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Cindikle

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Everything posted by Cindikle

  1. I want macros to a very fine point. First being mouseover macros. Second being UI, Clique or healbot type macros. Both could be done though UI additions. Second one mostly as it's already been done for examples. Next step is the very limited setting of focus/ToT options. Worst part of it for me is that I don't want my focus target changed to my old target. Which is why I can't get use to it. Again though this could be done better in their UI. It's all a matter of how they execute it. Letting us use macros is a fix, and probably the easier one. But can have backlash effects in the end with balance. Working these changes into their UI(which I assume is their plan) is the best option overall. Problem being their UI setup is still very limited. I want my avatar pic gone, I want to make the HP bars a little bigger and remove the boarder(blue crap) and I want to move the buffs/debuffs. Honestly they should just go look at how Bartender and Dominoes of WoW does it. And most of all get rid of those damn boarders in the Editor. I want stuff to line up, but I can't do that if there is this big green bubble around what I'm moving.
  2. Fix for this is change how augmenting is done. Make it so the profession that crafts said slot/type armor makes an item that creates the augment instead of needing critting. Then make the augments require a level of grade of the augment slot. And with that augment slots go above the grade level up to 50. Now it's not longer about the weapon, it's about the augment grade. It's less about RNG on an armor, and more about which armor you want. And some of them are going to be crazy hard to get. Example being: Xanotech Weaponmaster's Vest. Which drops in normal KP off Karagga. Good luck talking your guild into running that to hope it drops, to hope your synthweaver learns it from RE, to hope he crits it. I understand making things rewarding, but lets not make it painful. This is a game after all. If I wanted to put a ton of effort into the 'coolest' looking Sith Warrior armor I'd rather not waste 7 other peoples time at an unrealistic chance at it.
  3. I see more players focus fire me. Since we're considered the Op class now.
  4. It's how I thought the mid-high planets should of been all along. You level up almost completely separated from the other faction. Voss is the only true planet that has both factions in the same areas. I haven't done the dailies yet, but it seems like we also share vendors and quest givers. This is where I find the mistake at. Fighting to complete the quest is one thing and PvP does happen. But when I'm done fighting and ready to turn in, I shouldn't have to fight to do that. It also probably has more to do with who is there. Are those two that let you finish your fight two that you have seen you attack you before?
  5. Couldn't get use to the rotation for Carnage. I have no plans to try Rage till they make it so I don't need to AoE to get the most out of it. (I suggested add Deadly Throw to the mix and a damage buff in another talent to make single targeting possible.) I've liked Anni since level 10. Only time I'd respec pre-1.2 was to balance my accuracy. Also to the guy who said 18k hp = 180 heal. It's 2%, 360 heal. In PvP you also get the heal bonus %. It's not much but another 20 or so. But that's just me, as I haven't really given Carnage a true chance. Only reason I'd want to is for that 80% Predation. Lord do I miss that.... Should give it back and make the 15% run speed from defensive forms stack with predation. I don't want this "Enraged Charge" BS talent....
  6. Your next attack still executes on time. The animation does not catch up is all. Same way using a normal attack and something off the GCD work. Sometimes the second ability doesn't even show it went off, but that healer isn't healing anymore.
  7. Cindikle

    Red ui

    Blue is more calming to help keep people from running to the forums to complain. Although it is probably something they'll do someday.
  8. You've been quite flamed on the bad side of this one. By "other MMO's" you are probably talking about smaller ones. While this game has a lot of low populated servers that this would help, the medium/high populated ones would be ruined. If you played WoW while they had the LFG channel globally you would understand. It turns into a garbage channel of trolls. Not 100% sure on what the limit is on the ignore list, but this change would get me to find out quick. They could become destinations from your ship. EV makes sense as you head there on a capitol ship that gets shot down. KP could easily require us to land on Hutt's station and take a different landing ship. To me this is the biggest problem with the Fleet camping. Simple just no where else to go. I do agree with this. The low populated servers should be merged or given a free server transfer(manual like they did for the PTR). It would take a while for the manual one but at least a start. Ones that don't respond will be sent to a specific servers as a whole. And token them a free transfer when they return and the transfer system is running. Crafting has little place outside of the fleet as it's just as easy to go do dailies/pvp for credits to cover sending your companions. And the AH is usually flooded with those types of mats. With the rest of them only gotten from companions. Spicing up crafting alone would help this. The planets really do separate the factions way too much. So rare to see one until the last three areas. (Ilum, Corella, Voss) I think the problem is that there are few factions outside the main two. Voss is an example of this. And can honestly say I had more world PvP encounters there than any other planet outside Ilum's PvP area. As stated in '5' crafting would help this as well. So what we really need is: 1. LFG tool 2. Better crafting system to encourage people to go "outside". 3. PvP Friendly leveling system. Factions are far too separated. 4. Factions.
