Jump to content

Levram

Members
  • Posts

    740
  • Joined

Everything posted by Levram

  1. This is the correct answer, essentially. I'm not sure if both operations are related to the Revan storyline. The Temple of Sacrifice operation certainly is, considering the 3.0 trailers show Revan standing in, what's most likely, the Temple.
  2. I love all the audio queues that are put into the game. There is a good amount of information that is presented though sound in boss fights, often tied to add spawns, DoT applications and mechanic triggers.
  3. There's no enrage timer that I am aware of. There is a soft enrage that occurs through a buffing mechanic. As the fight progresses, The Dreadful Entity will gain stacks of a specific buff, each time "Dreadful Awakening" is cast. The more stacks, the higher its damage output. There is a maximum number of stacks, so assuming that you can heal through the damage output once its fully buffed, you can continue the fight for a long time.
  4. No. You will not be able to move past Level 55 until you have access to the new planets.
  5. There has been no mention by the Developers of any re-scaling of the existing operations to a higher character level. I would therefore expect the Level 50 and 55 operations to remain at those levels. Any boss drops will likely stay the same, except that anything that dropped Classic commendations would instead drop Basic commendations. I would expect the Weekly Classic operations mission will change for Level 60 players to be related to the Level 55 operations and not the Level 50 ones.
  6. I would only worry about overlooking things if that means you leave out a mechanic from your guide, or do not fully describe one. This could arise if your team is able to completely ignore a mechanic due to killing something fast enough that the mechanic doesn't occur (e.g. a specific attack from an add that you kill quickly). As long as you include an accurate description of all the mechanics in a fight, each person reading your guides will be able to fully understand what to expect and they can then decide how best to tackle those mechanics with their team's composition and skill level. I wouldn't worry about trying to accommodate everyone in your description of "how we clear this fight." Obviously any intelligent user of your guides will be able to determine if they're able to pull off the same strategy, and if not, they will make appropriate adjustments based on their understanding of the mechanics.
  7. Thank you for looking to make a substantial contribution to the entire SWTOR operation community with your guides. Any accurate information, even if it's not in an ideal format to satisfy everyone, is a resource that players can turn to when attempting to understand what they are experiencing in a fight. Since the new hard mode operation are being marketed as "really hard," the more details you can include on each mechanic, the better. With a full write-up of each mechanic, skilled players will be able to find the key information they are looking for and devise strategies that will work for the composition of their team. For example, these would be the details that I would look for in a mechanic summary: [Attack name] Description: Slam from [enemy name] Style: X meter long, Y meter wide non-tracking marked cleave Application: 1.5 second cast, then instant Timing: Repeats every 15 seconds Damage Output: Ak-Bk on tank, Xk-Yk on DPS / healer Damage Sub-divisions: 1 hit Damage Type: Kinetic Effects: None. As for guide style, my preference is for a written guide with appropriate screenshots and diagrams to explain complicated maneuvers (a picture is worth a thousand words). This makes the information easy to refer back to, and to refer others to, rather than a timestamp in a video. At least one video showing the entirety of the fight is also key. My preference is for a very wide-angle healer perspective as they tend to move the least and therefore can provide a good view of the action occurring around them. A tank perspective would be my next preference if two PoV videos are presented.
  8. EC = Explosive Conflict, not Eternal Chamber No one runs EC (at the HM or NM level) because it is generally perceived as being too difficult for PUGs. Guild runs are much more typical.
  9. It's digital concept art. That exact area doesn't exist -- not with those statues facing inwards and the ISO droid at the end on the ground, or with that level of lighting and the smoke on the right either.
  10. Actually, that's not sarcasm as your statement "looks like my imagination took form" lacks irony, a core requirement of sarcasm.
  11. This is not an exaggeration. Killing nightmare Dash'Roode and Titan 6 in a 16-man group is about five to six times easier than killing The Hateful Entity (i.e. those two fights should be easy one-shots that you can do while half the group is asleep at the wheel). I cannot over-emphasise, even with a group in full min/max 180/186 set-bonus gear, The Hateful Entity is still the third most difficult fight in the entire game, behind nightmare Dread Council and nightmare Brontes.
  12. Just in case it isn't clear from the above sequence. There is no opportunity for the player who is summoning The Hateful Entity to swap toons. The instant that their ten second channel is completed, The Hateful Entity spawns and starts the encounter. The sequence is clearly visible in any of the kill videos that are linked in the original post. As I mentioned in post #3 of this thread, after a wipe it is The Hateful Presence that respawns at the top of the stairs, not The Hateful Entity. Therefore your orb carrier always needs to a part of the group that engages The Hateful Entity, every time.
  13. Here is an annotated list of the locations where this gear can be obtained as drops. Drops: Boss will drop a random piece of gear for a pre-selected gear slot and Advanced Class. Tokens: Boss will drop a token for a specific gear slot that can be turned in for your preferred Advanced Class. Random: Each boss drops a token for a random gear slot. Set: Each boss drops a token for a preassigned gear slot.
  14. From today's LiveStream: Sustained melee/ranged DPS: 4,325 DPS Burst melee DPS: 4,125 DPS Burst ranged DPS: 3,925 DPS These are the guildlines for a character in full 198 gear hitting a target with all Class debuffs on them.
  15. "Revan is a final boss, and he’s the toughest one yet." (Bruce Mclean, Senior Producer via Pretty Little Sith) Congratulations. You get to kill him at the end of an operation instead.
  16. It's in the thread about streaming that's been stickied.
  17. Well, considering that the best operative healers can currently solo-heal all nightmare Dread Fortress and Dread Palace fights except for Brontes, Tyrans, Raptus and Council, your exaggeration isn't completely unfounded.
  18. The 1% bonus to the listed statistics and the 1 minute reduction on Heroic Moment's cooldown are not legacy-wide stacking benefits. The benefit earned for each type of companion only applies once, no matter where you earn it in your legacy.
  19. The Developers' response was the following.
  20. Updated: November 24, 2014 @ 20:00 EST
  21. There is a bug with the Expert Fighter Battle Harness armor where some of its lighting effects do not appear in-game and only appear in cutscenes--specifically the lights at the side and top of the shoulders. Here is a screenshot of the difference. It would be great to have the armor's lighting effects work in-game, considering they are part of the armor. Thank you.
  22. Tier 3 (lowest tier for just the colour crystal) requires you to have a ranking of any value. To receive a ranking on a character you need to complete ten ranked matches in the solo queue, or ten ranked matches in the group queue. Tier 1 requires a rank of 1650+. It will depend on your win/loss record for how quickly you'd be able to achieve that. It will depend on your server, but I have noticed an increase in the amount of players queuing for ranked matches ever since the PvP Season 3 rewards were announced.
  23. There is a bug with the GSI Tactical Assault armor where some of its lighting effects do not appear in-game and only appear in cutscenes--specifically the lights at the side of the knee joints. Here is a screenshot of the difference. It would be great to have the armor's lighting effects work in-game, considering they are part of the armor. Thank you.
  24. Nope, just deductive reasoning. The Developers wouldn't make 186 gear the story mode recommendation, and then make it difficult to acquire. They want casual players to be able to access end-game content. Therefore it will likely be purchasable with Basic commendations, the lowest commendation tier. 192 and 198 tokens will obviously come out of the two new operation difficulties.
×
×
  • Create New...