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gloryhunterprime

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Everything posted by gloryhunterprime

  1. The problem that everyone is over looking is that Normal Mode Ops are suppose to be done prior to doing HM FP's as per the Devs designs. Now we can debate if this is a good idea or not but that was the intent of the current tier system.
  2. Personally I love to have the 2 for the SS since that is a bread a butter attack and is your highest hitting and highest priority attack
  3. So at the end of Hutt Hospitality there is a enemy that has been seizing land from the Hutts which caused them to strike at the Republic/Empire. Does anyone remember the name ( I was too excited from out first full clear to remember it)
  4. On Belsavis you see Flesh Raiders in one of the side quests where you kill someone in a Rakata Mind Prison.
  5. For me personally I like to be able to know if we are going to clear a boss as we get up to it. If I am rolling with 2 DPS pulling sub-optimal numbers I like to be able to either call of the group or not spend hours wiping on a boss that we all understand the mechanics to but cannot kill. People say that at the end of the day all that matters is if the boss dies, but the problem is that it is impossible to determine why the boss is not dying. Great example is the 3 boss in Hutt Hospitality. If you don't have the required DPS you cannot kill him, even if you do the Puzzle correctly. You can sacrifice an addition DPS to moving the puzzle pieces but you run into the issue that you don't know which DPS to switch because you have no metric to compare them on. I know people that have sub-optimal gear but are able to pull substantially better number than another person. A DPS meter gives one the ability to objectively judge DPS on their skill and not the number of purple pixels they have. As a DPS I want it: 1. I can know if I am improving my rotation 2. I can know if the spec I am utilizing is more or less efficent 3. I can know the balance of stats that give me the best results As a tank I want a damage meter so that: 1. I can know if I need to ask my DPS to change or change out 2. I can know what abilities and mechanics I can ignore if any 3. I can get an idea of how much my damage needs to go up to avoid aggroing (assume threat ~30% my damage) If DPS meters are implemented people would have to be responsible for their damage numbers just like a Tank and healer are responsible in a group. Yes some people will be ***** and might kick people for have "low" DPS be for the most part I would use to build a solid friends list of people who are competent. I understand that you want to run "your" spec and rotation and that it is how you have fun. If your spec does competitive DPS I woul never ask you to change. All that I ask is that you not take up my time running a non-nonsensical spec that causes us to hit enrage timers, uses a tanking stance as a DPS or other foolishness that hinders my ability to enjoy my play time. 2.
  6. The nice thing about being a vangaurd is that you need mostly shield. You can hit almost 40% pretty easily and without struggling much. One thing to remember is that armor is much more important that almost any of these stats ( well and tanking spec points). I have done Tarvel V and Kanon Under Siege ( all bosses ) while tanking in my Champion Eliminator gear.
  7. Basically the key to living is Ion Cell. Personally I love it and I can do a good bit of damage using that ability even thou it is the "tank spec" if you gear yourself right (hint: DPS stats) you can wreck face.
  8. I routinely pay 50k for lvl 22 Enhancements ( Surge and Crit) also many people forget that the only a small portion of the available stat sets are available from the vendors (only on enhancement is a tank enhancement) also if you ever make a purple it will be better than the blues from the vendor. I think tanking is the way to go when you making mods, since there is a clear lack of them. Also I would pay top dollar for a DPS ear piece (+crit, +surge) with a aug slot. I 150k for a matercraft purple implant. People have more money than they could ever need. Just put stuff up and lazy people will buy it.
  9. Really Illum would be easy to make 2 faction that dynamically balance: Basically people can be either New Empire or Rep/Imp. Since the Battle for Illum both Republic and Imperials are fighting to unseat Malak. Have a staging area that lets you pick your faction for the time you are in that area. If it is unbalance you are forced to go on one side. Republic players can defect to the New Empire.
