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djmurloc

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Everything posted by djmurloc

  1. haven't played in a long... long time. how do I correct the time zone? it's 140pm and my posts say really early morning.
  2. at the low levels or when doing flashpoints, I've noticed my heals barely do anything as lightning sorc. Not including how fast it eats up my force bar when trying to spot heal or myself. 110k life in these vet flashpoints and my heals are barely doing 10%
  3. as someone who plays SWG on the Prophecy server (https://swgprophecy.com/portal.php) We have space zones, but not with capture the flag like mechanics. It's a sandbox game so we can create our own mechanics and do whatever we want as it is a space sim. Capture the flag has been done in SWG and we do have pvp zones even in space. As for game play, you're talking an arcade shooter versus a complex pvp flight sim where your parts matter and the time invested into creating said parts. Space RE took a simple shooter and increased it's complexity by 100x. The raw loot you'd get could be combined into something like voltron. Gaining the best benefits of all parts combined. Thus giving your ship a unique part to add to your build. Depending your effort and parts, that can greatly change how you fly and what content you're capable of. Space parts would hit over a billion credits in value due to the RNG nature. As for PVP - extremely fast and furious. A skilled pvp pilot can fly the most unlikely of ships and dominate with the right setup. There is so much more customization available to the pilot and a ship that fits every style. Not always the high mass ships are the best at pvp. Sometimes a small fast ship geared correctly can be unstoppable. PVE: A larger 3 gun ship will have the dps you need to take down gunboats and higher tier duties. Lot of content is dependent on your gearing and ability. In all, JTL is the only RNG based legendary loot system that provides endless content by trying to 1 up your last RE to have even that much more of an edge over your enemy. It's a bit of a grind fest, but you have a lot more options of play-styles. Especially when it comes to community events. You'll never see this in swtor.
  4. I'd really like joystick support. spent years flying in SWG with joy, would like that here as well.
  5. Good lord yes. I can't play this damn thing until I have the proper equipment. Mouse and keyboard is just fail.
  6. I have full lvl 7 space parts. Back in SWG I was a mutliple ace pilot and could rock space better than I could EVER do on the ground game. I'm REALLY good with flight simulators.. However these missions are simply NOT fun. 1. It's on rails. As a pilot, I'm not going to go head first into a barrage of 20 ships into a mine field with mines that are shooting at me. This is suicide and just plain stupid. Forcing me to do this is ridiculous and you take an ungodly amount of damage no matter how much you awds and barrel roll. My first instinct is to carve a path around the main target then once the path is clear to end the mission. If time is of the essense, I'm going to at least hit the boost and drastically increase my speed with hit and run tactics and hope my reflexes are good enough to stay out of direct fire. 2. Balancing power to shields and guns - this is a great idea. I really like this aspect because much like JTL in SWG it really helped apply power when needed for certain situations. It should need to be a main focus but situation. The heroic missions require it or you are toast within 1 minute. 3. LVL 7 gear is poorly itemized. Iost a lot of fire rate and the shield regen is still pretty meh. If you don't activate defensive stance to double it, you're never going to have a chance to open fire. 4. There is NO WAY TO AVOID INCOMING FIRE RELIABLY!!! You are on rails. Barrel roll looks cool, but doesn't do much from stopping blaster hits. keyboard controlling your ship while curser aiming helps to some degree with fighting, but defensively, YOU ARE A SITTING DUCK. 5. Rewards vs risk - Just not there. I'm sure all the space bots would disagree though. I love a good challenge but this is just not fun.
  7. O a, curious to see how much differences since patch. Please post the damage differences you've noticed Side note: Maul seems to not be criting as hard on the operations dummy than on actual bosses. Like 2k less. :\ Via Mox Parser on Operations dummy Please use this format: Gear: 5 columi, 4 Rakata, 2 BH, MH - Columi equiv. Melee Damage (pri) 851-1032 Acc 98.93 Crit 31.11 Surge 76.62 Spec: 7/31/3 1.3 -- Around 1000 1.4 - Around 1200
  8. Maul is rather sick. In columi, rakata gear ... 5k damage mauls is... WONDERFUL. Discharge, 4-5k Definitely makes me reconsider dropping some power to add to crit.. Granted my over all deeps is still very spikey.. the big numbers pay off in the long run.
  9. Black Hole gear is more important because you NEED the endurance in end game raids. Will power you can get back from auging your gear which was the intended path in the first place. I run both an assassin tank and lightning sorc in raid gear. The bonuses you get to power, crit, and surge more than make up for the couple points lost in willpower. Technically speaking Power adds more to over all damage than willpower.
  10. I don't think so. Full columi is around 17.5-18k Tionese is round 16-17k 14-15k is standard 50 mods. Anything less than that is under level 50 gear.
