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Dyronis

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Everything posted by Dyronis

  1. Looking for a late night raiding guild. Work late. Needs to be after 10pm est.
  2. With the raising of the operations up to 65. Can we please get the bonus bosses in 8man. Very rarely people run 16man now anyways. Be nice if we can just do them in 8man now.
  3. Not too sure if this is the right place to be putting this, but I believe in the podcast they said something about GSF. Please make the ships account bound. Having to start new ships on a new toon is no fun.
  4. All of this. Plus, how about Accuracy being added to Soresu form. I don't know about you guys, but having crushing blow and saber throw miss really sucks. Unless something has changed, and we want Accuracy in our gear now.
  5. They need to call him Rudarth if they do release it. Such a great name.
  6. Thank you very much for letting me know this. I just found what you're talking about.
  7. Alright, so from what I am reading when I look at the ships you can buy from the cartel market. The description states that it is a mastered ship. -This ship is considered Mastered. Mastered ships gain a 10% Requisition boost in battles. Is that for the cartel market ones, or do the F-T2 Quell and S-13 Sting also have this benefit?
  8. http://i162.photobucket.com/albums/t275/Grievous36/Screenshot_2013-11-28_22_43_15_092242.jpg See how the armor cuts through the cloth on the back? Fix please!
  9. I agree 16man is easier. Check out all the 16man guilds downing 16man HM Dread Fortress and Dread Palace. Oh wait...there are not a lot at all. The biggest challenge to 16man is getting people on for it for a lot of guilds. That's where 8man has it easy. 8man and 16man have their strengths and weaknesses, but for you to state that 16man is easier? You couldn't be anymore wrong. This post is about Hard Mode first off. Second, i'm very curious about your statement saying that you have all the 16 achievements. So you have all the nightmare ones as well, or just the hard mode ones? I ask because hard mode and nightmare are two totally different groups. If 16man truly is easier why do guilds split into two 8man groups when nightmare comes out? Why is it guilds are downing it on 8man before 16man? Is it a bit more lenient on the dps? Of course, but what you're forgetting are the mechanics. When you get early deaths can you still makeup for it? Yes, but it's the other 1-14~ that you have to worry about that can screw you over. In an 8man there is plenty of room for you to move around. In 16man not so much. You have to worry about stepping on people's toes. Going back to my first statement though. For you to boldly claim that 16man is easier than 8man. No, just no. They both have their strengths and weaknesses. When it comes to raiding though. People take the easy route. People stack certain classes and what not. It's been like that in multiple games for a very long time. With that said don't you think that if 16man is easier it shouldn't really be difficult to round up 16 people and blow the 16man up every week? I mean hey if you lose a couple people during the fight why not? It's so easy right? Yet again there are only a few guilds downing the highest difficulty of content on 16man.
  10. I'm sorry Amber, but this is getting to be a bit ridiculous. Certain things like this should be getting hotfixed, and not waiting until the next patch. Especially when it will be affecting us for yet again another week. There really is no excuse for the wait. We've already gone through a few weeks of this. It's getting to be more than frustrating and more than an inconvenience to people who actually do 16mans, which isn't a lot, getting screwed over on rewards. I guess that's the problem though isn't it? We're just the 1 percenters. So our issues must not be important enough. Even if we do pay the monthly subscription to gain access to this content. This isn't just about the loot either. Although, it is a big factor seeing how we get little reward from doing operations because vanity needs to be added to the cartel market. I'm guessing that's why there was a lack of work done on the dread forged outfits. Seeing how both factions look the same. It mainly has to do with the fact that we had to power through a bugged Corrupter Zero for two weeks until it was fixed. Please relay these concerns. They're not just my own. I've kept my subscription going since day 1, and i'm going to keep it going. Not to mention I buy cartel coins. I want nothing more than to see this game flourish. I'd feel so much better knowing that as a paying customer issues like this will get addressed at some point, and actions will be taken to fix them sooner than later.
  11. He was dropping leggings for my guild before the patch. Not boots.
  12. So I have several people saying the Conqueror Relic of Reactive Warding makes you fully immune to damage for 6 seconds. I'd imagine this is a bug? Also, does the 'Absorb Shield' mitigate the set amount of damage per tick of damage for 6 seconds, or does it just block that set amount of damage?
  13. Can we get a bit of a better clarification on this? Just seems like PVP content. Which is exciting for it being in space, but any kind of PvE content to go with it? Be nice to blow up a fleet with friends.
  14. I'd like to start off by saying that I am mainly a Juggernaut tank, and I do play all 3 tanks on both factions. Tanking is what I do, and what I enjoy most out of most MMOs I have played. This post is mainly to throw some ideas out there to fix the spikiness of assassins. Here's two ideas I have myself. Just curious what other people's thoughts are. 1. When a damaging attack brings you below 30% of your maximum health, the cooldown on your Overcharged Saber ability is refreshed, and all damage taken is reduced by 25% for 8 sec. This effect cannot occur more than once every 45 seconds. 2. When a stack of Dark Ward is consumed you will be healed for 1% of your maximum health. With the stacks being 15 stacks it will be 15% total health being generated. That in itself may be a bit too strong, but again it's just an idea. I'm hoping to come up with something that will make the assassin unique. Just adding damage reduction and calling it a day just seems dull in my opinion. Please share your ideas.
  15. And then I read something like this and think. Maybe we should just focus on fixing assassins and shadows rather than nerfing something that isn't broken.
  16. First off i'd like to point out your beginning statement where you said you're asking for class re-balancing, and not nerfing. When the title of this post is asking for a nerf to Guardian tanks. Second, how about you stick to the first part of the statement. I understand your frustration. I play all three tanks on both sides, and I agree assassin/shadow tanks need a little love. Most content has been cleared. Including nightmare modes with an assassin/shadow tank. Does it take a lot more work? Yes, of course it does. Asssassins/Shadows had it pretty easy when the game first came out up until 2.0. Guardians/Juggernauts had to work just as hard as you're having to work right now pre-2.0, and I don't care what anyone's argument is. It's a well-known fact that juggernauts/guardians had to really try hard to get guilds to have them tank for end-game content. So excuse me if I feel that when an assassin/shadow tank is asking for guardians/juggernauts to be nerfed that I run for a barrel to gather up the tears so I may drink them later on. I distinctly remember when I mainly played my Juggernaut pre-2.0 that there were a few tweaks here and there that were asked for, but Juggernauts didn't go on to the assassin/shadow forums asking for them to be nerfed. Granted, it was mainly other classes asking for nerfs because they were pretty amazing in PvP. That is besides the point though. Again, I understand your frustration. However, to ask for a nerf against a tank class that really needed some loving is a bit over the top when it's just assassins/shadows that need to be fixed.
  17. PvE SA Relic is stacking with PvP SA Relic. Not sure if that was intended when they made it so the dmg proc one will stack with the power stacking one, but figured I should post it here.
  18. This bug has been around since last September. I've been reporting it over and over. Not to mention making posts about it. Doesn't seem to be important when an ability isn't working.
  19. Dyronis

