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Cyclonit

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  1. Hi, I just tried to set up a Sith Sorcerer BiS setup and would love to get some feedback. The spec I use is the (1/12/28) build. Unbuffed: Strength: 140.0 Presence: 265.0 Aim: 90.0 Cunning: 90.0 Endurance: 1683.0 Willpower: 1991.7 Bonus Damage: 826.8 Bonus Healing: 595.6 Accuracy: 100.00% Critical Chance: 32.27% Critical Multiplier: 76.36% Force Regen Rate: 8.0 / s Activation Speed: 7.35% < AskMrRobot Link > The BiS attempt is to be found in the wishlist. Cyclonit
  2. I don't think SWTOR can be saved. BW might be able to delay the game's death. The huge mistake BW made was making a game suitable to become a vanilla WoW killer. They should've taken inspiration from modern games instead.
  3. I Cyclonit @ T3-M4 (Empire) can make the Ice Scrabbler Jerky too.
  4. We now used the NVSCCS on the caged Tauntauns on Ilum and still no reaction.
  5. Me (Sith Sorcerer DD) and a friend of mine (Mercenary DD) soloed both BT and Boarding Party so far. We are both t2/t3 equipped and used our heal companions. The heal companions are t2/t3 equipped too.
  6. Hi, we tried to kill Soa yesterday and today and we were pretty much killed by the game bugging out as it seems. First of all some information about our group: - We were all t2 equipped at minimum - We killed all of the other 4 bosses in less than one hour - Except for 2 of us everyone had hardmode experience - All of us killed Soa at least once in normal mode What happend: - On both days we had 2 tries going well - The other tries failed due to different reasons - 1st: We noticed three times that heals did not arrive at the target - 2nd: Lightning spheres dealt an immense amount of damage (one hit a 25k tank) - 3rd: Even though we killed all of the pyramids, Soa dealt instant AoE damage to the whole raid at the beginning of phase 2 (roughly 7k) We noticed that all of those death reasons did only occurred when more than 2 groups attempted to kill Soa simultaneously. Is there anybody who can confirm our experience? Cyclonit
  7. Hi there, I wonder how accuracy rating actually works in SWTOR. Until now I though attacks would be computed this way: 1. Does the attack hit (accuracy) 2. Does the enemy dodge (shield) 3. Does the attack crit (critical rating and multiplier) 4. Hit reduction due to armor (armor rating and defense) But is that right?
  8. Hi, this list is meant to contain everything a perfect UI should have in game. If you have any suggestions or would like to comment some more of the entries please feel free to post it here. General - general settings These settings are available for every UI object. - position - scale - color scheme - opacity - show/hide on condition - text color - font - global settings These settings modify the settings of every UI object. - scale - color scheme - opacity - text color - font - moveable windows All of the UI windows can be moved around freely. - copy UI settings It is possible to copy all or a selection of UI settings between characters and accounts. - character to character - export to file / import from file Action Bars Every aspect of the action bars can be modified to suit the players needs. It is possible to add new action bars, modify the amount of action buttons, adjust size and position as well as customizing their appearance and more. - high possible amount of action bars It is possible to use up to 16 action bars at a time. - separate locks Every action bar can be locked independently. - adjustable amount of columns and rows Every action bar can have up to 16 rows and columns. - free hotkey assignment Hotkeys can be assigned without any restrictions. - full sized companion bars Action bars can be set to be full sized companion bars containing the companions abilities. - configurable ready flashes Ready flashes can be configured in terms of brightness, size and color to fit the players needs. - cool down as text option Cool downs can be shown as text on top of each action button. - independent paging Every action bar can have up to 10 pages. - spacing The spacing in between the action bar’s buttons can be configured per action bar. Action Rings Action rings are sets of action buttons which appear when the player presses their assigned hotkey. Those action buttons are arranged in a ring which appears, depending on the action rings configuration, either in the center of the screen or around the cursor. Action rings feature the same functionality as usual action bars, while not filling up the display when unused. - multiple separate action rings There can be up to 16 different action rings defined at a time. - predefined rings There are predefined rings which contain mounts, stimulants and adrenals, raid markers etc.. - show up on center of screen or cursor Action rings can be configured to either appear at the center of the screen or around the cursor. - activate action button on mouse click or hotkey release The buttons of an action ring are either activated by clicking them or by moving the cursor above them and releasing the action ring's hotkey. - sections Action rings can be split up into different sections allowing for a better visual differentiation between buttons containing different types of abilities/items/... . - multiple rows There can be up to 4 rows of action buttons in every ring. Address List, Friend List and Ignore There exist both an address list and a friend list. The address list functions in the same manner as the friend list in SWTOR does. The player simply adds other characters to this list not requiring any confirmation from the other player. Adding someone to a friend list requires the other players agreement but from there on is bound to the players account itself instead of the character. - separate address list and friend list One sided address list and a two sided friend list. - twink support Option to show up as online for specific friends when using a twink. Friends who are meant to be informed when the player himself plays on a twink must be specified by the player himself. - notes Notes for every contact. - ignore Ignored players can neither add those who ignore them to their address or friend list nor talk to them. In case a player adds someone else to their ignore list after being added to the address or friend list they will appear to be offline at all times. - Hide nameplate It is possible to hide the nameplates of specified players independently from the ignore system. Calendars The game provides two different calendars, a personal calendar and a guild calendar, which can be used by the players to manage their play time in a more professional manner or simply aid in remembering the date of meetings. Additionally players can subscribe event categories and guilds are able to share