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Mekklar

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Everything posted by Mekklar

  1. I'm not certain about everyone else, but, mousing over a schematic should have the text: Already Known. When a schematic drops in an Operation, and the loot timer starts, you have 60 seconds to figure out if you don't know it or not. This also helps when someone links a pattern, you can see if you know it or not.
  2. I'm presuming the imperial Side is the same as the Republic's, at the War Hero Level: Off-hand Generator and Shield: 113 expertise War Hero Weaponmaster's Lightsaber: 151 expertise Off-hand Shotguns: 113 expertise War Hero Field Tech's Offhand Blaster:151 exp All three of the commando's offhand items have 113 expertise All three of the Consular's offhand items have 113 expertise Examining the other stats on the items to see if they're in tune with each other, the most similar statistics are in the Smuggler's off-hands: Offhand blaster: 87 Cunning, 111 Endurance, 151 Expertise, 649 Tech Power, 53 Accuracy, 61 Critical Enforcer's Shotgun: 87 Cunning, 82 Endurance, 113 Expertise, 649 Tech Power, 53 Surge, 49 Critical Medic's Shotgun: 87 Cunning, 82 Endurance, 113 Expertise, 649 Tech Power, 49 Power, 53 Critical Assertion: Based on other PvP Gear and Reverse Engineering Power, Critical, Surge, Accuracy have the same itemization "cost", lets call this "Other Stat Points" From Reverse Engineering First RE: Defense = Critical = Power Second RE: Surge = Accuracy = Presence = Alacrity = Shield Rating From PvP Gear: Knight pvp gloves: Vindicator and War Leader: Shield = Power and Absorption = Surge Smuggler pvp legs: Tech and Medic: Accuracy = Alacrity Smuggler pvp gloves: Tech and Medic: Accuracy = Surge Smuggler pvp boots: Enforcer's and Medic: Alacrity = Surge Smuggler pvp belts: Tech and Medic: Power = Critical Provided that the above Assertions are true, the Offhand Blaster has +29 Endurance, +38 Expertise, +12 "Other Stat Points" Solution Suggestion: make the support offhand have similar stats and have the same customization as the main hand item
  3. I noticed this today while my guild was running through Story Mode on EV and KP today to gear up some alts and companions. Companions and their weapons: Cunning based companions can be geared using the Smuggler/Operative Tokens. This allows the Consular, Inquisitor, Warrior and Knight to get a nice weapon for their Healer Companion. Ranged, non-pistol, Aim based companions can be geared by using Bounty Hunter/Trooper Tokens. Willpower companions can be geared up using the Consular/Inquisitor Tokens. Those that use: Aim Pistols Vibroswords Electrostaves Have to be geared up by moving augments around. While not a huge deal, this creates a disparity, as some classes are more impacted than others. Is there some way this could be addressed? Perhaps a way to move all of the Modifications over for a reduced cost or a way to convert an item.
  4. I have a suggestion for the Companion Missions Window: Give us filter check boxes on it, which defaults to show. The problem I'm wanting to address is that filtering through missions I'm not interested in every 20-30 minutes is annoying. Examples: Slicing: two check boxes, Sliced Tech Parts and Lockboxes. Scavenging: three check boxes: Metals and Compounds. Crafting Materials. Archaeology: four check boxes: Artifact Fragoments, Power Cystals, Color Crystals, Crafting Materials. etc.
  5. Anyone else feel that the Fly-in on defender for Voidstar should be removed? Flying in with 30 seconds left on the countdown means waiting at the first door.
  6. Thinking about it, there are times in which, sometimes for minutes at a time, I spam Emergency Medpack on targets under 30%. If Alacrity would reduce the global cooldown here like it does in WoW, then that stat would be useful. Anyways, thanks again for all of the wonderful information and here's to hoping we get more options for healing pvp gear.
  7. It's depressing, to me, when I can Crit ~4950 in a WZ on a heal, just spitting distance from the 5k, while my DPS spec'ed Sage can heal himself for 5100 on a Crit. He can put out big damage and healing in a WZ Yes, I also agree, the current reward for effort in medals for pvp leave much to be desired. In any case, your posts are very helpful and I do want to thank you for them. I hope we get some better Enhancement Options in the future.
  8. I agree, I'd be happy with: Power and Crit Power and Surge Less happy but still okay with: Crit and Surge That 5k healing medal is elusive with that -30% healing debuf. Alacrity won't get it for me, but any of the other 3 combined would. I mainly pointed out surge because I can barely get it sometimes with what I have. I agree stacking Power would be wonderful, if I could find it.' I will look over the build suggestions more closely to see if I can tweak something, I do, however, love how Shrap Bomb breaks 3 people from capping a door for 21 seconds. Almost as wonderful as the dot that Sorc's cast.
  9. Not certain where to post this, here, or the PvP forums, seems that it's more focused here. I'm rank 60 now, working on Battlemaster gear, and all of the set pieces have Alacrity. With our wonderful, diminished energy regeneration, this seems like a stupid stat to focus on. We cast too much, we can do nothing. With Battlemaster Gear, we can do nothing, faster. I'm using a Sawbones/Dirty Fighting Healing Hybrid: 28/13, for Street Tough for extra energy from Pugnacity. Battlemaster Field Medic Enhancements: Gloves: +40 Endurance, +20 Power, +51 Alacrity Headgear: +40 Endurance, +20 Power, +51 Alacrity Leggings: +24 Endurance, +37 Critical Rating, +51 Alacrity Suit: +24 Endurance, +37 Critical Rating, +51 Alacrity Boots: +24 Endurance, +37 Critical Rating, +51 Alacrity Meanwhile, the Champion's Gear, at least, had some surge on it. Looking over Enforcer's and Tech's gear, they have accuracy on all of the pieces, which might be preferable to all of that Alacrity. Bioware: Give us an option of something aside from Alacrity as a healer, like a second set of equipment or fix our energy regeneration to not go to nothing if we use our abilities too much.
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