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XenTharqua

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Everything posted by XenTharqua

  1. Bonne chance pour votre recrutement ! La république a besoin de nouveaux soldats pour défendre son honneur sur le terrain. Côté république, le potentiel est là mais, dans l'ensemble, l'empire regroupe des joueurs plus axés pvp et mieux organisés. Difficile de motiver les jeunes recrues de la république qui se font rouler dessus en BG 55 normal (et < 55). J'ai pu vous cotoyer en BG cette semaine et, de ce que j'ai vu, vous devriez rapidement pouvoir dominer les RBG si vous arrivez à former une bonne team homogène.
  2. Funny but I have not seen top guilds use this "smart" strategy. Then it falls in the category "not an exploit until Bioware says so". But clearly you cannot deny the huge dps gains and the advantage for beating the enrage. It makes shadow tanks completely superior in this encounter. And having two of them makes the fight trivial. Have fun on the dread guards!
  3. It seems that shadow tanks can drop their stacks of incubation by stealthing without spawning adds. I have seen several videos of this. The dps gain to beat the enrage is substantial. In my opinion, this is unintended game mechanics falling in the bug/exploit category.
  4. As a shadow tank, I never die because I take too much average damage during the course of a fight. Healer's mana is almost infinite and in most fight, baring no one makes critical mistakes, they do not have issue keeping their mana bar full. With the current state of the game and the mechanics of nightmare PVE content, overall damage taken doesn't mean much. The math and logs show that shadows have better overall mitigation which could be an advantage if the healers were mana constrained and the fight would be too long. In the NIM mode, tanks die due to spike damage and unfortunate strings of unmitigated hits/crits. In that category, is is clear that shadows have a huge disadvantage compared to other tanks due to their considerable lower DR. The logs from the Jugg and Shadow tanks from Reign clearly shows this issue. That Jugg never took a hit higher than 10k while the assassin tank took several hits between 10 and 15k damage. Yes having amazing and reactive healers can help solve the shadow/assa spikiness but it doesn't mean the problem doesn't exist. I play in an average guild and our first night in NIM TFB with two shadow tanks has been painful. Our deaths on the first boss were all due to unlucky strings of unmitigated hits. We killed the boss after replacing one shadow with a guardian tank.
  5. I have the same issue, along with one more guy from my guild. This last week, I have received 0 thermal regulators from the regular missions (3700+ and 3200+ creds), running approximatively 5-10 missions per day. The chance of that occurrence with a 20% crit rate is absolutely abysmal. My guildy is even worse. He has 3 slicing characters running missions all day long and he didn't get a single thermal regulator this week.
  6. For main tanking, I am considering two builds : The standard "37/5/4" : http://pts.swtor-spy.com/skill-tree-calculator/sith-assassin/222/?build=020332201121023002120203020200100302000000000000000000000000000000220000000000000000000000000000&ver=20 The hybrid "27/17/2" : http://pts.swtor-spy.com/skill-tree-calculator/sith-assassin/222/?build=020312201121023002120200000000000322230001112000000000000000000000200000000000000000000000000000&ver=20 In terms of mitigation, switching to the hybrid build, you will lose wither and assassin's shelter and gain darkswell/fade which gives another very powerful blackout CD, especially if it stacks with overcharge saber for a 50% damage reduction. I can definitely see myself using the hybrid build for bosses with low constant damage and high burst damage.
