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Lord_Of_Sith

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Everything posted by Lord_Of_Sith

  1. Its not strictly one or the other - any damage dealt to the power cells is transferred to the turret itself. That being said, warriors can just charge to the tops of the turrets and fight them there, it is usually easier than even looking at the power cells.
  2. Both normal and hard foundry require you to have completed boarding party. Normal boarding party is good enough for hard foundry. Aside from that, there are no prerequisites for flashpoints. I assume the same holds true for the republic side as well.
  3. In hardmode Karagga's Palace tonight, Bonethrasher's animations did not match what was actually happening. While it appeared that all mechanics were in fact working normally, the animations made it appear as if they were not. He would not plant his feet before swiping, and he would not stay facing one direction while swiping. We had several swipes where the animation showed a full 360 degree swipe. While it showed everyone getting hit, only the people 'in front' of him got hit, although 'in front of' is used very loosely, as bonethrasher was rarely actually facing the direction the swipe went. This isn't gamebreaking, but it did make the fight much more confusing than it normally is. We wiped several times before people started completely ignoring the direction it appears he is facing, and instead moving based on where he 'should' be facing. This happened to us on 2/12. When we did normal mode this week on 2/7 we did not notice this whatsoever. Prior weeks on either difficulty we haven't noticed it either.
  4. This is not the normal inactive console bug In 8man Nightmare EV tonight, we encountered a bug on Ancient Pylons that I haven't even heard of before. We follow the South first strategy, and as such we never have the consoles become unclickable. What happened tonight: We got to fourth tier, south was solved, north was 1 click away from solving. Clicked the console, got the debuff, the wheel didn't turn. When the console became clickable a few seconds later, another person tried, he got the debuff as well, console went inactive for the normal duration of a few seconds, yet the wheel did not turn. We clicked the console 7 times without the wheel turning once. Every time, the person got the appropriate debuff, and the console went temporarily inactive, as should happen. The wheel just wouldn't turn. After we wiped it up, the north console reset but the south console did not. We reset the instance, recleared, and solved it with no problem.
  5. If half of your team is getting pushed off by a single jugg, you need a new team. Super buggy random direction single target push on a 1 min cd... it is rare to get more than 1 chance to knock off ledge per voidstar. The teams I fight never stand on the bridges all game, you should try it sometime.
  6. You all seem to be forgetting that you can remove mods from gear... If you're clearing nightmare each week, it shouldn't be too hard to snag a rakata token and remove mod/enh rather than wait for the actual mod/enh to drop. In the meantime, you can just throw in a columi mod/enh (A single enhancement downgrade from rakata to columi is like 2end and 5 secondary stats, more than worth it if you're replacing a stat you dont need). Only 2 pieces actually have surge on them (Boots and chest I think), so you just have to snag 2 extra tokens of legs/head/hands and you're good to go. If you're over 100% accuracy, you should start replacing those mods/enh as well. As far as sonic barrier, I think at this gear level it absorbs roughly 1.2k (I haven't tested myself, only what I've heard), but if it is 1.2k on a 12 sec cd, that is 100hp/sec or 30k over a 5 minute fight. Not the biggest deal ever, but throwing it out right before burst damage is coming can be quite helpful.
  7. If you have 8 fully champ geared people, you should be able to clear normal mode EV/Karagga's in around an hour each (first run would be longer of course, as you figure out the encounters and trash and whatnot). I've been leading pug raids (although usually 6 of us are the same each week) and we do EV/Karagga's on normal within 3 hours from first sending invites - although we do waste a good bit of time just standing around (or testing certain things that we might use in our hardmode runs - if something doesn't work, at least you dont wipe and start over on normal). I would assume that an organized guild run can do it faster.
  8. The traditional heavy-immortal tank build is what I have been using, although I am contemplating switching to the hybrid 14/27/0 build. People have done the numbers, and they both come very close together in both damage and mitigation. The main distinctions are: 1)heavy immortal has better ae threat; 2) hybrid build requires heavy movement, utilizing charge and intercede on cd. As ae threat is probably the biggest concern for jugg tanking, I would suggest sticking with heavy immortal until you are more familiar and comfortable with jugg tanking as a whole. The reason why I find the hybrid build more attractive is that it doubles as a viable pvp spec as well, whereas heavy immortal doesn't do it quite so much.
  9. We tried NSSN several times in nightmare tonight and it did not work.
  10. WTB some of those resets after our consoles get locked up in my raids...
  11. I can confirm that whatever bioware thinks they fixed with 1.1, was in fact not the cause of the problem. My group spent several hours tonight doing every rumored variation, NSSN, SNNS, SNSN, only going right, not clicking north each tier until south is solved, etc. We never once even got to the third ring, the worst was the consoles locking up after: south 3 to solve - north 1 to solve - south 2 to solve. Locked up after that, didn't even get to lock north pylon on the second ring. Of course, we still had to reset instance and clear every single time. For those who say that resetting the instance is supposed to be a feature, may I direct you to the 1.1 patch notes where it says Which means that prior to 1.1, they did not reset correctly. 1.1 didn't change anything, so I think it is safe to assume that they are still not resetting correctly.
  12. I did normal Soa on Tuesday, so that was before 1.1, not trying hard Soa until tonight (was waiting for 1.1 bug fixes) but I would assume that this has to do with a mechanic change implemented to Soa in 1.1: When you consider that nothing in 1.1 was tested before hitting live, I wouldn't be surprised if they screwed it up and included tanks in the 'every players gets targeted once' mechanic. The very first time I tanked Soa a few weeks ago I got mindtrapped several times, but we also ran it with 2 tanks and it was presumably because the other tank taunted him off of me at the wrong time or something. After that first run, we realized that only 1 tank is necessary for operations, so I have solo tanked him the several weeks since and not been mind trapped once then. I'll be sure to post on here if the 1.1 changes are in fact the problem.