  9. Because then it'd require players to group up before you cast it. Defeating the point behind it. Sorry your thread got shot down by everyone, no need to get upset about it. We just see what you don't. It is the way it is for a reason is all I can tell you.
  10. He's mad they can drop battle and rez ignoring the 5min debuff for rezing in combat. Read the post before you try to respond...
  11. But they gave you everything you needed to hear. It is a very powerful heal. There is a reason it has a cast time. Put it in front of the door in Voidstar, put it in from the of the ball runner in Huttball, put it near the consoles in Civil War. Your instant casts are Resurgence and Static Barrier. You're not built around instant casts. No need for any more.
  12. Fix for this is for them to change it so we buy the mods and not the armor. Armor gets bought separately as a "status" symbol. Would completely take the pressure off them to make the gear balanced. On topic: Charge generates extra rage. Assault generates extra rage. Reduced rage cost on retaliation. Reduced Fury cost for Berserk. Increased Berserk stacks. Force Choke snares target after channel. Force Choke does some effect if it is interrupted. Assault deals more damage. Increased % on Deadly Throw. Saber Ward makes you immune to knockback effects. Cloak of Pain increases healing taken by 10% Range increase on Intimidating Roar. Changes Intimidating Roar into a 4 second stun. Taking damage lowers the cooldown of Cloak of Pain by 1.5 seconds with a 1.5 second internal cooldown. Does not take effect if currently protected by Cloak of pain. Using Force Camouflage causes your next Assault to deal 150% more damage. Using Vicious Throw and not killing your target increases the damage of your next Deadly Throw by 50% and lowers it's rage cost by 1. Stacks up to 3 times. Using Unleash resets the cooldown of your Force Charge and grants 10 stacks of Fury. Predation grants affected targets a 10% damage reduction to all sources for 4 seconds. Further increases the damage reduction of Force Camouflage by 25%. (For 1.2) Force Camouflage no longer reduces damage but now increases speed by 100%. While in Juno Form: Every time one of your damage over time effects are dispelled the rage cost of Annihilation is reduced by 1 and damage increased by 5%. Stacks up to 5 times. Increases the chance for Annihilation to reset Rupture by 34% and VS to reset Rupture by 17%. Lower the cooldown of Annihilation by 4.5 seconds but no longer generates stacks. Juno From now gives a permanent extra charge. Rupture's direct damage is transferred into it's total damage over time. This includes damage gained from Deep Wound. While in Ataru Form: Ataru procs generate one Fury. Ataru procs ignore all defensive forms unless the target is immune. Taking melee damage while in Ataru form has a 20% change to deal an Ataru proc to the attack. 1.5 second internal cooldown. Gore now grants three charges instead of a buff. And Ravage will now always ignore armor. While in Shii-Cho Form: Your Smash now always treats your Smash as if you have another Shockwave Charge. Reduces the cost of Deadly Throw by two and allows it to benefit from Dominate and Shockwave. Increases damage of Deadly Throw by 25%. (To match Smash, this makes it more PvE viable.) Lower the cooldown of Force Crush by one second for every target your Smash critical hits. Vicious Slash deals more damage. To name a few
  13. Honestly I don't think there are enough. All of these instant ones really take away from the feel of the world. I'll take the few seconds. Why travel to a destination when you can push a button to go there? This game's world is static enough as it is.