  7. This would be just too much. Although I have not tested my self, its probably : 1+1+1+1+1+1+1+1= 8%.
  8. Bioware is trying to make hybrids less attractive but Kinetic/Infiltration hybrids seem damn attractive to me : PVE standard tank build : http://pts.swtor-spy.com/skill-tree-calculator/jedi-shadow/234/?build=020332001121023002120203120200100302100000000000000000000000000000220000000000000000000000000000&ver=20 PVE hybrid tank build : http://pts.swtor-spy.com/skill-tree-calculator/jedi-shadow/234/?build=020332001121023002120200000000000322230021102000000000000000000000100000000000000000000000000000&ver=20 It is basically a trade off between masked assault + fade and slow time + shadow's shelter. PVP hybrid build (switching from tank to dps gear and combat/shadow technique depending on offence/defence) : http://pts.swtor-spy.com/skill-tree-calculator/jedi-shadow/234/?build=022312001121023002120200000000000322230021102010000000000000000000000000000000000000000000000000&ver=20
  9. C'était comme ça sur plus ou moins tout les serveurs et c'est dommage. Je trouve que Bioware a complêtement foiré avec son retour du pvp dans Ilum : - Free for all au lieu de république vs. empire ! Pourquoi je taperai un républicain ? On est dans Star Wars sérieux. - Aucun gain d'honneur ou de réputation en tuant des joueurs adverses ou en complétant des objectifs pvp dans la zone. Où est l'intéret de faire du pvp à part embêter la faction adverse? - Des quêtes PVE réalisable dans un temps correct uniquement en se mettant tous gentiment en ligne. Où est l'intéret ? Où est le world pvp dans ce nouveau Ilum ?? Ce que j'aurais voulu voir : - Une zone PVE séparée avec des loots et récompenses PVE. - Gains d'honneur et de jeton BG dans la zone PVP. - Un gros event pvp tout les 3-4 jours dans la zone PVP entre l'empire et la république pour le contrôle de la zone centrale. - La victoire dans l'event permettrait à la faction d'accéder à des world boss lootant des objets PVP (élite chef de guerre) ainsi qu'un buff de réputation pour la faction des Gree.
  10. From some time now, I have been experiencing some strange behavior with my single target taunt going in cooldown during some specific fights (EC NIM Firebrand and Stormcaller and Zorn and Toth mainly). For instance, on the Firebrand and Stormcaller fight, I was assigned to tanking Stormcaller and taunting Firebrand just after the double destruction. I have had several occurrence of single target taunt being non usable at that time and going randomly in cooldown when I did not use it. Does anyone has the same issue ? I have seen mention of a taunt immunity during the double destruction so it might be related to my issue... Or am I switching target to early or too late? If anyone has experienced the same problem and found a fix, please let me know.
  11. I am an "ok" player mostly doing solo warzones. I have tested all the assassin's specs and I can reach 400k damage will most of the dps specs. Overall I think the "better" spec for maximum damage is 0/27/14 : It relies on heavy burst contrary to madness which is very useful against healers but also bring good survivability. However the drawback is lower utility compared to madness and kinetic (no pull and no instant force lift).
  12. Même si je suis dans une guilde orientée PVE, de amis bons en pvp j'en ai. Et je peux grouper et rouler sur des PUGs mais je ne le fais pas. J'ai surement une âme de bisounours mais à part dégouter les gens en face de tagguer je ne vois pas l'intéret. L'excuse du MMO et de la communauté c'est bien beau mais dans ce cas pourquoi est-ce que Bioware à mis une option pour tagguer en solo? Faut satisfaire aussi les joueurs casus et solos. De toute façon en journée ce n'est pas comme si on avait le choix avec qui grouper côté répu. Actuellement les BG normaux c'est du grand n'importe quoi : 8 républicains de guildes différentes en stuff mix recrues/héros de guerre contre 2 groupes de 4 Barracuda, Worst, Last Squadron, en full héros de guerre élite. Ce n'est pas une question d'apprendre à jouer. La différence de coordination et d'équipement fait toute la différence. C'est juste une boucherie et c'est bien pire qu'en BG cotés. Enfin bon ça sert à rien de gueuler. Vous me direz que c'est un juste retour des choses après l'époque des Storms où c'était l'inverse.
  13. Rien à voir avec le sujet : Merci au teams de l'empire d'arrêter de tager en groupe pour les BG normaux et de rouler sur des PUGs. Vous ne rendez service à personne.
