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kaloonzu

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Posts posted by kaloonzu

  1. Aurora Cannon is fine. Missing out on one daily isn't exactly the end of the world, and quite frankly the game has catered enough to solo players in an MMO.

     

    The Macro and Seeker missions... they don't require 4 people do they? I know they were tuned for 4 people when they were released, but with the level cap increase and such I would imagine the difficulty requires fewer.

     

    The last Macrobinoculars mission has a mechanic that requires four players to advance inside the instance.

  2. You miss them? Because I remember a different SWG... one that was incredibly laggy and cluttered at the main trade hubs. Nothing like taking 5-10 minutes to log in to Dantooine Mining Outputs only to have a giant screen of uselessness... to the point where you were looking at the chat log anyways to catch what people were saying.

     

    Sorry, they were a nuisance then... nothing missed.

     

    I never lagged from the chat bubbles, so it never bothered me.

  3. Uprooting the Last Seed/Alchemy of Evil are doable in a group of 3, and Dark Design/All the Pieces are doable with 2, maybe even 1 now with the level 60 cap.

     

    But at least with the Shroud and the Dreadseeds, the group dynamic makes these a lot of fun and enjoyable in a group of 4. However, at this point where the content is below the max level, I feel as though they should now be soloable or possible with less than 4 as it is no longer really plausible to get a group together for these.

     

    That said though, while they were fun, I do think it is a bad idea to add a non-repeatable Heroics after an hour-long chain of solo missions and think that should be avoided in the future.

     

    Alchemy of Evil and All the Pieces are soloable now, if you're in 186 gear at 60. But there is no way through The Shroud's Last Stand or Aurora Cannon without 4, which is, quite frankly, ridiculous.

  4. Noticed this in the second CZ-198 FP, when fighting the wraid (the desert environment boss). When you drag him to the sandstorm generators, he stuns you. When you drag him with HO/HtL activated, you keep going, get rubberbanded and stunned, then he casts Rampage too far away from the generator. If you are soloing, that's it. Obviously a proper healer can keep everyone up long enough for Rampage to cast again, but that's not the point here.
  5. I'm having a different issue entirely: My SW, SI, and BH is only offered the Generator, Vibroknife, and Shield. Not much use for Jaesa (or Ashara, for that matter). Same issue for Enemy Within, only the Sniper Rifles,Tech Staffs, Assault Rifles, and Pistols being offered; no sabers.
  6. What about the other bosses? Or did they get fixed already? Haven't tried 16 man this week yet.

    Also any word on the performance in 16 man Operations (and in general) yet? It would go along way if Bioware could admit the performance drop since 3.0 hit. No it's not my computer, everyone in my guild sees it and many have been running 16 man since launch.

     

    I believe the general consensus is that the expansion introduced some memory leaks, because relogging can temporarily fix the problem, and then performance will steadily degrade at a consistent rate.

  7. Just noticed as I was maxing out companion affection, that the bonus for maxing affection and completing all companion quests isn't granting the Legacy bonus for Heroic Moment cooldowns. They remain unchanged, and if someone could verify this, a fix would be nice.
  8. I'm still parsing higher on Pyro, but not by much (~100 DPS on a 500K dummie). I'm in full 186 gear at level 60. But I have to say, I much prefer AP. It's a little more RNG, but only having to put one DoT on a target and then pretty much forget it afterwards is nice. Shoulder Cannon is the biggest allure for me, because you can make them a 20m attack that heals you for 35%.
  9. + 1. For whatever reason, damage dealt from Strong mobs is eclipsing damage done by Elites. I thought maybe that a debuff was being cast on me by them, but it just seems to be a case of things being completely out of whack. This is on Rishii and Yavin, btw.
  10. The new AP is a simpler rotation and has a great burst rotation. But on the dummies, Pyro is still parsing ~250 DPS higher than AP. I've run both (Lvl 59, almost 60), and Pyro plays like the "Expert" level of BH, while AP seems more like "Intermediate" level play. What I mean here is you really have to know your rotation for Pyro, whereas AP is much more forgiving on mistakes with button presses. Personally? I run AP because I like having an extra layer of defense and SC hits like a truck when you need it, but when I have to go big or go home, I switch over to Pyro.
  11. I still think the simplest fixes would be bumping up HEGC's bonus to elemental damage by 2-4% (making it 3-5%), Blood Tracker by 1.5/3 (making it 3/6%, [Yes, I know, most people want 4/8%, I'm being more conservative, you'll see why]), Having Power Loaders reduce the cooldown of SC by 10/20/30 (Again, I know, most people who have brought it up say 15/30/45), having Prototype Weapons Systems boost RS on top of the other three, and having Unload be buffed by Prototype Flame Thrower (really making it Prototype Bracer, a nice juxtaposition of Power Bracer in Pyro). I think that might resolve most of our issues of DPS. The only thing I can think of for our survivability is having the Energy Redoubt rate limit dropped to 8 seconds and having its chance upped to 12.5/25%. But THAT might be too out there.
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