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Furiel

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Posts posted by Furiel

  1. Cute lol, but not quite accurate.

     

    1 companion won't cover ANY bills. WZ's reward FAR too little compared to a daily mission. I can earn 10x's as much in the same amount of time doing the Corellia dailies. Mod removal costs money. Augments cost money. Orange gear costs money. PvPers have at least as many expenses as PvEers - arguably more with consumables.

     

    Even your suggestion that we take Biochem to offset costs requires THREE companions...which aren't available via PvP.

     

    You can have 3 crew skills with 1 companion. There is no requirement for # of companions beyond 1 to get any crew skills or be able to use all of them. You are slower because you can only be doing 1 thing at a time, but it's not REQUIRED.

    There is a full set of orange gear you can buy with WZs comms that requires level 40.

    Augments are a 1 time cost and have gotten pretty cheap now so they are not cost prohibitive.

     

    You said that it is REQUIRED, it is not as I have clearly demonstrated. Does it make it easier? Yes. Is it more efficient? Yes. But your arguement that beyond level 10 PvE is REQUIRED even for class quests is invalid. The content is still optional and you can still compete at the highest level without ever doing any PvE beyond 10. It just takes more work to build up and to stay there than someone who CHOOSES to do the PvE content to get companions and additional credits via that content.

  2. You are ignorant. Where do you propose we get our credits from to afford to compete at the max level? Huh? Huh? HUH?

     

    Childish, at best.

     

    WZs reward cash

    You have a companion to craft for you and you can play the GTN while waiting for QZ queues

    No PVP gear costs credits, so the only thing you need cash for is PVP stims, adrenals and medpacks, 2 of which can be bought via WZ comms last time I checked the PVP vendor IIRC

    Take Biochem, Diplo and Biotech for your skills and you can farm all your own mats and make all your own consumables for less than you recoup in credits per WZ

     

    Will you get rich? No. Can you still "compete", yes. Nice try tho. Let me know when you have a real arguement.

  3. You weren't forced to do HK and there is nothing you're being forced to do for ANY advancement EXCEPT PvE - yet PvPers must still do their class quests.

     

    They have to do their Class Quest through their starting planet and that's it. There are no other PvE requirements for anyone if they only want to PVP. PvE to level 10 in a couple hours to be able to queue up for warzone and Ilum can be accessed without a ship using the links from daily hubs and you can buy the legacy perk for cheap to QT to Black Hole for instance then use the shuttle there to get to ilum and use Fleet Pass to get back so you don't even need a ship. Same with the Outlaw's Den.

     

    Companions aren't allowed in WZs so you don't need to do class quests to get them

    By then end of your starting planet you have 1 companion so therefore you can craft and gather

    You ability to buy skills and talent points is based on levels, not class quest completion

     

    So no, PvPers do NOT have to do their class quests or any PvE content beyond getting to level 10 and completing the starter planet. And the level 10 things is a standard MMO convention for every level-based MMO I've played. Beyond level 10 ALL PvE content is OPTIONAL, including class quests, if your only desire is to PvP.

  4. we like other classes and its the same cooldown. i think u just don't use or know what it is. btw its called Tenacity

     

    Pretty sure you are trollin...but I know exactly what Tenacity is. When I was referring to our escape I was making a joke about what BW has said they believe is the 1 thing Commando's need to be viable in PVP and that's their lack of ability to recreate space when they get jumped by a melee. Which just shows their pure ignorance of how Gunnery works. The Stockstrike root nerf is 1 example. Concussion Charge does not stop the SW from leaping right back at me, or the Assassin from hitting force speed and removing the snare immediately and being back in my face in the time I MIGHT have gotten 1 GR off, assuming it wasn't interrupted, which it probably was. So now I can't build stacks so my effectiveness is crap, I can't escape because I only have 1 escape move that I've already used and my CDs suck so I can't survive for help to arrive. So I just die hoping to maybe take 1/4 of their health before I have to revive.

     

    If you are having success it's because all your opponents are terrible and don't know how to use their interrupts and/or you are doing only lowbie PVP against a bunch of FTP scrubs. Find your way into the 50 PVP scene or try to get into a ranked WZ and let me know how that works out for you.

  5. How likely would it be for an Assault Specialist Vanguard to get a slot in your raid party?

     

    If gear is up to par for the content then for my raids it would not be an issue. The only current content that has a melee penalty is HM/NMM Toth and Zorn, and that only becomes an issue when you have more than 2 melee in an 8 man raid, which for my raid groups is not an issue as we are slinger and commando heavy. In fact we used to run with one regularly until he quit.

