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WooliestWorm

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Everything posted by WooliestWorm

  1. No, augmentation kits only allow the addition of augments, they can't be used to unlock a slot for any other modification type.
  2. Any idea how the pvp 2 set bonus stacks up compared to the pve 4 set? Being able to cast a new static barrier on someone 3 seconds earlier seems pretty assuming you can manage your force without the extra 50 points. Obviously for best results you'd need Battle master shells with campaign/dread-guard level armoring (does the armoring set bonus override the shell set bonus? If so would have to be op drop/crafted armoring). Edit: If this is the case then not long left before this becomes considerably less viable.
  3. http://www.swtor.com/community/showthread.php?t=561779&page=12 That thread has a couple of posts, just the usual "Hi, we know and are investigating" though.
  4. Yeah pretty sure I did this first time I ran Esseles, seeing as I've been playing since launch you'd have thought they'd have fixed it by now.
  5. In terms of theoretical possibility don't you add the probability for an or situation. So for your dice scenario You want the odds of rolling 4,5,6 on dice one OR rolling 4, 5, 6 on dice 2 0.5 each time so 0.5 + 0.5 = 1 The odds of rolling 4, 5, 6 on the first roll of a dice OR 4, 5, 6 on the second roll of the dice is exactly the same. The best way to work out odds of success to RE'ing is probably to calculate the odds of failing a given number of times. If you subtract the result from 1 that is your chance of succeeding within any one of those attempts. So if a companion maxes their crafting slots (5 crafted items) each item has a 0.8 chance of failing. It's an and function so the chance of failing all 5 of those is: 0.8 * 0.8 * 0.8 * 0.8 * 0.8 = 0.8^5 = 0.32768 1 - 0.32768 = 0.67232 So with one companions crafting slots maxed you have a 67% chance of reverse engineering one schematic from that. You could use the or approach of adding 0.2 + 0.2 + 0.2 + 0.2 + 0.2 = 1 but as I'm sure you realize that's far from a surefire way of estimating the odds. All of this if only estimation there is no definitive way of saying if you RE a certain number of items you'll get a schematic but hopefully the numbers help.
  6. I play all three and to be honest I don't really care about guard on any of them. I rarely have aggro issues on my tank, if I pull on my healer it's not because I don't have guard and my dps is a sentinel so I have enough cds to tank for a bit if I feel like it, failing that I have an aggro drop.
  7. Healers generate a lot less threat than dps, a large heal will generate maybe 100 threat. dps on the other hand generates threat at a 1 to 1 ratio (2k hit generates 2k threat). Tanks take another step up of having +100% threat generation in the correct stance (so a 2k hit generates 4k threat) as well as having moves that generate increased threat. The only way a healer will pull aggro is if a tank or dps has not damaged the mob at all (can happen when a tank leads with aoe taunt then ignores aoe damage or just completely ignores the pack and tunnel visions the strongest mob). This is because unlike direct damage healing generates it's minimal threat across the entire group, dps just generates threat on the mobs you hit. Pretty sure this has generally been said already or is general knowledge, just wanted to give some numbers Edit: Not sure about exact heal to threat generated ratio but it is something ridiculous that means aggro shouldn't be an issue. Edit 2: I did read somewhere that people in melee range (within 4m) draw aggro at 110% of the current aggro holder's threat whereas people at range draw aggro at 130%. I can't remember where I read this so don't have a link, only mentioned it as there seems to be a fair amount of speculation on it within the thread.
  8. I know it's a bit of a long shot but has anyone actually tried buying any of this gear on pts, removing the mods and seeing if the level requirement stays at 40 or if that requirement is only generated by mods?
  9. Zealous leap only has a 10m range so if you go beyond that it gives you some time before the next leap. The issue with this is it eliminates the area that a range class can kite in that prevents a leap and leaves them doing very little damage. Unfortunate but unavoidable.
  10. If you've just hit 50 recently it's entirely possible valor is to blame. A lot of people you're fighting will be ahead of you in the grind to min/maxed WH and the valor alone from a base set of war hero really does make a big difference.
  11. I tested the healing off proc relics a while back, used strike on a dummy till I got a proc crit and there didn't seem to be any healing received at the time. Not sure if this could have changed but that's what my test turned up. I run a matrix cube and power activation relic as I don't really struggle for dps in any content I've run and that damage boost can be useful in fights that require burst damage such as kephess/soa
  12. Just my opinion here but I run only one point in close combat and force fade in favor of 2 points in focused leap or watchguard. The extra force from leap is obviously kinda handy. The improved cd on interrupt is very useful for healers in particular or for locking down a tracer missile/grav round spam and pacify is pretty awesome, particularly with helping out a healer on your team who's attracted the attention of a dps. I find that the 5 meter reduction for leap is enough that if you're out of range of your main attacks you can still close without it being a complete waste and 4 secs is enough on force camouflage to take cover/regroup. Having said that I also drop inflammation for the other of those 2 as I'm more of a pve player who occasionally enjoys a bit of pvp.
  13. You can craft the end game enhancements (they aren't boe if you rip them from a shell). If you RE a black hole enhancement you can learn the schematic.
  14. Thanks for the answer, did go with slow time in the end. Partially because I kinda guessed at your reasons, and partially because I didn't want to spend 10 points on things that were nearly, if not completely useless to me.
  15. Pretty much all in the title, not sure which to go for, a new defensive cd would be useful but I'd have to spend a lot of points on skills that are basically useless in endgame pve tanking. Any thoughts on what would work better?
  16. I think those crystals are drops from the EC op and that they an be learned by reverse engineering (same as black hole/campaign enhancements and campaign hilts Edit: The guy above may well be right in which case they just drop from EC, also do you actually have underworld trading? Because that's useless with artifice unless you're using it as a money maker, archaeology is the crew skill to gather mats for it.
  17. I can understand some people may have a reason to play 10 hours a day, but this really can't be healthy. I guess some people just want to watch the world burn but are too lazy so settle for watching a mmo burn.
  18. I think when you transfer your Legacy Name does get reset regardless of whether or not someone else actually has it.
  19. Without a player healer you'll have difficulty with almost any fp, the fact that companions don't move at all and a lot of fps have bosses that drop high damage aoe attacks that need to be moved out of means they'll probably die, add to that the fact that player healing is much better than companion healing. Starting off in HMs you should really take a full group, and if you drop any roll it should probably be one of the dps.
  20. Is there a reason the pre 1.2 endgame gear armoring mods have been locked to the type of armor they were taken from? I was under the impression it was to facilitate the removal of the set bonus when this was still planned, and while set bonus movement hasn't come with these armors the locking to type has. As a Sentinel I'd like to add the more dps focused armoring from a piece of rakatan headgear to the rakatan chest but can't, just curious as to why when there doesn't seem to be a need for this limitation.
  21. Making those crystals available to all kinda defies the point of adding them, the point being to drain credits from the game in preparation for 1.2. It seems artifice will most likely be able to make some of these crystals anyway so they should still be around and not at a too massive price.
  22. That doesn't change the fact that you can buy your team a fair bit of time as a Sent with defensive cds
  23. I think the problem a lot of melee have is that by jumping into the enemy lines even with a group you really bring yourself to the attention of everyone. Because of that you tend to get attacked by the majority of enemy players and end up complaining because of all the resulting deaths. Just pop your defensive cooldowns and you can buy your team a lot of time to do some damage.
  24. I didn't think it was possible to crit craft on the sabers due to them making a big deal about orange gear being crit craftable as of 1.2. Guess I can justify needing on the biometric crystal alloy now.
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