  14. IMO both trees needs to be redesigned. -Swap Mental Alacrity and Telekinetic Wave. Move the talents following Telekinetic Wave around to make it work. -Increase the utility of Lightning Strike or increase it's damage(probably both). -Remove the Psychic Projection talent to give talents the tree is based around more use. Example being "Lightning Strike as a 50/100% chance to make your next Telekinetic Wave or Turbulence cause no cooldown. And increases their damage by 5/10%." Sadly this would counter the first suggestion I made. But just another idea to throw out there. Then again this tree has a lot of proc talents(which makes it even worse for PvP). Maybe that can be changed. With the tree's new found damage, it needs to lose some of that CC. Force Wake goes into the madness tree. Kinetic Collapse is changed to an immobilize. I know enough sorcs who saw their nerfs coming because they have so much control of the battle. Sadly Huttball is where this exploited the most, but really there are changes that could be made to that. (Jump pads on the bottom levels that move you around randomly, cannot use it if you are holding the ball). Far as Balance goes I'm not sure. It's overall a Shadow Priest. Channeled main spell that snares, lots of dots, leach health. Only thing you're missing is mind blast, but you get shock in place of it. We also has Dispersion which is a 90% damage reduction for 6 seconds ability. Although you have much more CC. Perhaps lacking the passive 15% damage reduction of shadowform is what you need. Drop the last dot talent. Give a buff that increases damage(to balance the loss of the dot) and damage reduction by 15% and in counter lowers your self healing outside of balance specific talent heals(mainly for sage as this wont really effect shadows).
  15. I'd be OK with this to a degree. 1) It has nothing to do with an actual planet. Comms work perfectly for leveling worlds. 2) No "Empire" or "Republic" Factions. I'm the Emperor's Wrath. I don't need any more reputation with the Empire. 3) Don't make them take too long. I don't mind a grind. But I don't want to see one that requires me to camp an area and wait on spawn timers. 4) It slows end game gear progression down a little. I really hate how fast it is gathered. Then again I hate the whole end game gearing system and I don't think it takes enough advantage of their modding system. (For this instead of gear dropping or gear comm trade-ins. It drops Mod trade ins). 5) We don't need a PvP one. Valor is overall the same thing. Overall I'd like to see it added mainly to add end game content. Example being Darth Malik(think his name was, been a while) gets his own reputation for doing flashpoints. The new ones could have their own rep. Increasing Rep grants higher rewards from finishing them. Same thing can apply to operations.
  16. I like to burn as many down as I can, piss them all off. Make 5/8 of them try to kill me through all of my cooldowns as my team scores. Generally it's 3 or 4 that peel off for me, but when I get 5 I feel like I've done something special. Far as seeping wounds go, till they add multi-spec I'm not worried about it. Most players don't know how to kite. My problem with Seeping Wounds is that it lasts the duration of Rupture. Which is 6 seconds. If they increased it to match the cooldown of Rupture I'd 100% agree it's worth it. Till then, even at 50% slow, I will not take it as it's too much trouble as I will need to apply Crippling Slash to a kiter either way. Ferocity I'd say is a juggle. If you're in any sort of pre-made I'd agree to it all the way. Malice isn't that big of deal to me as our dots crit a lot as it is. An extra 4% is nice, but 80% speed boost can save a healer who's snared. Or get your team from one side of Alderan to another quicker. Although this will change in 1.2.
  17. On the half way subject of hybrid builds, has anyone tried Anni+Rage. http://www.torhead.com/skill-calc#100bIbRrRzshZZur0rz.1 Above build would be the general one I've had in mind. We drop Anni, gain another gap closer, and buff up VS damage. Overall losing 2/2 Phantom, Empowerment and any Carnage talents. Too lazy to play with it myself, but always been very curious to see how it'd work in PvP. Confused the heck out of everyone with Anni having two charges.
  18. For a long time I thought I couldn't do without 2/2 as Anni, but I proved myself wrong. Those 5m are really easy to make up for and 99% of the time in PvP your target is moving away from you(making those 5m even easier) or are melee and using it is a waste. The 1% are sorc/sage healers who chain cast everything and don't move. These are usually guarded or being healed by another and are probably a waste of your effort as you wont kill them or fully stop them from healing (At this point it's better to find a target getting focus fired, Deadly Saber then and join them on the kill target). And as people have said, using it as a rage builder is also a waste. That extra rage is only good on openers. Which isn't that hard to compensate as most openers go Charge->Saber->Battering->Snare/Rupture->General rotation. That extra rage point for 2 talent points will rarely making the difference as Battering covers most of our opening needs. Get use to 1/2 for best results.