events with other players or guilds. - guild calendars Guilds have calendars they can use to manage events like raids. - shared calendars Players and guilds can share event categories with other guilds or players to allow easier organization of events. - event suggestions Players can suggest events for calendars. - register for events Players can register themselves for events to allow for easier management. - event categories Event categories can be used to manage permissions (creating events, subscribing, etc.). Additionally every category can have an assigned color which will then be used as background color in the calendar itself. - event subscriptions Players can subscribe to event categories. Events of those categories will automatically show up in their own calendar. Chat Frames There can be up to eight chat frames, each configured differently and containing different channels. Additionally all of the channels are completely configurable including appearance and system message filters. - multiple chat frames Up to 8 chat frames can be used at a time. - separate settings for every chat window Separate settings allow for an overall better visual experience. - position - scale - color scheme - opacity - show/hide on condition - text color - font - different settings for every channel Channels can be differentiated by using different colors or fonts and other options allow for even more adjustments. - text color - font - time stamp - show join messages - show leave messages - filter system messages - independent fade timers per line Independent fade timers aid in differentiating between new and old messages. - context menu for player names Right clicking on a player's name in the chat opens a context menu. - invite to group - whisper - ignore - info - hotkeys for player names Hotkeys can be assigned to every entry in the context menu of player names. Crafting - sort, search and filter criteria One can sort, search and filter the own schematics using different criteria. - name - price - price per unit - item level - rarity - required level - has stats - has modification slots - view other player's schematics It is possible to inspect other players crafting skills and comparing their schematics with the own. - from contact or friend list - from guild window - compare own schematics to those of another player Dialogs - option categories Dialog options are categorized by their mood to allow the prediction of their effect on dialog partners. - aggressive - friendly - etc? Galactic Trade Network - filter One can filter search results by using a large amount of different criteria. - name - price - price per unit - item level - rarity - required level - has stats - has modification slots - bookmark search results Bookmarked results can be viewed in a separate tab allowing to keep track of active auctions. Inventory and Cargo Hold - style choices The player can choose between the usual grid and a list style. - grid - list - inventory search The player can search for items in his inventory by using a simple but detailed search function. - name - value - item level - rarity - required level - has stats - has modification slots - loot filter The loot filter system aids in advanced inventory management an helps in preventing the inventory to be filled up with unwanted items. - name - value - item level - rarity - required level - has stats - has modification slots - inventory regions The inventory can be split up into different regions to keep the inventory organized. - independent loot filters - configurable min- and maximum size - frame color - button to sell/deposit/loot whole region - auto-sort Different auto-sort functions help in keeping the inventory organized by providing different ways of sorting (e.g. by rating or by item level). Minimap - general settings - position - scale - opacity - layout choices - circle - edged circle - square - border choices - thickness - opacity - color - buttons - north label - quest tracking - shows currently tracked quests - shows all tracked quests of party members Questlog - party tracking Unit Frames and Group Frames - general settings - position - scale - auto-hide when out of combat - health and resource bars - deactivate - show health text (number or percentage) - unit portraits - deactivate - style choices - buff and debuff areas - show remaining duration of buffs/debuffs - target of target frame - operation frame - show buffs/debuffs Vendors ~ to be continued ~ Warzone Queues ~ to be continued ~
  9. Hi, several people told me that I'd need to upgrade to 110% accuracy on my sorc. What do you think about this? Cyc
  10. I think two different ways to approach this would be nice: 1. /mute Simply hides everything someone is saying. Just the same as the current ignore. 2. /ignore Includes /mute. Additionally prevents you from being grouped up with the specified player and hides their nametags from you.
  11. Sry but: "The Sith had strictly defined castes […] There was no transitioning from one to the other." ―Vestara Khai [src] And there is a difference between a light side Sith who is part of the Empire and a Sith who is part of the Republic. The first one can work for his goals in secret, hiding his true ideals from all of the other Sith while the second would most likely be hunted down and killed, because he breaks with Sith rules.
  12. Could those players who want to play a Sith Pureblood atleast suffer the same cons as pretty much very other Sith? Like for example being shot by Republicans? There is a reason why all of the bad stuff you see in SWTOR is part of the SITH Empire and its not because Sith are nice guys. If you are born as a Sith you have your fixed role in the caste system and you will most likely be raised in a Sith way (evil). The very strong cultural system of the Sith would most likely lead to every not evil Sith to be killed.
  13. I'd love to not see force choking Imperial Agents... It just ruins the feel.
  14. I think, we did not get the next generation MMO allot of people were looking for when they bought the game which is why I think that the game's future will be decided by how BW and EA perform over the next few months. What I currently see in SWTOR is World of Warcraft in the Star Wars Universe with nice story lines, but that's pretty much all I see in the game at its current state. I like SWTOR and will most likely continue playing for a few months but as soon as I beat all of the content (which will happen eventually) I'll leave. Additionally there is quite some trouble on its way; namely Guild Wars II and TERA. Guild Wars II for example took the Datacron idea from BW and improved it by a fair amount ( ) while TERA will introduce a diplomacy system which will most likely be quite interesting for hardcore gamers.
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