  14. Please post and comment your ideas and wishes for the 1.6 pvp patch ! Normal "50" WZ : The normal warzone should be the entry to lvl 50 pvp and a quick way to aquire battlemaster gear and some warhero gear. Queues should be for solo and group (<4). Token prices should be adjusted so that getting battlemaster goes quite fast and warhero slightly longer. Matchmaking should be optimized so that two 4-men group cannot be in the same operation. Pvp Teams : Players should be able to create named pvp teams similar to guilds. Players from different guilds could be in the same pvp team. Rated *50" WZ : The rated warzone should reward "solo rating" and "team rating" and queues should be for solo and pvp teams (5-8 players). Rewards should be Rated tokens and allow to aquire Elite WarHero gear. In the future, crosserver queues should be implemented for rated BGs Leaderboards and Special rewards : Leaderboards should be made available and viewable in the fleets. Is should list the top 20 solo rated players and the top 10 rated teams of the server. Top 10 rankings should be viewable also for each advanced class. Special and original rewards should be awarded for the best 5 players of each advanced class and the best 5 teams at the end of each month.
  15. I mostly agree that BM and WH gear are not too far apart and that the full BM set is quite easy to get. However, the gap between recruit and fully augmented WH is huge mainly because augments make a strong difference in stats. For a fresh 50, the cost for getting a fully augmented set is really a major pain. In my opinion, to help fresh 50 players, the recruit set should come fully augmented with lvl 20 or lvl 21 augments. These augments could then be transferred to the newly acquired BM set.
  16. I actually think that the healing/damage balance is quite nice at the moment. If damage output is nerfed, then people will compain about unkillable healers like it was before the introduction of augments and rebalanced expertise. The main issue is that both healing and damage are too strong compared to health pools/mitigation and time to kill is too short : 3-4 damaging abilities are enough to kill and 2-3 heals are enough too replenish an health bar to full. This means that if a healer is focused, he dies in 2 seconds without being able to do anything (not fun!). If he is left alone, his team will get a huge advantage over the opposition (not fun!). In my opinion, to fix the current gib fest that is pvp, Bioware should introduce a pvp debuff like in other games to reduce damage/healing output in pvp to the point where time to kill is more reasonable. Healers will have reduced healing output compared to health pools but they will have more time and freedom to heal without having to run like chickens while being focused by all the dps.
  17. This is just an example. Take a complete battleground with both equal teams and same composition. Lets say the teams have all 0 expertise and that during the game total damage done is 1000000 and total healing done is 1000000. With 650 expertise, the increased damage done will be negated by the reduced taken damage and will stay at 1000000. On the other hand, healing done will be increased by 12.08%. Result : damage done does not scale properly with healing done.
  18. Sigh .... Did I ever say nerf healers in my post? A tank and a healer are not supposed to do damage, there role is to survive and heal. Damage dealers are supposed to kill the tanks and healers and I just pointed out that survivability does not scale the same as damage with expertise. This is not a nerf post. If you dont understand simple math, please dont post.
  19. Yes but damage dealers do no need damage reduction to kill someone. The problem is simple math really. Lets say that a fresh lvl 50 dps with 0 expertise fight again an opposite target with 0 expertise while, at the same time, an opposite fresh healer with 0 expertise heals the same target : The healer heals the target for 10000 while at the same time the dps does 10000 damage to the target resulting in a stalemate. Take the same players with 650 expertise : The dps player will deal 12.08 % more damage to the target for a total of 11208. The target will see this incoming damage reduced by 12.08% and will take 9854 damage. At the same time the healer will heal the target for 12.08% more health : 11208. The result is simple damage and heals do not scale properly with expertise because survivability gains double benefit.
  20. Lately, there have been a lot of posts about the state of healers in pvp. In the right hands, good healers are basically unkillable. As a shadow tank, coupled with a good healer, I have been able to defend single points versus opposite teams of 4-5 players. On many occasion, I have spotted groups of 3 healers + 1 tank able to heal themselves against a team of 7-8 players. A very simple look at the expertise stat is enough to see why this problem is becoming more important: A defending healer gets double benefit from expertise through reduced damage and increased healing, while attackers gets only an increase in damage for the same amount. The fix is simple : damage increase through expertise should be higher than the amount of damage reduction and increased healing one gets. If it stays like that, the stat will not scale properly and the state of healing will become even more problematic with increased stats.
