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Aetou

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Everything posted by Aetou

  1. There are two main problems with the GTN. (1) The interface is terrible. Really, really bad and not functional. Its especially bad how crew skills finishing closes it... (2) At Level 50, with the exception of prototype consumables if you aren't a biochemis,t there really isn't anything you'd want to buy anyway because all the best gear is BoP. Crafters just can't make non-junk at that level. Levelling up I found the contents of the GTN fine, just hated the interface. Now I just stick piles of stims on there every few days (a mix of L40 and L48 ones, green and blue) and... thats it really. I suppose I did buy sets of pretty, modable armour for all my companions but finding that was a pain. Armour really needs to be sortable by slot and/or primary stat.
  2. Correction. Scrapper Scoundrel > Gunslingers >Dirty Fighting Scoundrel.
  3. Surrender/Dirty Trickster breaks Snares and Roots rather than Stuns doesn't it?
  4. Customization slots don't have to be related to you actually using the droid off the ship. I'd kill for a less shiny droid who... had a less annoying voice.
  5. While I don't really care for this as a general feature one area where it is needed is with the PVE Dailies. I mean... when repeating the quest every day going through the same conversation each time for each mission is a bit annoying. If they don't want to allow the original request at least let us pick up our Dailies from a bounty board please.
  6. Pending + Audio Notification is quite sufficient. No more crazy, disruptive popups please mid-combat.
  7. More minigames would be good. Pazaak and Pod/Speeder Racing in particular, the others interest me less but could be added later.
  8. I want this badly. Fortunately my main companion these days is Guss who, being non-human, has a constantly invisible head slot. It drove me crazy with Corso looking like a trooper when I was levelling up though. Now he has one of those silly jedi visors on which is slightly better but... I want no visible hats. They are less... heroic.
  9. Invite the other guys waiting to group with you if it hasn't spawned. Share it.
  10. While I'd love it to start dropping damage as soon as the 3s was up that would probably be a little too good. As it is I wear two bits of Champion Combat Tech armour which means my Flyby does an extra 30% damage which makes it crazy good in PVE. I can drop it on a group of Mobs and watch them all just... die. Dropping it onto your Tank's head is awesome fun, although the fact that then everyone complains that they can't see anything may be a downside to that tactic....
  11. There are various bugs like that on most of the companions at one point or another. When he does actually want to talk to you he'll have the icon while you are in the ship. The rest of the time its getting the message that is the bug rather than not getting the conversation.
  12. While in an ideal world fights should always start even instead of 8v6 there will always be some issues with implementing that. They just need to do a few things to even the odds in those situations. (1) Obvious solution, let new players who join get involved more quickly. No more watching Voidstar speeders while the fight is going on. (2) Let people on an undermanned team out of respawn points more rapidly and/or delay how long people are held in the overstrength team's respawn point. You could actually have an 8v6 that was almost fair if both sides only had 6 out of the spawn point on average. (3) I hate to suggest it, but if the above isn't viable then a couple of companions could partially swing the odds back. (4) Bolster to address the balance issue. Extra Expertise for the numerically inferior side would make a bit of a difference. All in all, (2) and (4) are my preference.
  13. Underworld Medicine isn't viable to use within PVP combat. Use it just before a fight if you are the defender to grant Pugnacity but standing still for 2s (longer with pushbacks/interupts) for a few k of health healed just rarely actually works. I think I manage to actually cast UWM in a melee maybe 1 in 3 attempts at most. In PVE it is more useful, useful enough that I still keep it in all my builds, but it isn't a viable source of enough Upper Hands to let you cast many more Wounding Shots. Blaster Whips and Defeated enemies are the main source of Upper Hand for me, unless you count the pre-fight and in-the-lull uses of UWM.
  14. To me, CC means that you can take enemies out of the fight for a significant chunk of time once combat has already begun. We can do that to droids but not to anyone else. Flashbang would be decent if it didn't break so easily (too many AOE abilities) but as it is it is actually more a debuff (-20% accuracy to lots of mobs) than CC. Our two snares are decenish. Well, one of them is: Tendon Blast has short range and a long CD. The other requires two skill points at a pretty high tier to gain. Tranquilizer can be fun, particularly when soloing or doing Heroic 2+s but not-in-combat is a huge issue for it from a CC perspective. In comparison Force Lift/Whirlwind has a 30m range, low cost to cast, a longer duration than its CD (with the right talents) and can take three mobs out of an entire fight. Really, what the OP wants sounds more like a Balance Sage than any Smuggler build.
