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Tharzon

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  1. Can we get day to day subs for the game? You know, so I can evaluate my financial data to determine if its the best possible experience for my service providers.
  2. On a GREAT night there might be 50 total people online on the Empire side. I fail to figure out how we'd have blown up either server.
  3. I'm still absolutely stunned they left the two US PVP servers off the list yesterday. What? Going to put two servers together to make one barely alive servers?
  4. No kidding. This has been beyond poorly implemented. Like no group finder at launch, no combat logging for launch, lack of customizable UI, bug-ridden end-game, no guild banks, a lackluster guild interface, and so on and so on. You get one shot at this and they've shot themselves in the foot every damn time.
  5. IMO, that means this service along with a vast majority of the game outside the basic leveling experience weren't ready for prime time. 3 live patches to get guild banks, group finder, combat logging, transfer, etc not to mention the rash of bugs in a vast majority of the end-game content. I can't tell if its simply a lack of understanding of mmo's or what.
  6. We're finally 4/4 in Denova. I'll say this, we were a middle of the pack WoW guild. The kinds that killed 25m Lich King in normal at about 15% buff but stalled around Putricide/Lich King in 25m Heroic. We were able to beat each encounter within a few tries each including I think 4 tries on Kephess. IMO, that means the story mode content is well tuned. Its on par with Hardmode EV/KP and maybe just a smidge tougher. I would hope they wait a bit before they nerf the content. The patch isn't even a month old! Honestly, if you've done any WoW raiding since WOTLK on, none of the mechanics should be new. Maybe the puzzle boss but the new part is the easiest part of that fight. It still boils down to killing streaming adds and occasional burst dps phases on larger, quick-enrage adds with a final phase boss with a threat reset. Standard fare. Enjoy the challenge. If it were too easy, those "leaving" over difficulty would leave anyway in a few weeks claiming "nothing to do BW!" MMO players are impossible to please.
  7. I think everyone pretty much covered it. I typically Saber Throw - Charge - Backhand - Crushing Blow - Sundering - Taunt - Ravage Usually I'll burn my AoE taunt somewhere next. Neat trick for the fire tank there; we'll have to try that.
  8. I think a deep immortal Juggernaut is fine for tanking. I don't have threat issues unless a merc goes nuts in the first 10s or so of the fight and I feel my defensive cooldowns along with the Rakata stims from Biochem and trinkets put me in a position to have far superior survivability when crap hits the fan. We have amazing battlefield mobility also. Would I love a bit more aoe threat? Of course. I long felt Force Scream seemed more suited to an AoE component, but I agree we're probably just not meant for that. I think if I could have 1 wish list item it'd be Force Pull from Beta. That said, I can see how that might be considered OP especially in PVP. I certainly wouldn't want Crushing Blow to have a cleave attached since its a hard hitting ST ability and using it around CC would become a nuisance.
  9. Dacadus, care to share your impressions of the specs you've been using in 1.2?
  10. I am not sure that the Vengeance hybrid has less mitigation. The build I think that's most appropriate is this which is a 17 Immortal/22 Vengeance/2 Rage build. You lose 4% shield and 4% elemental and internal damage reduction along with 5s additional endure pain. You gain 4% overall damage reduction (Deafening Defense), a 15% damage reduction cooldown with Enraged Defense + the small amount of healing assuming you use taunts wisely every 45s, and Unstoppable which is 20% damage reduction on force leap. Taunt is our primary "threat" weapon now. Rage generation may be hampered due to missing Sweeping Fury and instant Force Choke, but that's about it. I do NOT like the build and don't like how it plays at all. But it does appear to be superior on paper even without leaping around to make Unstoppable proc. For deep Immortal, I've looked at two builds 31/8/2 and 31/3/7. The first build is probably an overly obvious build. You could debate Battle Cry vs. Thrown Gauntlet from a utility perspective vs rage cost. The second build reminds me of having Blood Tap as a Death Knight in WoW. A 10% heal every 1.5 mins is nothing to sneeze at. You take Payback in rage which makes Unleash heal you for 10% maximum health and then take Unleashed in Immortal to reduce the CD by 30s. I'm an idiot. Forgot Unleash requires you to actually be movement impaired to hit. You can't just burn it. Data I saw in another thread indicated that Ravage did a LOT of threat so that makes Ravager appealing from a threat perspective.
  11. Huddle was just 4% HP. (actually, you're right - forgot about applying portion of intercede to you also - I don't think that damage reduction got as much play in the discussion as Unstoppable...could be wrong though) The 20% damage reduction tied to Unstoppable and occuring after a force charge is STILL there. Combined with Deafening Defense which basically gives you a 15% damage reduction cooldown every 45s provided you're prepared to taunt right back assuming you don't have a high enough threat lead as it is makes the Hybrid arguably better than previous. You traded 4% HP for a lot more control over damage taken. Personally, I hate the way the hybrid plays, but I cannot deny that its probably better than deep Immortal (my personal playstyle I prefer).
  12. I am really torn on this between 3-D space battles and Capital ship battles, but beyond that a close second are AT-AT battles and the like. Pod racing? Distant fourth. Suggestion: I posted this in the suggestion section but I'd like to repost it here. Basically I'd love to see a Guild vs. Guild warzone where our capital ships battle and each guild vies to invade the other guild's capital ship via a drop ship. The first guild to take over the other ship wins. Obviously, the capital ship wouldn't be permanently lost. I'd set this to be either an 8 or 16m warzone to target the two types of guilds out there. Bonus points if you can come up with a "map editor" for capital ships where you can "re-arrange" within limits the path in your ship to prevent overall familiarity but that'd be some major development resources. That said dual running Voidstar-like objectives where the guild can decide how many to send on defense vs. offense would still be AMAZING and make the "guild" even more awesome. I could see additional guild vs guild warzones coming about too.
  13. In WoW's heyday of TBC, less than 1% of all players (I think, willing to admit I'm off a bit but I know it was under 5%) saw the end of Sunwell. They provided a decent approach to gearing using heroic badges that kept the casual daily player in epics that were good and roughly a tier behind raid gear. I find it disingenuous to say no players like to raid. Why would devs waste time on the content if someone didn't like raiding? I happen to enjoy it.
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