  6. If you can't earn money with Cybertech you will be not able to earn any money with any other skill.

    Cybertech is the most rewarding skill in the endgame.

     

    I would argue that Biochem, Cybertech and Artiface are all on about the same level. While Biochem doesn't have the same direct profit as Cyber and Arti, the money you save with reusables and/or making your own stims and adrenals is pretty significant, and if you have EC HM and TFB HM on farm you can start REing the implants for schematics and stabilizers and make big chunks of change on them as well.

  7. And not even then.

     

    I'm in full EWH and those numbers are so far inflated from reality that they can be nothing but the product of imagination. Even in our wildest days, we weren't putting out 5-6k grav rounds. The demo rounds sure before they got patched - but that was an eon ago. And the 6.7k Hight impact bolts? No. Not even vanguards do that.

     

    He's living in a fantasy land. Post like his don't help when we're looking for fixes based on reality.

     

    That might have been possible around launch, if you were 50 in full BM gear, hitting a level 10 in greens, who had multiple armor debuffs on him while they still stacked. But today, yeah, screenshots and logs or it didn't happen.

  8. Against any competent opponent you aren't going to get 5 stacks of Charged Barrel unless you managed to get them before going into the fight. Even then, an AMP might give you 3K healing, if it crits, which usually isn't enough to save you.

     

    To get the full benefit of either Demo Round or HiB you are going to need to get off 3 Grav Rounds which, like I said, against any competent player you aren't going to do. Same goes for the 5% Damage Reduction with Charged Barrel. Against a decent smasher that can get between 5-6K crits, you just saved 250-300HP. While better than nothing, it's still not going to really save you.

     

    Maras/Sents: No, you aren't going to beat them in a burst race. They have more ways to shut you, and your damage, down than you have to keep them at range.

     

    Shadows/Assasins: Same as above.

     

    Sage/Sorc: You break about even with them.

     

    Guardians/Juggs: A little bit easier then Maras/Sents but you have the same problem. They have more ways to shut down your damage than you have in getting it out.

     

    VG/Pyro: If you manage to stay at range, you have a bit of a chance. If they get their pull off, you are going to eat a cryo grenade, ion pulse, Demo Charge which will be followed by a HiB so it and the charge do damage at the same time. There might even be an IR thrown in there just for good measure. You have just taken 10k, or more, worth of damage before you got your Concussion Charge off.

     

    Sure, you can LoS but that works both ways. You break their LoS and you buy yourself a few seconds to heal up a bit but at the same time, you have given them time to reclose the gap. Against any class except for the sage/sorc you are not going to win a burst DPS race.

     

    But once we get our escape we will be fixed!! :rolleyes:

     

    Commando - the Sir Robin of warzones

  9. From a RP point of view, this "issue" isn't really one and make sense. Some people could be able to sense to use of the Force further than their eyes are seeing.

     

    No, it makes less than 0 sense. So you are saying from an RP perspective it makes more sense that a mob should ignore a guy standing 20m away from him pointing an assault cannon at him and attack the guy in stealth standing 25m away and not looking at him. Because that's what happens and what the real issue is. I used to spend alot of time running around with a friend who played a scrapper and it happened all the time where they were stealthed, I wasn't, I was closer to the mob than they were and it would aggro on them and pop them out of stealth. We spent some time experimenting with it to confirm it and there are several mobs in this game that have an aggro radius of approx 20m for normal chars and 25m+ for stealthed chars. Happens on Ilum especially for solo content and in most HM FPs and Ops as well, which puts Scoundrel and Ops DPS at a significant disadvantage due to their lack of a gap closer, which is what stealth is supposed to give them, but doesn't because of this.

  10. Yeah, I'm sure your UI programmers are intimately familiar with the business logic that lurks deep in the bowels of the software. Why not pull in the web developers working on the company website too? Surely they can get up to speed in no time at all even though they've never seen the buggy code and it's in a different language than what they're accustomed to.

     

    Also, consider that there are people who hate the space missions with a passion and would never run them. I'm sure those people would be thrilled if Bioware just dropped everything else while they fix the space missions.

     

    Intimately familiar, no. Able to take on some secondary tasks for them while they tackle the large issues, certainly. Then again I'm sure it takes more than 4 months to fix some of these issues, you know, like the 32-bit crash bug that's been around since 1.4 (which was released on 9/26) that they have over 1000 reports of with and tons of diagnostic data to work with on. I know I personally have sent in over a dozen reports with diagnostic data attached to them since it first started happening and know several others who have done the same.

