Jump to content

Celeitia

Members
  • Posts

    117
  • Joined

Reputation

10 Good

5 Followers

Personal Information

  • Location
    Montreal, Canada
  • Interests
    Roleplaying, Programming
  • Occupation
    None (Student)
  1. Hear me out, before you start flaming. I've been leveling a Sentinel lately, mostly because I've been bored of my Guardian since we cleared the raid content and wanted to try the double lightsaber style. I'm a big PvPer so I've been leveling up in PvP, and my server is balanced enough that you get Voidstar/Civil War pretty often. Now the thing about DoTs is that they are a way to deny someone their reward. If someone kills you, and the rest of your team, then you putting a 10 seconds DoT on everyone should not deny them their win because you'll be back by the time the DoTs wear off. This is IMO the primary thing they are being removed for; they're a way to deny people their achievement. If you want to deny people their cap, then you may try: 1- Killing the enemy team better than they kill you. 2- Not dying, and doing the above. For example, I once went to a turret alone and killed a Sith Sorcerer 1v1, at level 30 against... I forget, must have been 30ish too. I felt pretty good because not only did I kill the guy but I could then cap the turret he was solo defending. Except... Just as he died he put a DoT on me, and the DoT stayed there for so long that by the time I was capping the turret, he had taken his speeder back and could finish me off, since you can't recover your HP while DoTed. IMO this is the main issue with DoTs no matter how you look at it. Some classes have DoTs that last a very long time, and not every class has a way to get rid of DoTs until 50 (and even then, some do not at all; I know Sentinels do if they talent for it). It's not very fair if a solo defender can prevent a cap while dead thanks to his DoTs. Ultimately: someone who is dead should not have a say in whether or not you cap something. If they wanted a say, they should not have died. It's also worth noting that faction balance also plays a huge role in how many DoTs you see. For example on my server, it feels like 75% of Empire players are Sorcerers in Warzones. Squishy they might be, but the lightning and DoT spam is really frustrating, and the DoTs alone make it very hard to cap points, which seems like an unfair advantage overall, since I don't have the ability to tell everyone to reroll Jedi Sages to counter the imbalance.
  2. It's immortality for like 6 seconds, during which you can be stunned, pushed back, rooted, etc, meaning that as a melee class you don't actually get a whole lot out of it if people control you.
  3. Here's your problem: Using Master Strike longer than the two initial attacks is a complete waste of a global cooldown. What you SHOULD be doing is hitting the Master Strike button and then spamming whatever ability you want to use next. Master Strike will get two of its three hits off, and then you immediatly follow up with more attacks. The way it's designed, it delievers 2 hits in 1 second and then 1 hit in 2 seconds. Needless to say that last hit is a total waste of your time compared to what you could be doing instead. Don't put talents into it, pretty much.
  4. Focus Guardians are fine. Defense is where they are lacking. Please actually read the complaints before making a "don't complain" thread, all you're going to manage is to make yourself look silly.
  5. Do the first flashpoint until you have a full set of level 10 blue tanking gear, because yes, there is heavy armor in there. Problem solved.
  6. That. You seriously did not think anything was wrong when, after REing a stack, you moved your mouse to a second stack to RE that one too? And then did it a third time? You should have noticed your stacks vanished, that's your fault.
  7. Things being "more visible" isn't a matter of "easy or hard" in this case, but rather it's a matter of some things that are unreasonably hard to spot. For example: The fourth fight in Karagga's Palace, the Fabricator Droid. He puts grenades on people that blow up for a fairly significant chunk of damage and knock everyone down for a few seconds in a not-insignificant AoE. Assuming your group has three or four melee DPS in it for 8man, there is actually only so much room to spread people in, and the overlap of player characters (and their lightsabers being damn shiny) makes it hard to spot the tiny little arrow it puts on your back when you have the grenade. In 16man, this becomes even worse because you can have 7-8 melee DPS all clumped together. To make matters worse, using your debuff panel isn't even that easy because it's tiny. While the mechanic CAN be avoided, that doesn't mean it's not unfairly hard to see for melee DPS in a melee-heavy group. The other example, Soa's pylons, stems from the fact that the pylons have a very very narrow range between "will hit" and "will miss". The camera angles of the game, especially from the tank's perspective, don't allow to easily tell if Soa is going to be under the pylon or if he's going to be half an inch too far back. Then again, this issue is made a lot worse by the fact the pylons will occasionally bug and not hit at all. I don't mind hard encounters, but I mind when their difficulty is based on poorly thrown together gimmicks or bugs. So to clarify: I don't want things to be easier, I want the fight mechanics not to be based on luck, bugs, or near-invisible debuffs you have to avoid. I want encounters to be harder, more challenging, but not because the game penalizes you for either being unlucky or being unable to see a grenade on your back in a group of ten Jedi wielding glowsticks. It should be harder because the fight requires proper execution using visible, obvious mechanics, not flawless execution on random, hard to see things.
