the accuracy then you can choose to replace the > with this (*) (*) Pristine Battlemind Headgear (*) Pristine Seeker's Robe Classic Gear - Anything within the 'Force Mystic' line of items will do nicely. Hope this helps explain things a little .,., Happy Hunting ^^
  3. Refer to my 'Guild Registry' topic for some of other solutions that could coincide with a proposed update.
  4. Yet another thing that should've been taken into consideration that is continually ignored.
  5. At Wolfninjajedi – Ok, I got it. At HeavensAgent – Rare occurrence was referring to the quote associated in the posting. But regardless, what I was referring to was the name conflicts you mentioned. At MajikMyst – You stated a few interesting points I overlooked, thanks. I hear what you’re saying about constructive server transfers, but I imagine that this will present challenges as well. And No, this isn’t my first mmo. I’ve played quite a few over the years through different stages of developments. As far as WOW ~ no interest. I too have crossed paths with many great players, but never called anywhere in-game a home. This has presented many advantages and I assume a few disadvantages for me, but hey ~ that’s how I roll. At CaptVaedon – Could not have said it better. Finally, there’s a lot of minuscule kinks that if thought through smartly can be worked out to facilitate server merges which will enhance gaming activity. I’m surprised no one has commented on the Dev stating in the 1.3 video about waiting up to an hour for groups to form when finding groups. This inadvertently is contesting that their creating a capability that still doesn’t address the current issue this MMO is experiencing. Therefore, like I said they need to focus on the root of the problem vs. the ones that stem from the root. If they address the main contributing issue other problems that stem from the root will inherently fix themselves once activity increases; ie, GTN sells, faster raid fills, more PvP participation, etc.
  6. This is a good point; however, a rare occurrence. I don't see this being a big issue. I've never been tied to any specific name while playing an mmo.
  7. In a nutshell, not necessarily ~ but then again they would in-turn create an enabler by freeing up servers which could then be used to facilitate more instances to include EOGC.
  8. I just recently saw that in the soon to be 1.3 update there will be a character transfer capability. This is an excellent move, but I believe this also will continue to impact the existing problem involving a lack of activity on any particular server. I understand that the amount of existing servers was to accommodate the initial wave of activity / players from launch to now. Now that this 'wave' has subsided, would it not be more effective to merge servers? Merging servers can be viewed in either a negative or positive fashion; in this case, I believe it would prove beneficial all around if explained properly. Also, once servers were merged activity would quadruple. Understand something, you said that the character transfers would allow others to transfer and find their friends ~ but what you failed to mention was why their friends were not there in the 1st place. Another words in my opinion you're not addressing the issue. Activity will continue to decline if you do not get out of the "Launch" mentality and begin focusing on the way-ahead.
  9. So I see, but so long as this is viewed by a few as a relevancy then we can only hope that it will be taken into consideration.
  10. I'm glad I'm not the only one noticing this point ~ thanks for posting.
  11. Guild Registries would also be beneficial on the PvP servers as they could not only list the guilds ~ but also adversaries and allies within a 'Guild's Description' tab. I can't stress the meaning behind this recommendation enough and if you agree I need help keeping this thread meaningfully active with what you view as additional advantages to this recommendation so that our 'Devs' take this in to consideration.
  12. Thanks for the interest & comments. I believe this holds high relevancy considering the multitude of challenges we're facing in ((still)) the early stages of swtor. This would be fairly simple to set-up ((20-30 min of a Dev time)) & implement through a daily patch. All servers & players would benefit in-turn enhancing effectiveness throughout the game.
  13. Have read this entire thread and although not a Dev I can say that this crowd has high expectations & hard to please. Some points made ((like a red crystal on the republic side)) detracts from the reality of Star Wars. Honestly, you should never see any Jedi from the Galactic Republic using a red crystal considering their synthetic ((situational awareness)) Jedi use natural crystals. Everyone understand something. There's a distinct difference between complaining & making recommendations. Nine times out of ten your complaints will be ignored ~ Bioware wants to know the problems + recommendations. All you need do is dream it up and recommend it ~ let the Devs review & figure out how to prioritize and roll with. Another words, start being a part of the solution and not the problem. Do remember that this mmo only launched four and a half months ago. That said, there's still much to do. Also, I believe there was a significant time constraint ((or rush)) imposed on Bioware for swtor's early release ~ I can't be certain. Anyways, if this is the case ~ of course we're going to have our fair share of issues early-on, it's traditionally expected in any mmo. If more of us focused on making productive recommendations vs. complaining we may see a more rapid change. Think about it ~~ let's put you in the Dev-seat for a week and most of what you read are complaints with no recommendations leaving you to dream up the solutions ((oh, & you're a developer & not a player, LOL)). Well, there's my 2-cents & I'm sticking to it. I've played since launch & Bioware has my full support. They're slowly but surely improving. I look forward to see what all will change within the year.
  14. Would you consider creating a 'Guild Registry' ability so that players may possess a capability to see what guilds are available to join on any particular server? Each guild has its 'Guild Description' which I believe is only viewable by select guild members; however, this would be a good tool if utilized effectively ~ to advertise guild interests like PvE questing, level helpers, Flashpoint Raiding, only certain levels apply, etc. Also, through a 'Guild Registry' players could apply to join guilds. This would make recruiting more effective vs. taking time out of questing/leveling, etc., to go on recruiting runs. Thoughts??? Akelah Guildmaster, Revenants of Valhalla
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