    Operative Crouch

    I thought long and hard about it, and came to the conclusion that you're wrong. Moving on I feel that you use too many big words for me to keep going on with this post.
  20. Dyronis

    Operative Crouch

    Crouches in place, taking cover if used behind an object that provides cover. They're not behind an object though. Apparently air grants cover lol
  21. Dyronis

    Operative Crouch

    They're not in cover though. They're out in the open crouching. That's a good point though. I didn't notice that about charge myself.
  22. Dyronis

    Operative Crouch

    Not really surprised an Operative healer would make a response such as this, but besides trying to troll my post in the first place. Just making an observation. Seems broken unless they add in the ability tooltip that it negates a charge.
  23. Dyronis

    Operative Crouch

    Crouch- Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead. So just curious about something. Why aren't you able to charge an operative while they're crouched? It's not as if they have cover of some sort to protect them. Just seems like something that should be for snipers only. Especially if an operative is crouching in an open area not hiding behind an object.
  24. From what I can tell it seems to either be people who are DPS Juggs, or PvP Juggs that are wanting to be the Juggernaut Class Representative. I am an Immortal Spec Juggernaut who PvE/PvPs as that spec. The only issue/concern I have is that the Blade Turning doesn't work when you have a PvE tank set bonus equipped. Whoever can promise that will be addressed as an issue, seeing how it has been broken since last September, will be getting my vote.
  25. I agree 100% with you. It's your money you spend it how you see fit. I have been for and against certain things when it comes to the cartel market. This however isn't really a big deal. You have a choice to pay credits, or cartel coins. I myself will be paying cartel coins because I enjoy keeping my credit pool as high as it is. So I can spend it on things that actually do affect my gameplay. Having a cartel coin option will not break the game for anyone. If anything you should be thanking the people that will be buying it with cartel coins. They're helping keep this game afloat.
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