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OOJames

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Everything posted by OOJames

  1. I can't wait till Master mode. No cc, nothing can be interrupted. You get pull into a gravity mine if you make eye contact with the boss. I wonder if that will be possible - I barely did it as a sage healer.
  2. I did it on my sage healer as a lvl 70 in teir 1 gear; however, Acina was lvl 50 and i wiped many many times. My strategy was: 1. Force lift one add. Send Acina on the other. If you can keep her alive she should easily kill before the next one starts. 2. Heal to full when boss channels ultimate shot!! 3. Have boss on focus target and ALWAYS interrupt 'Hail of Bolts' 4. Move around pillars When I finally did beat him I had wiped so many times I felt my victory was more luck than anything. My major issue was his pull > stun > dmg mechanic. Especially as a Sage. The fight was messy - very messy so my point 5 is... 5. Have luck
  3. I'm going to send a bug report on Monday every week from now until they fix this!! If it worked in 'The Shawshank Redemption' to get a library it might work here More of the community that does it the better!!
  4. Please community, add your name to this to make sure the issue is not buried. Pressure a change!! For a kind of important aspect of the game (getting your fav character to max influence) this needs to fixed be 5 months ago - and yet it isn't despite numerous bug reports. Please either fix it or... 1) Provide a vendor where gifts can be exchanged for something else. 2) Remove courting gifts completely - especially from crew mission results. 3) Come up with a different solution. Anyone else have any ideas? Come on get to it!!
  5. yes!! would definitely encourage me to play my alts - even if it was for alliance specialists only
  6. I think it's a great idea. It would definitely encourage me to do the story with other classes knowing i don't have a serious grind for all of them
  7. I for one want all my original companions to come back and remain bound to me regardless of any future decisions that my companions might disagree with (although killing them is fine - I look forward to executing Quinn). For dark side players that bribed their light companions with gifts to max affection it could be too tricky to hold on to your favorites when making a LOT of choices they disagree with. From the empire dark siders will probably lose: Vette, Vector, Raina, Mako, Blizz etc. Having obtained max affection with all of my companions most have made some kind of loyalty pledge. So important that they maintain the gear I gave them too. I do like the idea of Vette escaping the Sith Warrior and coming to my Sage. I'll also take Mako and Blizz if possible
  8. OOJames

    PvP home (EU)

    Everyone come to TRE Season 5 has been a disaster for RWZ pops on all servers.
  9. Hahaha love the idea of stealth on a Sage - I would feel much more like Kreia. Seriously though to have both Stealth AND Force Barrier would make Sages way OP. In the end of the day the bubble makes the class unique and I love/prefer Force Barrier. Force Barrier (in my opinion is better than an operatives stealth for a few reasons) 1: It's a CC breaker 2: With Life Ward you can regain full health whilst providing a distraction (silly dps that still attack you). Operatives in comparison have to SAFELY stealth out and find somewhere SAFE to regenerate. Now maybe a reduction in the cd of Force Barrier could be useful to the DPS; however other classes desperately need more help at the moment. If anyone needs a better defensive it's Commandos/Mercs. I'm talking as an avid PVP player that's mains a Sage Healer (Previous Season 4 - Tier 1 PJT)
  10. OOJames