  21. I think the issue is not really with the lack of an LFG tool but more with the length of HM flashpoints. In WOW, you get in the queue, you are teleported to the instance and after 30 minutes the run is finished. In swtor, betwwen finding the groupe, travelling to the instance and completing the run, it takes more than 2 hours. There is not a lot of people that can regularly have such a long game session (apart from raiding which is planified). In that sence running flashpoints is much less casual than in WOW and why it is so hard to find groups.
  22. This is not completely accurate. The base blue is 3 variants and not 4. Also, some base recipes (at least for Synthweaving) starts at the blue quality and follow this pattern : Blue > Purple Tier 1 (3 variants) > Purple Tier 2 (15 variants)
  23. I already posted this in another thread but : As a 400/400/400 Synthweaver, I must admit I feel pretty much useless. It was ok during the levelling phase (10-30) because the chance of getting an improved pattern through RE was quite high and I could make some gear that I would keep 3 to 4 levels. At 50 however, the situation is really bad. The investments needed in term of time and money to be able to obtain a specific Tier 2 artifact schematics is really huge. REing is random, getting a mastercraft is random and obtaining epic crafting material trough illegal trading is also random. This is actually not bad because only the truly dedicated crafters will be able to craft most of the epic armors. The issue is that the quality of the lvl 49/50 crafted items are not up to par with pvp and pve gear and basically no one at max level will buy the mastercraft epic Tier 2 armor I spent so much time and money to make. Worst, the fully modded stuff obtained through quest rewards that I am wearing at level 48 is actually better than the epic armors I can craft (apart from PVE gear). The main issue here is time and money vs reward. In summary, I feel that all the schematics I can make are mostly useless and that, as a synthweaver, I will only be there as a mule to craft the PVE raid gear. Fixing this is not hard : Given the time and money needed to obtain high level blue and purple schematics and craft the armors, the reward should be great : - The blue armor should be better than the commendation/quest rewards gear. It should be the raid entry gear. - The purple armor should be slightly below PVE raid and PVP gear but still desirable for people who wants specific stats on their gear (like for instance tanking gear with all 3 tanking secondary stats) - The mastercraft Tier 2 purple gear should be equivalent to PVE raid gear and PVP gear. If bioware is afraid that this gear will flood the market, then make it that critted gear is only available for the crafter.
  24. As a 400/400/400 Synthweaver, I must admit I feel pretty much useless. It was ok during the levelling phase (10-30) because the chance of getting an improved pattern through RE was quite high and I could make some gear that I would keep 3 to 4 levels. At 50 however, the situation is really bad. The investments needed in term of time and money to be able to obtain a specific Tier 2 artifact schematics is really huge. REing is random, getting a mastercraft is random and obtaining epic crafting material trough illegal trading is also random. This is actually not bad because only the truly dedicated crafters will be able to craft most of the epic armors. The issue is that the quality of the lvl 49/50 crafted items are not up to par with pvp and pve gear and basically no one at max level will buy the mastercraft epic Tier 2 armor I spent so much time and money to make. Worst, the fully modded stuff obtained through quest rewards that I am wearing at level 48 is actually better than the epic armors I can craft (apart from PVE raid gear). The main issue here is time and money vs reward. In summary, I feel that all the schematics I can make are mostly useless and that, as a synthweaver, I will only be there as a mule to craft the PVE raid gear. Fixing this is not hard : Given the time and money needed to obtain high level blue and purple schematics and craft the armors, the reward should be great : - The blue armor should be better than the commendation/quest rewards gear. It should be the raid entry gear. - The purple armor should be slightly below PVE raid and PVP gear but still desirable for people who wants specific stats on their gear (like for instance tanking gear with all 3 tanking secondary stats) - The mastercraft Tier 2 purple gear should be equivalent to PVE raid gear and PVP gear. If bioware is afraid that this gear will flood the market, then make it that critted gear is only available for the crafter.
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