  15. While we have a bit of CC really its not much. If you want a CC focus the Sage is much stronger and more flexible.
  16. I think the issue with Huttball is that it requires more coordination than the other WZs. Screaming east/west works ok. Describing where you're standing waiting for a pass? No. Huttball is the one WZ where a Premade using TS should always beat a PUG. In the others you have an uphill struggle but can win. In Huttball? Good luck. The solution? Don't do PUG vs Premade at Huttball.
  17. I actually prefer it to Tranq Dart mechanically, as it can be used in combat which is huge.
  18. Surely the reason that we're weak as a 10m range class is that we can't actually fight at 10m but are reliant on 3 key 4m abilities (Blaster Whip, Back Blast, Dirty Kick.) We're basically a Melee class with some utility (Stealth, Healing) and then some longer abilities but at the price of no gap closer.
  19. While Dirty Fighting certainly has some issues for a Scoundrel it isn't completely useless in PVP. The AOE Snare on Shrap Bomb is pretty amazing, for example. Similarly although healers can cleanse Bleeds it isn't all that easy to tell who is bleeding in a grand melee and in 1 on 2 fights at turrets they often won't have anyone who can cleanse there anyway. I've recently added SRMP instead of Hemorraghing Blast and it actually makes us pretty tough to take down when you have that plus Smuggled Defences (so Screen is up 50% of the time, and you regain around 5k health every 20s.) More importantly, it gives me something useful to do while closing to melee range - chuck SRMP on whoever I'm swooping in to rescue. I actually find now that I'm much better in 1 on 1 fights than I was with Hemorraghing Blast. Hopefully they'll fix it soon, but for now Hybrid Scoundrel seems to be the way to go - either healing light like me or with Emergency Medpac if you want to go healing heavy.
  20. I want access to Port Nowhere again more than I want a title. I mean, I usually just use my name or Captain Name and that is unlikely to change. Port Nowhere would be an awesome location for RP though even if it has nothing 'useful' in there.
  21. This really isn't true. The absolute minimum is Level 14 once you have Sprint. Any character without Sprint is a real waste of a slot, much more than somebody higher up the ladder possibly can be. Finish Coruscant then jump into PVP. Prior to that and you will just be handing more wins to the Empire.
  22. Oh, DOTs ticking on your target (PC or NPC) definitely drag you out of Disappearing Act... I wish they didn't, but... happened so many times.
  23. I've been playing around and have currently adopted: http://www.torhead.com/skill-calc#701MccMzZ0cZhrroRbGd0M.1 as my build. (Summary: 11/3/27; Slow Release Medpac, Shrap Bomb, Wounding Shot.) It's mostly a PVP build, with the trade off on DPS giving me a LOT more survivability and utility. It's early days but I like it so far. I really wanted to keep the Snares on Shrap Bomb as for PVP its probably my most useful ability. Really lets me close people down and stops them escaping. So far in PVP at least I haven't really noticed the loss of DPS from Hemorrhaging Blast. That 30% is a difference of only perhaps 1-1.5k damage over the 20 seconds (inlcuding the lower initial damage), compared to effectively gaining about 5k health from the double stack of Medpac. While I'd like Medpac Mastery I don't think the sacrifices from the DF tree are worth it. Smuggled Defences is awesome.
  24. In general, you should start PVPing somewhere between about Level 20 and 35. With Scoundrels I'd probably go towards the higher end of that range as, other than as healers, we are quite weak in general until about that point compared to other classes.
  25. They need to make Bolster work in the 50 Bracket. I don't think blanket 'everyone ends up the same' is needed but when a side is outnumbered 8v6 there needs to be some Bolstering to even things up. As things currently stand, I'm not sure why I'm playing hideously uneven PVP on my 50 Smuggler when only about one in four games is actually fun. My alts are much more even and fun so I think I may just say 'Screw Dailies, Screw grinding Valor.'
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