  11. You seem to have no clue how programming and bug fixes work. I would suggest a little research into the subject. Here is a hint, not all bugs have the same complexity in terms of fixing them. You seem to be under the illusion that bugs are nothing more than a checklist that take the same amount of time to complete and are all done by the same people. Tasks are split up amongst the programmers and they work to get their bugs fixed. Just because Jim is working on something doesn't mean they don't release it until Bob is done fixing the harder and more time consuming bugs.

     

    It's like doing a house renovation and you're yelling at the painter who's finishing the bedroom because the carpenter is still working on the basement.

     

    You're right, as a programmer and project manager I have no idea how programming, debugging or prioritization work at all. And in the future I'll be sure to take your advice and the next time my software can't take credit card payments consistently, will close randomly on users in a specific environment and required data disappearing when a certain function is done, I'll be sure to devote resources to redoing the UI on my software and release that while not enhancing or repairing core functions. That ALWAYS gives users a positive experience. :rolleyes:

  12. Good Things About this Patch:

     

    The new character select screen is very nice. First off, the select button is now next to the characters instead of at the bottom. Plus, it seems the character order is now based on most recently played. I believe previously the top slot was always the most recently played, and the other characters were alphabetical.

     

    Also, I think the sort option within your cargo bays and inventory are a nice addition even if I can't figure out how they work yet. To expand on this, when I sorted one bay it seemed to pull in items from the next bay to fill the empty space.

     

    Yeah, they fixed something that wasn't broke, and left gamebreaking bugs for alot of people still broke. While Im all in favor of enhancements and change to improve QoL, my QoL would be significantly improved if I didn't crash at least once every 90 minutes and if when I crashed I didn't die, then come back to either a wiped raid or mid-boss fight and be unable to attack or loot the boss as master looter because I couldn't see it and BW be unwilling to give us the loot via ticket 2 weeks later when they finally get around to responding because I couldn't tell them what was in the corps because I couldn't see it so I have no way of knowing.

  13. Seems like a decent patch. Plenty of bug fixes, some nice new cartel stuff, and finally the phantom and revan robes look right, I'm not on harbinger so from me great job bw.

     

    I'm massively confused on how this is a decent patch. Pretty much every bug fix was for cartel market stuff, none of the larger, fairly gamebreaking issues seem to have been addressed.

    A fix for 32-bit client players who crash regularly - nope

    Emerging Conflicts V mission not completing when finishing a flashpoint - nope

    GF not giving rewards if you crash during the FP even if you reconnect and complete with the same group (which is obviously an issue for people with problem #1) - nope

    Dieing during a boss fight causing the boss to go invisible on combat rezz - nope

     

    Every one of those are issues that effect me, guildmates and friends on a daily basis and not one of them was addressed, and they are GAMEBREAKING issues. So I'm glad you are satisfied with that patch...I on the other hand am not in the least.

  14. Thanks all. Will keep working at it. So at low levels is the shadow an effective tank vs same level dps? IE, if I que up for an esseles run do I go as tank, or does this class just not hack it until higher levels?

     

    At lower levels it's a little more challenging because you don't have all of the armor increasing/damage decreasing abilities that Vanguards and Guardians have, but the gap isn't significant enough to make them not viable.

     

    A couple other quick tips on using Guard as well, Guard does not just lower a person's threat, but gives them damage reduction, so generally you want to give it to the melee dps. Melee benefits more from the threat reduction because ToR uses a tiered threat generation system where players closer to a mob generate more hate than those at range, so a melee doing X DPS compared to a ranged doing the same amount will result in the melee ripping aggro because they were actually doing X+Y% threat. (Note I don't remember the exact percentage but I'm sure Kitru or some of the others can fill in that blank for you). Additionally the damage reduction is a boon for melee as they are much more likely to get clipped by boss AoE abilities so by reducing their damage taken that leaves the healer free to make sure you live.

  15. That looks to me like the Columi Eliminators Chest. I wore that for awhile on my Commando and my ex-GF used to tease me saying I looked like a cream-sicle in it so I have both fond and terribad memories of it.

     

    If it had the legacy icon on it that may have been a bug because inspect is buggy and will sometimes show your gear instead of theirs when you inspect someone, but it's not legacy bound.

  16. The TL;DR version of Kitru's wall of text that he loves so much...

     

    Commandos lack the 3 things you need in PvP, survivability, escapability and burst.

     

    Commandos can do competitive damage IF they are left alone to just stand there an cast, but no good player is going to allow you to do that so you end up easy meat. I know when I play lowbie PvP I always look for any commandos/mercs out there, and if I find one I always make a point of hunting them all match because I know they are going to be easy kills because they are rather squishy for being in heavy armor, won't be able to escape, and are easy to lockdown/out of their core abilities.