  13. I got to point #1 in his post, and then decided that he's either never played swtor or is just trying to troll. Powertech complaining about lack of aoe threat.... lol And then I read the start of his point #2, claiming to be the best geared on his server with 116 gear. Definitely a troll.
  14. There are a lot of posts in here about increasing the damage of moves, or adding extra aoes or who knows what - these are definitely not the solution. In PvE, as a jugg tank, I absolutely destroy people. Even against other geared 50's, I will win out in a 2v1 every time. Against lower levels in wz's, I can easily take 4v1. Buffing our damage at this point would make us the most op class in pvp, something which I don't necessarily want to happen (I've never enjoyed faceroll classes). In all honesty, after they make the change of having force push reset the cd on charge, I think immortal juggs will be well balanced for pvp. I think a simple solution for aoe threat would be a combination of two things: 1) Make our tanking stance give an additional threat increase for aoe abilities. This wouldn't make us super op with single target threat, but would help fix our aoe threat issues. This on its own wont fix our problems however. 2) Give us an ability that pulls all weak/normal/strong's to us, bringing them to melee range. With the cap at strongs, it wouldn't have any effect in pvp (maybe on companions? but who cares about that anyways). This would allow us to focus on the 1 or 2 elites in each pack, but bring the rest within range of smash/sweeping. Combined with the aoe threat increase from (1), this would make us viable tanks without altering pvp in the slightest bit or changing any fundamental mechanics.
  15. Yes, juggs can aoe tank as well as anyone if you're only level 20. The problem isn't there. At level 50, in most hm fp's, each pack of trash will have 5+ ranged mobs, all spread out nicely so you can only hit maybe 2 with a smash. In all honestly, jugg tanking is a struggle everywhere except eternity vault. I must confess, I have not done hard/nightmare ops yet, but in normal ops and hm flashpoints jugg tanking requires every ounce of effort on every single encounter, boss or trash, just to keep threat on maybe half of the mobs. Powertechs can stand in 1 spot and keep whole packs aggro'd without even thinking. Sure, groups can get through trash without a tank easy enough in hm fp's, but why should juggs be more handicapped than other tanks? If a group is given a choice of "tank that can hold aoe and single target threat" or "tank that can only hold single target threat, and only as long as they never leave a gcd open for an instant (which can be an issue with the abilities not firing bug)," why would people ever choose a jugg except as a last resort if nobody else will join? Thankfully I've been the one leading my EV runs, so I'm always guaranteed the MT position there, but I've already had several situations where groups have turned me down for hm's because I'm a jugg tank. I'm a more than competent tank with full tionese/columi (theres a few rare slots where champ is better than tionese, so I'm using a few pvp items in pve), and groups will often prefer a freshly-turned-50 powertech. People don't even see me play, they just see 'juggernaut' and keep clear.
  16. My group had the same problem. It wasn't often, but there were definitely a few times that he was positioned perfectly and the shield didn't pop.
  17. Also, you'll want to head back to mid every time that hes shielded again. He likes to sit and cast a lot, so it can take him a lot of time to move even short distances, so you never want to be caught on the opposite side of the room from the next pillar.
  18. I've spent a good bit of time tanking this fight as a jugg. If you set camera distance to max, it is fairly easy to spot the flying pillars. just run to it, and through it. While running underneath it, look straight up, and run until you're outside of the circle. Soa will follow you into the correct spot. That much is easy. What is not so easy is when it bugs and doesn't break the shield. This isn't common (actually quite rare, but always seems to happen on otherwise flawless attempts). The pillar can smash right through his head and nothing happens - maybe if he is too well centered it doesn't work? lol. Also, RNG is really what this fight is about. On most of our attempts, we'll have 1 dps being cycloned about and another dps gets sucked into a mind trap about 1 second before the shield breaks. Being 2 dps down for each shield phase makes it exceedingly difficult. Yet the worst part is that you can get sucked into a mindtrap while a tank. I've been off in a corner positioning him under a pillar, hes beating on me, then right before a pillar drops i'll get sucked into a mindtrap and he'll run off after someone else, moving him from under the pillar. When I get out of the mindtrap, he's right back on me as if nothing ever happened (after I get within range of him, at least). At first I wondered if people were grabbing threat from me resulting in me getting mindtrapped, but after more attempts it became clear that this was not the case. On a random note, if you play your force charge / intercede's right, it is entirely possible to get to the bottom of each phase without taking more than ~10% damage from falling.
  19. They really need to implement either dual spec or a lower cap on respeccing... being forced to choose a single role within a single element of the game is ridiculous. As a tank juggernaut, you can't really pvp and be better than a level 10 unless you have a pvp oriented spec. If you have a pvp oriented spec, you can't tank hardmodes/operations and hold threat... I don't even want to fill two roles. I just want to be a viable tank without spending exuberant amounts of credits on respeccing between pve and pvp, both of which I will do in a given day.
  20. The talent 'Force Grip' in the Immortal tree reads: "Force Choke no longer needs to be channeled, applying its full effect over 3 seconds." The 2 piece set bonus for the level 50 pvp gear sets (Battlemaster War Leader's Gear) does the following: "Increases the duration of Force Choke by 1 second." If you have both the talent and the 2 piece set bonus, Force Choke will channel for one second and then have the other 3 seconds not channeled, a very odd occurrence which is also quite distracting. If this is actually the way it is intended to work, please change the wording of 'Force Grip' to say 'reduces the channeling time of force choke by three seconds,' although I assume that the intended mechanic is for the talent to remove channeling time here as well.
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