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_gideon

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Everything posted by _gideon

  1. I really like the idea of adding a CD to grav round, with accompanying changes to keep DPS on target.
  2. It changes depending on what stats you already have. There is no fixed priority order.
  3. Where did you get that priority order for vanguards? Edit: I've always used this spreadsheet to plan my VG upgrade path. A lot of folk respect the mmo-mechanics forums and threads like this. They also have class specific stuff in the appropriate sections.
  4. DR curves: http://mmo-mechanics.com/swtor/forums/Thread-Stat-DR-Graphs Smuggler stuff: http://mmo-mechanics.com/swtor/forums/Forum-Imperial-Agent-and-Smuggler
  5. You want max dps and max survivability. That sounds like a good spec to me. Are you sure you don't want max healing as well just to cover your bases? I'd want max dps, max survivability and max healing. Then all the other players could log off.
  6. TLDR: Due to a non-obvious design feature, tank threat on tanknspank bosses increases exponentially and may as well be infinite after nearly two minutes of combat. DPS threat increases linearly and becomes irrelevent after that point. Taunt is in two parts for PVE. 1) Fixates the mob on the taunter for 6 seconds. 2) Changes the taunter's threat to 110% of current maximum threat holder if taunted from "melee range" or 130% if taunted from outside "melee range" (see note at end to understand reason for quotation marks). The big difference between this system and WoW (where a lot of SWTOR tanks earned their spurs) is that the %s in item 2 are bigger than 100% and they definitely apply even if the taunter is already the current maximum threat holder. You can snowball your threat by including taunt in your rotation. Each cast increasing your current threat by 30%. The effect is pronounced enough that you can stop using any other ability after the first minute or two (I forget the actual time) of a bossfight. That is what I was referring to before. Also, the thing you mentioned about aggro working differently depending on whether you are ranged or melee is straightforward. Mobs don't instantly switch target to the person with the most threat. If not currently fixated they'll switch to anyone in melee range who has 110%+ of their current target and they'll switch to anyone outside of melee range who has 130%+ of their current target. Basically you have a higher threat ceiling if you are further away. Ranged DPS riding close to the 130% ceiling are in for a nasty shock if the boss gets dragged into melee range. Lastly, there's a slight quirk with this ranged vs melee distance calculation. For attacks it's taken as the distance from the edge of one hitbox to another. For aggro it seems to be from the centre of one hitbox to another. This means that on big targets (bosses mainly) you are often still treated as being at range (130% ceiling etc) while being able to use melee abilities and have the boss melee you.
  7. Are the tanks exploiting the unusual (bugged?) SWTOR taunt mechanics?
  8. What changed in 1.2 to switch the consensus from vanguard > shadow > guardian over to shadow > guardian > vanguard? Not that I ever supported the consensus view.
  9. Getting any cyborg to 50 lets your future 'borgs use all the implant options. When I go into the char creator and start a trooper now I get a ridiculously long cybernetics bar full of sith warrior/smuggler/trooper/agent features. My second trooper (although it could have been any class) uses a sith warrior eye. I must warn you that some face types don't sync their animations well with the smuggler/BH cybereyes. Fortunately if this is happens you will know within the first few conversations.
  10. Further to the above post, while vague as ever, the April 20th Q&A did reveal that healing aggro is split evenly across all mobs in combat. If a healer takes aggro on a mob it is not because they have high aggro on that mob, it's because they have the only aggro on that mob.
  11. Try searching for those space missions on Youtube. You might be able to pick up some ideas.
  12. http://mmo-mechanics.com/swtor/forums/Thread-Bounty-Hunter-Trooper-Mirror-Terminology-Dictionary I hope this helps.
  13. Probably more gunnery for what you want.
  14. Quoting myself from another post: Full auto suffers from knockbacks so is not really appropriate for use in melee range or even from a distance if you're taking hits (later versions of MorningMusume's rotation remove full auto). For AOE I cycle neural surge, sticky grenade and explosive surge although it's very ammo intensive. Ideally pulse cannon should also be used if you can get the positioning right.
  15. A friend of mine crafted a Two-Finger's Revenge orange pistol with an augment slot. Definitely possible.
  16. Consider a priority order more like this: (adapted and simplified from MorningMusume) Stockstrike Pulse cannon High impact bolt Ion pulse Hammer shot Use reserve cell for pulse cannon and throw in energy blast every time you're 2-3 cells down. Use battle focus when you're confident you will get 2+ stockstrikes and 1 pulse cannon during the buff. Also, if you're not already, be aware of and (ab)use the taunt mechanics described here by Kor.
  17. Just started a new trooper. Female this time because I want to hear my femshep's voice again (Jennifer Hale). Now I just need to find a way to make her say something longer than just yessir to everyone she meets.
  18. Never played a paladin in WoW then? Every ability had the word "holy" in the name, every button is golden yellow and half of my (many many) personal buffs had golden yellow icons. Fun class though.
  19. Does it still buff mortar volley and sticky bomb damage by 50%?
  20. There are four small square shaped rooms attached to the lower industrial sector map (here). If I recall correctly the one nearest the taxi terminal is the correct one. You'll know that you're in the right place if you see a green instance portal. Your post was quite difficult to read btw.
  21. I was thinking of grinding dailies until I go blind or have enough for two of the new relics. Looks like I won't have time now.
  22. I found this thread fairly illuminating. It will be interesting to see if he's proven correct about HIB/rail shot in 1.2.
  23. The aggro magnet in my ops group is a dps sage. We're shooting in the dark until 1.2 though.
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