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Shirvington

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Everything posted by Shirvington

  1. Open-world interactables need to have a very short respawn, as do open-world quest mobs.
  2. "Do not use them" is a bit of a stretch. Companions are all so overpowered now anyways, doesn't matter what their stats are as long as they are in the ballpark. It's good to bring it to people's attention, though, so that they at least know.
  3. Yes, same thing happens with Ashara on the Inquisitor. I can't shake her to save my life. She's like a bad RL stalker ex who just doesn't get it.
  4. LOL Let's call him and see if we can get him to meet in person.
  5. Just got out of a voidstar with FIVE healers on the enemy team. Neither round a door was opened. Was it a fun game? No.
  6. It likes Maintenance gifts, available for Jawa scraps. Might be a Maintenance on crystal vendor as well.
  7. Iirc, the 25% applies to the base exp for the quest as all the bonuses are additive. So while it appears that the 25% is really 20% of the current value, it's really 25% of the base amount of the quest. (Also, everyone shares the same exp bonus up to a certain level if the old standards still apply. After that, subs get an exp bonus and f2p gets normal base exp.)
  8. People are saying tank companions are "broken," but I'm not sure they were meant to do shield attacks. One of their abilities reduces damage they take by 50%, and it's up 2/3s of the time. I think that's their "shield."
  9. No, you don't have to do the story. As someone said, you can use the legacy travel perk to get there now.
  10. You are thinking Volatile Substance. In Concealment discipline, your back stab adds a short poison dot that pops VS. Also, your Corrosive Dart will pop it as well. Put Corrosive Dart on champ enemies, don't bother with it for weak/normal/strong.
  11. Unless I'm mistaken, there is no GSI boost anymore. It has been removed. The best thing to do is to click the ammo (or whatever it is) and stand behind the shipping container so the mobs come to you. Make sure your companion follows you back. It's much easier to aoe the mobs when they clump up back there.
  12. Long range dot/instant ability classes work really well against snipers. Madness, Lethality, Arsenal + LOS = dead sniper.
  13. Here's a question for the masses. I'd like to hear everyone's ideas and suggestions. What are companions going to do once the next expansion releases? Sure, the faithful ones will follow you wherever you go, but Or will the next expac reset your companion list again totally? Thoughts?
  14. Save your RL money and buy it on the GTN once someone lists it.
  15. Nvm. They can't be sold on the GTN but they can be mailed. I got you. Contact Xu'shu imp side and I'll hook you up.
  16. Still looking for an Akk Dog companion and willing to negotiate the price. PM here or Xu'shu Imp side.
  17. Click on them to retrieve the comms. Then if you want to send comms to a different toon later on, just buy more legacy comm boxes and mail them to your other toons. Edit: yeah, just open the comm legacy boxes and you'll get the comms back.
  18. HK doesnt' have any aoe tanking abilities, unlike the generic companions. All his attacks are single target. I'm sure he's better for single target, boss-like fights rather than groups of mobs.
  19. Last year, for the anniversary, the two base strongholds went for 3 credits (e.g. the number of years TOR has been active). Last year, for a totally new player, 3 credits v. 5000 credits was much easier to achieve, so therefore it was more of a boon. This year, not so much given the money that showers down upon you from quests. But the 4 credit cost is keeping with the tradition of lowering the cost of strongholds.
  20. With the way companions are at the moment, you might be able to do this with just 1 other person, as long as the mechanics of the fights don't require 4 bodies in seats (like clickies). Never done them but just a thought.
  21. Companions just need different animations for similar abilities to give them more flavor. Different names, different animations for similar type abilities. The unique/rare companions should be just as effective as the normal companions, not better, but have different skillsets of abilities which may make them better suited under certain circumstances. (Single target tanking, dot/aoe damage, aoe healing) for some fun flavor. It was disappointing seeing all the companions of a certain range have super similar abilities.
  22. This is a tooltip issue, not an actual damage change. The values of damage and healing comps do with varying weapons is the same no matter the quality of weapon they have. I've tested this myself. The tooltip does change but the companion's real output does not.
  23. Pops are super quick when the groups are organized. Tonight TDR and DS were quing up and it was automatic pops.
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