    PVP Rewards

    Simply I want a massive vibrosword/techstaff included in the PVP weapons set
  11. So I equipped my new Black-Silver crystal and It claimed to be added to collection. However, I cannot find it anywhere in my collect so I can claim more copies. Is this a glitch, am I missing it, or is it plain just not there?
  12. Why change the play style of a class? It has been this way since release (although with minor adjustments). This is a fundamental change. If changes need to be made to Sage/Sorc healer I am happy with: - Increasing the cost of the force abilities. - Reducing the healing done of the abilities Homogenising the healing classes will only result in the death of Sage/Sorcs in favour of classes with heavy armour or stealth. Looks like its back to how Season 3 of pvp was. Healing operatives/scoundrels completely dominated then.
  13. Im curious to see how Noble Sacrifice/Consumption will work after a battle res mid fight! You res with so much less force (and health), if Noble Sacrifice/Consumption is on CD (even for 30s) you might as well not have been res-ed (especially in HM ops)
  14. One of the BIG problems will be when you (maybe accidentally) burn through all your force whilst you Nobel Sacrifice/Consumption is still on CD. It leaves you with no other options! Even for the worst player who have no idea on resource management at least you can get energy/heat/force/stuff back at any point. Ops just spam diagnostic scan until energy is back for example. With this change you risk player who are still learning the class (and possibly advanced players depending on how well the changes are implemented) ending up with no force and their resource management still on CD. I main a Sage Healer - I am a Teir 1 Ranked PVP Player. I put up with the whole of season 3 with operatives having a SIGNIFICANT advantage in healing. Season 4 made my class competitive again. DO NOT MAKE THIS CHANGE. My heals do not need increasing (I could even understand them being nerfed). IMPORTANT my resource management does not need changing. (Already started levelling my operative in expectation of community being ignored)
  15. I really hope becoming the hand of Jadus becomes canon. The return of Jadus would make for an interesting expansion too. MAybe after rise of the emperor
  16. Nooooooooo! I hate damaging myself to regenerate force. Horrific idea for when health is already low. For pvp-ers you risk putting yourself into the below 30% range of health where dps can start to use more powerful moves such as Dispatch/Vicious throw or Quickdraw/Takedown. It's fine how it is. Opinions?
  17. Ah this is true I also use Mortar Volley/Death From Above but it has a reasonably longer CD. Good explanation - thanks
  18. This is what I figure: - Unload/Full Auto is a fantastic filler for Tanks but useless for DPS specs correct? - There was concern that Tanks were doing to much damage/generating too much threat over the other tanks so they removed it? - It was a long range ability that didn't inline with the melee type class. - Then 'Ion Shield/Screen has been redesigned: Further increases damage reduction while Ion Cell/Ion Gas Cylinder is active by 2%. Additionally, Energy Blast/Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies'. The redesign of the Energy Blast/Heat Blast is great but it seems to slightly void the argument about Tanks generating too much threat or doing too much damage. Also it seems odd they would give Tanks another AOE ability! I suppose the argument could be made they wanted to decrease single target damage and increase AOE damage/threat? To me Tanks are now a much better class than they were before. The thing is I prefer the gameplay before the change. I miss the channeled ability, granted we also have Ion Storm/Fire Storm. If I needed to move I simply wouldn't use it or clip it. When I'm holding a position it's nice to have another channeled ability. For me it makes the game play more relaxing than bashing loads of abilities like Guardian/Juggernaut Tanks have to. I can sip a drink, eat some crisps as my char pulls of its moves. I would reset the changes and: - Make Full Auto/Unload 10m range for Vanguards/Powertechs - Nerf the damage of Full Auto/Unload for Vanguards/Powertechs - Maybe keep the extra threat from Energy/Heat Blast.
  19. This is what I figure: - Unload/Full Auto is a fantastic filler for Tanks but useless for DPS specs correct? - There was concern that Tanks were doing to much damage/generating too much threat over the other tanks so they removed it? - It was a long range ability that didn't inline with the melee type class. - Then 'Ion Shield/Screen has been redesigned: Further increases damage reduction while Ion Cell/Ion Gas Cylinder is active by 2%. Additionally, Energy Blast/Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies'. The redesign of the Energy Blast/Heat Blast is great but it seems to slightly void the argument about Tanks generating too much threat or doing too much damage. Also it seems odd they would give Tanks another AOE ability! I suppose the argument could be made they wanted to decrease single target damage and increase AOE damage/threat? To me Tanks are now a much better class than they were before. The thing is I prefer the gameplay before the change. I miss the channeled ability, granted we also have Ion Storm/Fire Storm. If I needed to move I simply wouldn't use it or clip it. When I'm holding a position it's nice to have another channeled ability. For me it makes the game play more relaxing than bashing loads of abilities like Guardian/Juggernaut Tanks have to. I can sip a drink, eat some crisps as my char pulls of its moves. I would reset the changes and: - Make Full Auto/Unload 10m range for Vanguards/Powertechs - Nerf the damage of Full Auto/Unload for Vanguards/Powertechs - Maybe keep the extra threat from Energy/Heat Blast.
  20. If the problem was the 30m range of fullauto/unload then they should have just limited it to 10 m for VG/PT and given Commandos/Mercs a passive ability increasing it to the 30 m range. This has been done with the consular/sorc telekineticthrow/lightning so why not for trooper/bountyhunter? The short of it is, removing the ability has left a sizable gap in the Tanking rotation to be filled with what??? Spamming hammer shot seems boring and the other abilities risk you losing too much resources. (I'm sure there will be one person here who seems to think you can use ion pulse or explosive round or something similar instead and this won't be an issue but in long fight it will). As for the increasing movement argument that's ridiculous, you simply dont use full auto when you need to move, simple as that. It makes no change to a tanks movability. I say bring it back!! If there really is a problem then nerf the dmg output for VG/PT and decrease the range to 10m. I personally like channeled abilities. It means I can have a drink whilst my character does some dmg. Not a fan of button bashing classes. That was the appeal of the VG for me otherwise I'd play Guardian/Jugg. (Before anyone says I tried shadow and didn't like the class either). BRING BACK OUR CHANNELS
  21. No Unload/Full Auto. Why??? It's such a useful ability for Vanguard/Powertech tanks!! I'm so very unhappy about this unnecessary change. What is it meant to be replaced with in tanking rotations: http://dulfy.net/2014/12/27/swtor-3-0-shield-specialist-vanguard-tanking-guide-by-milas/
  22. I still think all the changes are great. I find there is far more options available with the Utility Selection. Yes you can't hybrid which is a shame but when it comes to single specing everyone chooses the same points anyway so it doesn't matter. I realise alot of people are coming to terms with the nerf but the truth is Scoundrels and Operatives (particularly on the healing side of things) were out-classing all the other classes purely on their output numbers, as supported by the collected data FACT. I suspect a lot of people who are complaining think they were great Scoundrel/Operative players when in fact they were fairly average and were comparing themselves to other classes on an unbalanced playing field. Now the classes have become more balanced it's a lot easier to blame the developers than come to terms with the fact that their were gaps in their own rotations. For casual player it shouldn't matter - you're casual right? For competitive pvp-ers and pve operation guilds balancing the classes is essential for a good game. Having said all the above there are two things I agree with for the Smuggler/Imperial agent class. - Flyby/Orbital Strike NEEDS to be returned to both the advanced classes (as an ability it's not a great one to have in a rotation expect for pre-fight so I don't see any harm in including it or why it was removed. Serious players don't use it while casual games will and that's fine. Was very surprised about it being removed) - This ones for the pvp-ers, Scoundrels/Operatives need another CC breaker. (I really can't believe I'm going to say this but they're now too static compared to the other classes. I would suggest Cloaking Screen as a Evasion Utility not only triggers evasion for 2 secs but can be used when stunned too).
  23. Full agree with you. Although I do miss playing hybrid Sage, The point remains everyone pretty much always chooses the same skill points. The utility points definitely offer more options
  24. I love SWTOR and I think Bioware have done a great job with the discipline system. The skill points had to go. I much more prefer being able to switch roles without having to put all the skill points in the right places again. I can' speak much for the other roles but after testing the healing classes I'm really impressed at how balanced they are
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