     

    And no, we are near or at the bottom. There was/is a long list of complaints, ideas, etc that have been given to BW for how to change commandos and mercs for PvP to make them more viable and BW's completely oblivious response was suggesting that we use LoS more and that they intend to give us an escape ability and that will balance us in their opinion. An idea which was roundly decried by the community as false, and that feedback was subsequently ignored.

     

    So I have no hope for Commandos being viable in PvP any time soon outside of CM spec, and in that spec you have to make sure to NEVER use HS on an ally. The second you do that every melee in the WZ leaps to you and kills you because you just flagged yourself as a healer and with no escapability you die instantly. And then you respawn, run out, and they do it again because now they know. I made that mistake once in Huttball and I never survived more than 30 seconds outside the spawn point the rest of the match because as pair of marauders devoted the rest of the match to hunting and killing me at every opportunity and none of my teammates would back me up.

  17. Humbug, everyone knows that the proper attack order for DPS is...

    1) CCed targets

    2) anything attacking you

    3) anything attaking the other DPS

    4) the next group

    5) anything the healer is still attacking beacuse they can't kill it themselves because thy weren't smart enough to roll a DPS toon

    6) anything the tank can't kill because they weren't smart enough to roll a DPS toon

  18. One of the things I've NEVER understood about tanking in this game is why in a game that's so trash pack/group heavy that they purposely don't give you your group taunt until mid to late game. It's like they purposely want to irritate tanks as they level, or discourage them from doing the low level FPs because their AoE threat ability is limited until mid-game.

     

    But as Kitru said, if it's off CD open up with mortar volley on trash packs. The damage will give you a nice threat lead since a number of the DPS don't have their big AOEs yet.

     

    A trick the VG tank in my guild told me awhile back is to use I think it's explosive surge, (whichever ability is the point blank aoe stun/root) then step back a couple steps and use Ion Pulse so you hit everyone. It's a little resource heavy at lower level but it should help give you the AoE threat you need. Plus it's a good habit to get into as it's something you are going to be going routinely as you level up more.

     

    Lastly, is harpoon use. As someone said and this is vitally important, harpoon is not generally a tool to initiate a pull with it's for repositioning ranged mobs. Say there are 5 mobs in a trash pack, 3 in 1 group and 2 in another. When you pull that group, charge the 3, ST taunt one of the ones in the other group, and harpoon the other. So now you have them grouped up 4 and 1. And if you communicate pre-pull you have them focus fire your taunted target, which will probably be almost or totally dead by the time the taunt wears off, but in the mean time you've now had a few seconds to get the otehr 4 positioned and to get a threat lead on the DPS before they rain tasty AoE destruction down upon the remaining 4 mobs.

  19. Mortar Volley all the things, then go loot them.

     

    I'm only half joking when I say that. MV will put almost all trash packs down to a sliver of health if not all dead. It's stupid powerful against trash packs, use it religiously on every CD. I found while leveling I got to use it about every other trash pack.

     

    If MV was down target the healer if there was one, if not then a melee mob and open with Full Auto. If it lived through full auto it got a stick nade for it's trouble. From there it was just a matter of charged bolts or grav round (depending on level and spec) to single target down everyone else.

     

    There is no real rotation to use at lower levels per say because you don't have the core skills for your spec at that level, like gunnery won't get grav round til 20, and that is their bread and butter attack. So at low levels it's more about using what you have because you don't have anywhere near the tools you will have later.

  20. Does anyone else ever have issues with these 2 abilities?

     

    Examples:

    Casting grav back to back (fishing for COF) you will see odd delays with the activation.

    Cast bar counting down and vanishing halfway, sometimes the ability will trigger others it will not.

    FA channel starts then does nothing, or will start have no animation and do dmg.

    FA starts then resets and starts channeling again.

     

    Those are some of the things I have been running into and it drives me crazy. I do not understand how people are putting up good numbers when I constantly run into these issues.

     

    Of what you are listing the only one I can recall ever seeing happen to me is the FA channel starting with no animation, but damage still occuring. And that usually happens to me if I use Tech Override to make something instant and I follow it up with FA as soon as the GCD is up. For some reason that seems to get the animations out of sync enough that the animation for the ability you made instant is still going while you start the FA channel so it clips off the first part of the FA channel. It's odd that it would get them out of sync like that since all of our casted abilities are 1.5 sec, the same as the GCD so it SHOULDN'T do that, but it does.

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