  8. While I applaud the lengthy and detailed analysis, I feel I have to bring some corrections to misconceptions: 1. We do in fact approach the encounters as you say. It's still fairly frustrating when the ball lightnings spawn in positions where if you head out to the wrong one, the other one is going to go right through melee. It's annoying, yes-- not impossible to deal with, but annoying. Bonethrasher's random aggro would be completely fine by me if he did not randomly switch it in the middle of using his swipe, which is the real danger. 2. We just had a pretty rough wipe night and after 10 attempts of Bonethrasher repeatedly one-shotting people at full health, we just gave up on him for that night and decided to go back Monday. We had been, at that point, paying VERY close attention to how much he was hitting people for, and on at least three separate occasions, he killed three melee DPS with one swipe, all of them in mostly Rakata gear (so ~18-19k HP), after deciding to turn around in the middle of using it on the person who was actually in front of him. 3. I admit I oversold the abilities a fair bit-- Bonethrasher is the only wipe boss if he decides to screw around. However, the fact his swipe can hit people behind him is ridiculous. The droid's pushback-cleave can also do the same thing, and we can't figure out how it happens. It just seems random. One minute he's only pushing the tank back as intended, the next his pushback knocks the tank and the other three melee people away even though they were clear and behind him (behind the droid, not the tank). 4. Bugs, bugs, more bugs. Etc. 5. We DO do 16man! We started late on it because we wanted to clear 8man before we touched 16man with some of our less experienced raiders, most of which did not join us until a week ago anyway. However, we raid we 3 melee DPS and 2 tanks. There is only so much room to spread out around, say, the Fabricator, and in those circumstances the grenades are near-impossible to spot. In 16man, it's pretty much guaranteed raid damage because there is no way to tell it's on you when you're in a cloud of 8-9 jedi using glowsticks. The pylons having a ground mark would be useful because of how sensitive they seem to be. They can miss by one inch (to say nothing about that bug where even a successful pylon drop makes it miss anyway), and that's REALLY annoying. Some kind of indicator on the ground, or even the pylon's SHADOW, would be much appreciated. 6. Considering we had 9/10 down in nightmare mode after only three weeks of raiding twice a week (one day for EV, one day for Karagga, 2 hours a day roughly), yes, I have to insist it really is too easy when the RNG doesn't screw you over. 16man is going to be made even easier come 1.2, so that won't even be a viable way to get a challenge.
  9. I actually did level it up alongside myself, because I played with a shadow friend from 1 to 50. It did cost me a fair bundle of cash to keep it at appropriate levels, but doing my daily space missions covered it for the most part. It was useful for crystals and hilts, and off hands. The enhancements were not really worth it because you can use your planet commendations for those (and arguably you could use them for hilts too). It was no more or no less useful than any other trade skill you'd pick up in other MMORPGs, which is to say "kind of useful but nothing to bust a cap over". Synthweaving, on the other hand (that's what my shadow partner had), provided us with decent sets of gear all the way to 50 where flashpoints and commendations could not. Also, treasure hunting reliably gave us relics while I was trying to level it up to get rare mats for artifice, which was really neat.
  10. Magenta crystals until I had more money than I needed. Epic hilts/crystals for my sentinel and shadow alts, because I mained guardian. I might roll a sage too, so hey, more hilts/crystals for free. The enhancements are okay. The offhands are also not too bad. The relics are fricking amazing because Rakata relic + augment slot = win.
  11. Every single tanking guide pretty much explicitely agrees that you CAN be crit, and that crits bypass your defense/shield entirely, such that only armor reduction is going to save you. Most bosses presumably don't hit hard enough for it to be noticeable, but with Bonethrasher, you can and you will see random one-shots from his swipes, even on people he did not debuff. His swipe-damage is NOT 18k+, making crits the only explanation for the random one-shots unless there's a bug somewhere.
  12. I recall reading somewhere that you could crit orange-quality weapons into having an augment slot, but not orange-quality armor. Is this still true?
  13. I'm sorry, you lost your cred as someone who knows anything about anything else when you said Shadows can't hold AoE threat. Shadows and Vanguards have a dozen times more AoE threat than Guardians do. Moving on.
  14. Posting this in the morning did not encourage visibility; up you go, thread.
×
×
  • Create New...