  11. This has nothing to do with elites. This is simply common sense is not factored in. DPS spec'd and GEARED should not get tank roles Tanks in DPS gear with TANK specs should not get tank roles. Lot of us do not play more than 5-10 hours in a given week. The few times I am on, I'd like people who do have common sense to be in roles that make sense. I don't want repair bill after repair bill because of some player who is trying to gear is taking on more than he can chew. Progression eases growing pains for new players and gets them more accustomed to MMO mechanics. It's one thing for a player not knowing what to do in a boss fight. They can be taught to stand here, stay out of the red circles.. ect. Players who are miss matching dps and tank gear, cueing up for the most important and pivotal roles just waste EVERYONES TIME.
  12. This is exactly what I am complaining about...
  13. Oh you are preaching to the choir. Every time I see that guild I make sure my repair bot is on cool down and I have an extra 20 health packs on me.
  14. this is not always easy to do. Most the time I do run with guildies because I am used to running with them and We are always on vent. However there are times there are no guildies on and I have to settle for group finder.. I'd say 50% I get a nice fast easy drama free group. The other 50% cause cancer and homicidal tendencies..
  15. This is the point I am trying to make. You can 2 man BT with companions without breaking a sweat. Kaon can be very rough on under-geared. Meanwhile why shouldn't groupfinder have intelligent placement? Keep the undergeared in the easier FP's so that when we do cue up,, we have a lot less issues and a better pug experience.
  16. not including an absolutely ridiculous repair bill.... 2 hour false emperor runs are NOT fun..
  17. Group finder needs a gear check much like WoW. I am tired of waiting 30 minutes for a 15k hp jug in mostly tanking greens and few dps exotechs to be MT for KAON or BOI... or 17k tanks for False Emperor in tanking gear but lots of PVP gear or greens.. These things do not work.. we try to run with these people but they are not cut out for this difficulty of a FP right off the get go. Before Group finder there was a progression. BT and BP were the starting points for all new 50's to gear up because of their insanely easy mechanics and weak trash mobs. Then you got further along for foundry and so on and so on... What group finder needs is NOT ONLY a gear check to make sure people are are geared well enough to do a FP but also be INTELLIGENT to choose roles automatically by a quick view of of a players talent choices. Ex: A sorc who who has over 21 points in the healing tree would be cued as a healer automatically... Group finder REALLY fails when it comes to tier 2. I've seen way too many tioneese and pvp geared 50's getting in on lost island and just waste peoples time. These are major annoyances that ruined an entire day of running flashpoints by getting people who were not ready to do the roles they had selected.
  18. I'm surprised more haven't said anything about this...
  19. also, could Khem be fixed so his vibrosword doesn't look like it's piercing his body and... remove the helm sounding speech?
  20. I like the idea of a heavy dark trooper.. A lot.
  21. Char Background: My character is a 43 lightning sorc and fairly well geared for my level. Me 800+ WIllpower 396+ bonus to force damage. 10k hps Khem 12.8k life 3369 armor 26% damage reduction 14.63% defense chance, Shield chance 31% and 22% shield absorption. I also have raid geared assassin. I've spent over 300k on gearing Khem alone to make as good as I can do within reasonable limits per GN. Issue: Tanking companions have poor survivability. Without micromanagement and heals they will die ridiculously fast or create a lot of downtime while you wait 15 seconds per pack for recovery. This only gets worse as you quest past Alderaan. Scenarios: My DPS rotation: Affliction, Thundering blast (crit!), Crushing darkness, Lightning strike until chain lighting procs. Repeat. Without using sorc bubble used or heals: Side Notes Some elites do a lot more damage then others. Same for silvers. 1 Silver and 3 regular mobs = Dead companion 1 Elite = Dead companion unless I get a nice chain of crits going. 4-5 regular mobs = almost dead companion or less than half life 2 silvers ( When Khem uses his aoe wither ability and breaks CC) = Khem is dead for sure. 1 silver and 1 regular mob = Khem at 50% life or less. In some cases lot less. End result, In classes which do not even have the sorc bubble or heals to restore companion life such through Bio crew skill, Tanking companions give that player more unnecessary downtime. Companions who are tanks and use light armor such as Xalek are even less viable because damage ramps up on him much too quickly. This forces the player to spend unnecessary amount of time micro-managing companion health and you generally feel less powerful. The huge amount of damage the companion will take will cause a lot of downtime using your recovery skill waiting for companion to heal to full for the next mob pack. That's 15 seconds I can do nothing because my companion is almost dead after every 1-2 fights. Suggestion: Increase base mitigation 10% damage reduction- Without the use the tank stance Increase tank stance shield absorption for ALL tanking companions 30% - Shield absorption is not easy to raise on tanking companions during the pre-50 leveling and not easy even post 50 with columi or better. Increase abilities which absorb life 50% for heavy companion tanks and 100% for light companion tanks. Light companion tanks should have a higher avoidance rate and stronger damage to make them attractive and more fun to use.
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