Jump to content

thierryfying

Members
  • Posts

    51
  • Joined

Reputation

10 Good
  1. It was ORIGINALLY 1% per point spent. So if you put 2/2 points in, you get 2%. NOW, it's 0.5% per point. So 2/2 will give you 1% total. If you read the patch notes correctly, the keywords are per point.
  2. after kephess does his knockback, he will start casting an ability. breath of the masters i believe it's called. this causes the tank he casted it on to start dropping purple circles. 4 in story, 5 in hard. if the tank that has this debuff takes any damage, he's dead. KO. therefore, tank #2 must taunt during this casting bar, so that kephess switches targets immediately after he places breath on tank #1. and as someone mentioned, tank #1 with the purple circles shouldnt do anything other than place circles, as kephess might do his random attack. and that would result in dead tank #1. from your description of your problem, i think this is the issue. try doing it with tank #1 doing nothing else while he places circles.
  3. ehm.. you need to stack 4x shockwave before you smash (and with the dominate 100% crit buff). also like some have said, you just rerolled to something you thought was better. now, even if you did that, it's not hard to READ YOUR SKILL TREE TALENTS. you cant expect to just roll a class, clicky clicky random talents and be able to perform as well as others. aaaaand 5k force screams are more of a carnage marauder thing.
  4. easymode hihi!! jokes aside, FiB should be hotkey-bound. and what you do is you put your cursor over the target, press hotkey, click. boom. no dragging required.
  5. as i said in a couple of my posts about this RE glitch issue.. when people like you were adamantly trying to prove it was intended... CSR ticket replies ARE NOT equivalent to BW dev replies. want another example? recall the recent nerf to purple mission yields when 1.4 hit. purple missions were returning only half of their usual haul. somebody posted a screenshot of a CSR ticket sent about the purple missions. the CSR said : intended nerf. 2 hours later, Allison Berryman posts that it was NOT intended and they will be fixing it. Conclusion: a CSR's word should be taken with a grain of salt.
  6. generally, i find any attack ability which does 'kinetic' or 'energy' damage, does not hit for it's tooltip damage. this comes down to your targets armor and overall damage mitigation. very loosely, you can expect your kinetic/energy damage attacks to do about 60-80% of the tooltip's damage. exceptions to this are if your target has 0 armor and 0 mitigation (mobs with 'Weak' status), or if you have a 100% armor penetration, which only sentinels/marauders have in their middle trees.. afaik.
  7. IF they have not cleared EC HM, they should NOT be doing TFB HM. iF they're not doing TFB HM, and later on EC Nightmare, then they should NOT be receiving dread guard gear. Now, you mention incentives. BW has already stated that EC nightmare will complement TFB HM in terms of gearing (rank 63). Translation: they will drop the same loot rank. IF they give a full dread guard set in TFB HM, what is the incentive for doing EC Nightmare?
  8. 3. TfB HM 1st boss: 2 Foul Offspring spawning before the "A Jealous Male Has Arrived to Defend His Mate!" event starts I'd like to point out that this happening is due to the group making mistakes with timing. The tank on the main boss should have an incubation debuff being placed on him, and should only tankswap the main boss when the male shows up. If the offspring are spawning before this, it means either a dps is pulling aggro and taking incubation, or the tanks are switching too early. It's all part of the mechanics, and please dont advocate dumbing this fight down for those who cant adjust their timing, or those who cannot control aggro.
  9. maybe you should stop being so "focus'd" on your operative and its hidden strike nerf, and instead realise that the so-called 'buff' to marauder dots was in fact, a NERF. when that ninja-nerf hit, many people were doing the math and observing a dps LOSS. but just in case you didnt bother with the math, in game you could actually VISUALLY see that you dots were ticking for a lot less. prior to the 'buff', we had a +30% overall bleed damage talent (bugged, was supposed to be 30% crit damage), and another one giving +4% overall damage (was supposed to be 6%). AFTER the 'buff', it was corrected to +30% bleed CRIT damage, and +15% overall bleed damage. i wont go into too much math, but simply eyeballing those figures, you should be able to tell that it was in fact an overall dps nerf assuming fairly acceptable crit multiplier of ~70%. this was unless ofc, you're rocking an 80% crit chance, which just does not happen. after that, the surge nerf hit, and damage was down across the board. so in essence, marauders took two nerfs to dps before 1.2 so stop being so "focus'd" on things you do not know.
  10. english video 1 download is still going at retardedly low speeds even though more 'servers' are supposed to be available now aint my connection either, i test downloaded some stuff off steam at 2-3MB/s.. and downloads via my browser go about there too. but the swtor launcher. o. m. g. 60kb/s when no other download is running.
  11. if its an assassin or shadow and correctly specced (bottom half of their tank tree), then when they use force speed, all movement-impairing effects are removed.
  12. its their interrupt. it shares the same animation as savage kick. and yes, i used to wonder about this, then i went and learned a bit more about the sentinel skill tree. then i made an alt and went pvping, and found that the sentinel kick does interrupt casting.
  13. nah its nothing to do with the fact that ure using a mh+oh weapon. whats happening is that your offhand has a multiplier. this means that the damage it deals is modified by a certain amount (30% base iirc). there is a talent called dual wield mastery at the base of the carnage tree that increases this multiplier up to 66%. so untalented, your offhand will deal 30% of its listed weapon damage. when talented, it will do 66% of that amount. also note, that your mainhand damage factors in bonus damage, whereas your offhand doesnt. this is why you see such a big difference between damage on mh + oh.
  14. you can kill the rest. but if anyone from the second group hasnt done the first boss, they wont be able to do it. if they are fresh, they will start where you left off, ie second boss. if anyone in the second group is locked out even further, ie they've done 3 bosses or more, the whole ops team will start from there.
×
×
  • Create New...