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nezitx

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Everything posted by nezitx

  1. Right now the kits take 2 subelectronic data modules. I honestly wish they took 10+. Why? Because I have about 1500 of these in my bank with nothing to use them on. I can't sell them on the GTN for the same reason I have so many. If they were required a lot more of those for kits, the demand for them might actually make a dent in my stock. At only 2 per kit, I already have enough to make 15 augment kits for 50 different characters.
  2. http://www.torhead.com/item/bowGGSc/frenzied-prototype-vibroblade http://www.torhead.com/item/gG5h7BR/the-chopper (main hand only) I've looked at a dozen sites trying to get some information on the first item, but nothing more than it's BOP
  3. Or potentially Freelancer's Prototype Vibrosword. I can't find any information about where it drops, or which mission / flashpoint it could come from. Most websites list it as bind on pickup, which makes me think its either a mission reward or a flashpoint. Or another vibrosword with the model of "The Chopper" that isn't required by a specific companion and is off-hand friendly.
  4. I play on a fairly average population server. I have ~13 mil credits (after mailbox and ship droid, and maybe a few other perks). I've sold a couple augmented items for people that specifically wanted a certain look - both for 200k. I'd agree that except for weapons, there isn't a huge demand for this yet - mostly due to 99% of the population being unable to transfer set bonuses, and no gloves/boots for non-PVPers (until we start RE-ing black hole / campaign). I think as the game continues past Rakata and more looks are added in, finding someone with that special look you want will in higher demand. But, I've sold probably two dozen augments that I've crafted, for anywhere between 90-130k. So I'd say that market is pretty booming. I'm Synthweaving and I wish I had an Armormech character just so I could be pumping out Aim and Cunning augments too. I think it's stupid to freak out about the augment tables in 1.3 until we hear the details. I'm pretty confident that they'll tie them to crafting skills like they did the creation of augments.
  5. I ran my own tests a week ago, for 6 minutes each, with full buffs. I had to spend a bunch of time on Carnage because I was unfamiliar with it at first, but I did get it down and watched the meter improve. Annihilation: ~1520 dps Carnage: ~1350 dps I'm gonna stick with my Annihilation
  6. I've had pretty good luck so far. (Jaesa, full affection). Maybe the worst thing was some level 49 pants I crafted for a friend, that took about 10 attempts. A couple days ago I crit crafted Battlemaster gloves in 2 attempts, and boots in 1 attempt. <shrug>
  7. 1) Please allow for us to set a layer value to each UI element. Even as simple as 1-3, where 1 is on top of 2, which is on top of 3. This way if I have 2 elements I want to overlap, I can set one to a higher layer than the other. 2) The ability to toggle on some grid lines and snap to them. I love having things centered, or centered around something and I have to wing it right now. 3) The ability to flip ALL UI elements on the X or Y axis. so that "d" now looks like "b" etc. Some can flip some ways but not others, etc. Thanks!
  8. I read the Dev reply, and all I could think of was Jon Stewart going "BOOM!" I'm all for players getting into their classes and crunching the numbers, but damn, someone got served.
  9. I didn't see this posted anywhere, sorry if it's a duplicate. Yesterday I noticed that several of my UI elements that I had rearranged appear to have swapped layers. The two most obvious examples: 1. I made an action bar into a little box and it was over the top of my player portrait. Yesterday it was underneath it. I couldn't get it to go back on top. 2. My target's cast bar I had moved to above the target ui (but still on top within the "box"). After 1.2.2, the cast bar is underneath the target bar, making it almost invisible. However, today it seems to be back to normal. What would be causing this? I forgot to test reload ui yesterday, I was mostly trying to edit and re-save the UI to fix it, and it didn't at the time.
  10. It really isn't that bad. I've done it several times just fine on my Marauder. In fact, last night our ranged dps was afk and we killed the first boss with Sin tank, Marauder and Merc healer. It was actually easier than having 4 people. Interrupts should never be an issue, I'm not even sure why you could have a problem with that. If you need to move the boss and he hasn't casted his fire dot recently, wait till he does, then interrupt, then move. That's what we did <shrug> Oh and 30% less from AOE is win
  11. What's really stupid about this fight, and particularly the fearful debuff is that it goes completely against what Bioware keeps telling us in regards to how they want operation bosses to work. They talk about how they want the effects to be on the screen, so that you SEE the effect or attack and can judge from that what to do. I can't recall the quotes, but I'm sure I heard several before 1.2 and during the guild summit. The point is, you can't see the fearful debuff as a spell effect and compensate for it. This whole "you gotta stand exactly 29.5 meters away and touch your left hand to your nose while turning counter clock wise just to avoid a debuff that besides a tiny icon you wouldn't know you got hit by..." is just stupid and poor design. It wouldn't be as bad if they didn't tell us that they want to do the exact opposite. How about a big ol circle shows up around Zorn that's 25m wide. Run out or get fearful in X seconds. Simple, visual and you can clearly tell whats going on and if it's actually bugged by being outside it and still getting the debuff.
  12. You are making the erroneous assumption that 1 stat of X = 1 stat of Y. Sorry, but it just isn't true.
  13. Ooh of course hehe. I was thinking of dropped Rakata stuff.
  14. What Rakata gear are you able to craft? I'm curious, because my Synth reads "No Research Available" When I mouse over my rakata armor.
  15. Due to diminishing return curves for most stats (critical rating, surge, etc) how will future gear keep getting better? It seems like at a certain point (on my Marauder for example), you'll have to only increase Power, Main stat (Strength) and Endurance from one set to the next. Because if you keep providing more and more (say crit rating) it will be less and less of an improvement with DR. Or, you'll have to put so much crit rating on a single item so that all the other items can be stacked with the few Non-DR stats. This seems like a problem when almost all stats are already capable of hitting a fairly steep DR. P.S. The marauder campaign set has WAY to much critical rating and almost no power.
  16. The second poster did post the line from his defeat message. It's not an attack, it's a bug (probably because he somehow jumps inside the boss. "Defeated by with Kill target (0 damage)"
  17. Rutrict, We did read that strat, and we may try it. But he was actually dying after the shields and missile barrage when going back to the boss. Never during a tank swap. Either way it can just be countered by not using a leap attack, but that doesn't mean its not a stupid bug.
  18. It may exist on story or 16. Tank jumps to Firebrand from a certain angle. Instantly killed from full health. Parser says: Defeated by with kill target 0 damage.
  19. I think a lot of us (pvers) just aren't sure if there is a source for us. There may be from campaign gear, but if that's the only case, it's much harder to obtain.
  20. This is what was said in the 1.2 crew skills blog: Modifiable weapons and armor can now be reverse engineered and researched into empty, custom (orange) shells with the same name and appearance, adding a wide variety of new outfits to the game. So that sounds like purple or oj items (things with mod slots etc) can be RE-ed so you can learn the recipe to make those items (but are blank) - This allows you to get a purple in the game, RE it and get an OJ version that is visually the same - you crit craft that and now you've got a fully modable version with an augment slot that only shares a name and look of the original purple.
  21. Thanks Dulfy! Looking forward to it Can you check to see if there have a been any changes to implants/ear rakata pieces from the dailies? As a sorcerer I bought Stalker implants because they were better
  22. Is Alacrity going to be rebalanced or modified to effect more situations and abilities? Currently its straight up bad for certain classes and unwanted for many others.
  23. I agree. I'm over 5 mil and that's after sending 200k to a couple of alts. As much as the repair costs at 50 can be huge, they seem necessary.
  24. With the recent (pending) change to Surge, are there any plans in the works to modify Alacrity?
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