  19. http://www.torhead.com/skill-calc#100bIbRrRzfGzZhMMZb.1 IMO While it may help your dot's don't over value how much of your damage they are worth. Assault, Rupture's DD attack, Annihilation, Ravage(rare), Battering Assault and Vicious Throw. And as said before with how often Berserk is up for us, Malice's value goes down even more. I would only say it's mandatory for Rage and PvP Annihilation(for the self healing). Come 1.2 it is a waste for Carnage(Ataru weapon damage, Force Scream always crits for them).
  20. Agreed. Carnage has a very slow start in it's tree. Not really worth specing till 40 when you can replace VS with Massacre. At the very earliest 30 for Gore. The self heal really makes Anni the better choice. At 40 you can play around but I would suggest waiting till 50.
  21. I tried this with a second marauder and I didn't see a change. We used mine first then his right after to see if there was a difference. Maybe the talent is stacked but not the actual ability.
  22. A few things I would change about the class. 1. Remove the stun from Jarred Blade. Make it a 4 second immobilize. There is NOTHING about a stun attached to your highest damaging attack that said player cannot avoid because of stealth. They will never properly balance this. It's a solo ability. Nothing more. Just set it to stun weak/normal/strong targets and immobilize the rest(minus boss level mobs). This makes it so player can react properly at the start. And keeps the target in range for 4 seconds without having to burn their stun. And as stated. Much easier to balance around. If you guys didn't NEED the stuns you wouldn't get nerfed every patch because of QQ posts. 2. With above change added. Add in the teleporting abilities stated by the OP. But at 45 second cooldowns. Part of being a stealth class is knowing how to pick your targets and in close quarters you guys do push out some high burst. This will be a mid/high tier ability, high enough that other two trees wont get it without picking a bad spec. A 2 point talent after this that grants the player 3 seconds of immunity to knockback/pull/snare/immobilize effects. Overall suggested way of showing it: Teleport thingy Cost: 20 energy 45 second cooldown Somewhere high up in the Concealment tree. Relocates player to behind his/her target. Does not break stealth. Talent branching off teleport thingy talent. 2 talent points total Grants 1.5/3 seconds of immunity to knockbacks, snare, immobilize and pull effects after using "teleport thingy" or exiting stealth. It may need adjustments as that sounds overpowered overall. As far as the PvE discussion about a gap closer. Use your gun. While it may be a minor amount of damage, it's still damage. During this time your cooldowns are refreshing and your energy is regenerating. Not nearly as bad as you may believe. 3. Talent in Lethality that increases running speed by 15% and an extra 15% while attacking targets further than 15 yards. Same talent type location as teleport thingy. This helps keep the tree's unique as well. And out of the hands of medics to avoid any QQing. Guess that's it for now. Overall I believe the concealment tree is done poorly. They seemed to have balanced it mainly around solo PvE.
  23. Here's part of what gets me about those loading screens. Mainly the black ones. They do nothing but black everything out. Maybe something is loading. But I can still see parts of my skills on my right action bar(which is weird). I can still activate some of them. On some transport options that use these screens if you click it twice fast(some swap locations quick enough you can't do this) you will see the next area before the black screen. Can move. Nothing is loading. Everything is already there. Word of warning though if you start moving before the delayed black screen shows up you will continue moving and not stop till the screen goes away. The tram on BT you take this is most noticeable as you will run strait into a group of enemies. IF they added the screen changes like how the movies work(diagonal black screen swipes) I would be OK with it. It'd be going with the the theme. But currently it's just dumb. Also why do I need to push space bar to continue from the loading screen? I already have to push it to skip the movie after that I can't seem to disable. WTB options to disable this.
  24. I believe EQ2 has/had(?) this. Never played it, just watched it. It looked dumb honestly. Also for PvP it would kill Op/scoundrel damage. While they could just auto-turn it off in PvP areas. It would lead to whining from players who got use to the system and couldn't use it in PvP. Going to go ahead and be a jerk and say it's really not that hard to turn your character. Making it so the game plays for you is NEVER a good thing.
  25. Only thing I have to disagree with this the melee range you stated. Only melee class that doesn't have a long range ability are Marauders/Sentinels. I'd suggest taking it a little further and allow a slide bar in the options menu to adjust to the range you wish to cycle through. To add to your post there is a keybind for "Target Closest Enemy". But if I remember correctly it will not cycle to the second closest if you have the closest targeted. This would make target swapping outside of focus targets much less of a pain. I don't believe there is a "Target Last Target" keybind either. Which would be a useful addition as well.
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