  10. My major concerns are: A) A patch to fix this before I get off work with no rollback (ie I don't get to take advantage of this feature) giving the people who are on and farming the turrets large amounts of Valor while people at work get none of this B) Why do we need to factions in Illum. You already introduced the fact that the Empire and Republic are fighting on the same side against the "New Empire". So to Maintain balance if you enter the area you are placed on the side with the least people. ie 30 New Imps, 20 Rep/Imps you enter and are placed on the Rep/Imps side. C) Turrets should One-shot people if they are in the spawn or you could use a system similar to the safe zone in Alderan (orbital bombardment when they enter the area) OR Turrets should not give Valor OR Turrets should not re-spawn instantly
  11. Pretty sure there is a camo-ish scout helmet from one of the vendors (Belsavis?) that would work for a set...
  12. I am also looking for the "Quadranium Power Upgrade". I have the boots and the gloves atm but I am looking to see if I can get my hands on the rest. There are four Heroics on Voss but I was wondering if people have completed them and know the rewards for them? ( The 2 I don't know I haven not done are Savage, Not Afriad Enough). Don't Do Cyber Commandos it is really long and just gives a weapon...
  13. Most of the time if you saw new Tiers of PvE content you would see nerfs to the old content to make getting that gear easily. It would basically be an alternate progression path. I personally think that a flat expertise on all PvP sets would be a good idea. If you play PvP you are not at a major disadvantage to people who play PvP constantly but the people who do PvP will be able to get the higher level sets with ease.
  14. We have neural surge around 45 ish which is a AOE 2.5 secound stun.
  15. I would love to see a system for organized Huttball. I think that organized teams of Huttball with significant cosmetic rewards for winning would be really cool. An example would be each team must have a minimum of 8 people on the roster with a max of 20. Each team would be assigned another team to play, the captains would then select a time they will faceoff before Tuesday of the next week. No expertise allowed. No team composition rules.
  16. What would peoples response be to "ranked" FP's and or OPs were you are ranked based on the damage done, damage mitigated, damage taken, time taken, ect. Based on a score with a known formula (to allow for min/maxing of the formula) people compete for the best scores on the server. For being the top 1% you could get a custom title for a given FP (ie Mastermind for Maelstrom Prison) and for being in the top 5 you would get access to a special mount that is removed if you fall from the position ( or something similar). Thoughts?
  17. Agreed. We really should have a PvE stat and not a PvP stat. It only makes it difficult to get to the point that one is competitive considering soon you will be attacking people in battlemaster gear who have a 20% damage swing on you ( they do 10% more than you and you do 10% less). A PvE stat would solve this ie you deal 10% more damage to a mob. Putting you at a disadvantage to PvP geared people but not making it seem impossible to compete.
  18. Yup this needs to me looked at. I thought I was quite squishy it would seem that the tanks are quite squishy I am only "strong" when I get off my stim, shield and HoT. It is annoying to think that most of my damage sacrifices are useless.
  19. So after looking at the PvP sets it would appear that the only set we could really want is the supper command most of the other sets appear to be for commando's does anyone else see a set that works well with Vanguard.
  20. The biggest thing you are missing is that you need to do "yellow" quest since these reward double XP. I am pretty sure that you can easily level without doing every quest and as soon as you hit "green" quests you should move on every time you can. I didn't believe that you got double XP from the yellows but I checked and you in fact do. TLDR: The most effective way to level is to do "yellow" quests only.
  21. One thing I would add is that I have noticed a substantial damage reduction when using Smoke Grenade. I would point out that this is a rather useful skill and should be used every minute if you can giving you extremely high tanking ability. Open with Smoke Grenade. Reusable Med-kit if health below max it will heal for (maximize the number of cool-downs). Adrenaline rush Resuable Absorb Stim Shield.
  22. This issue with Resolve is that it does not break currently active CC. This means that it is possible to get a minor stun (1-2 secs) which puts you at 90% resolve and then a major stun (7-8 secs) tipping the meter to 100% and then you get to watch as your resolve meter ticks down so once you make it out of the long stun you have less than a second of "immunity". This is what makes it a problem. Really it should clear all CC when the resolve meter is maxed out to prevent this from happening. Also I am a real advocate of the CC break clearing on death.
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