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PradeepDewars

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  1. For the last 4 hours, I've been trying to log into characters on Darth Malgus, but I'm stuck on infinite load screens. I decided to just let it run for a while and see what happens ... 80 minutes later, still nothing but the loading screen and the bar not even half-way there. I've tried loading toons on Satele Shan and Star Forge servers and they work, so it's not a connection issue. Just Darth Malgus. Again.
  2. Hey guys. A bit about me. I've been playing since launch and left just before Anarchy in Paradise (KotFE) came out. In that time I've played all classes, nearly all specs (both imp and repside variants) and done a fair bit of casual PvE content, from FP/Daily farming to SM Ops (and a few HMs). When conquests first came out, I got into the habit of completing weekly conquest goals on between 4-8 toons regularly, participated in Commander hunts, WB hunts etc. I've just come back to the game because I really missed the class stories and I need a regular Star Wars fix. What I bring to the table is mostly outdated knowledge about the game, but also a passion for Star Wars and the old expanded universe (Legends timeline) and muscle memory for every datacron (I know this is useless with the legacy datacrons, but I spent more than 3 years hunting them down on upwards of 20 toons, and on leading datacron hunts). I like engaging with players and doing PvE content, even if I'm not in a place where I can contribute to serious progression or scheduled raiding. I am also an altaholic and see the new server maximum limits as a challenge I'm going to have to dig into. What I'm looking for is an active social guild that does weekly conquest. English speaking, of course, with a more casual attitude towards the game. As much as I have the gamer's competitive spirit, I also have a lot of real life commitments that will need to come first. I don't mind either mature or age-diverse groups as I have the ability to self-censor. I prefer alt-friendly guilds and don't care if they have a rep-side guild for alts. Currently, I have 8-10 toons at 65 (all imps) .... I'll need a week or so to re-learn my rotations and things before I clear content on them and climb to 70. I also don't like guild hopping, so I would prefer chatting with recruiters or member of the guild to see if the guild atmosphere and culture is something I can call home till the servers go dark. I'm available on Discord or in-game.
  3. Having the same issue. Characters who were logged in on my guildship have an infinite load screen with no loading bar. 3 minutes later I am returned to server selection with a message: "Error: Your characters on this server are currently unavailable due to maintenance. Please try again at a later time." Characters on planets seem to be working fine till I try traveling to a stronghold.
  4. I agree that the story is far from the worst. There are several points posted that I would agree with and even more that I would disagree with. Suffice to say that my Shadow was committed to the destruction of the sith and the preservation of the Republic no matter the cost, and my Sage believed in the Living Force and all that entailed. Given that, my Shadow's DS journey and my Sage's LS journey felt quite natural and fluid. Both were immensely enjoyable. Now, to the OPs original points, I no longer believe what people say. People told me that the consular story was bad and the trooper was epic. I played both and the trooper was easily the worst story I have played in the game and the one class I really don't want to bother doing the second alignment of. The consular on the other hand was brilliant and was the first story that I actually completed both alignments on. That said, I agree with others who said that Act 3 was the best. In my opinion, it was the best of the chapter 3 storylines and the one most related to each planet you visited. Other classes almost incidentally visited those planets but the Consular was the only one that went there with a grand purpose that worked parallel to the planetary stories. In my opinion, of course.
  5. I know what you mean. Wasn't there for the great nerf, but came back around 1.6 and couldn't stand my sorc anymore. It's like all the fun in playing that class just died within 5 updates.
  6. Rule of thumb when looking at mods. Endurance always comes with a price. Unless all other things are equal, never invest in endurance. All mods at a certain level get the similar number of points to distribute among stats. If there is a higher amount of that pool going to endurance, then useful stats are getting shafted, no matter how high the mainstat is. Advanced Aptitude Mod 30 Comparison (stats taken from AMR) Mod 30: +47 Endurance; +63 Willpower; +52 Power; (Willpower + Power = 115) Mod 30A: +52 Endurance; +77 Willpower; +29 Power; (Willpower + Power = 106) Mod 30B: +67 Endurance; +52 Willpower; +41 Power; (Willpower + Power = 93) As you can see, Mod As give you a big boost in mainstat and a good boost to endurance ... at a huge expense to power. Bs just destroy both those stats and only give you endurance. In either case, the lettered mods always benefit Endurance either at the cost of Willpower or Power. You'll also notice that unlettered mods add the largest number of points to your stat pool
  7. I'd say you have your answer As far as the tank classes go, you really need heavy armour to fill in for a tank. Or a set of cooldowns and massive AoE or ST DPS. I'd expect a DPSer who queued as a tank to admit that (s)he is DPS but is at least confident in his/her ability to hold agro. I'd then check to make sure that the gear on the "tank" was at least full blue. Chances are that your DPS and healer could be in blues and purples, increasing their chances of pulling agro. Guardians and Vanguards specced for DPS will only have their taunt to draw agro, with no enhanced threat generation to hold it. They need to make up for that by putting out adequate threat from their DPS and having the ability to survive. If not, I don't think it's a problem for you to demand that they respec into tanking or vote kick them from the group.
  8. You could use accumulated complementary Cartel Coins. Either that or pick up the contract from the vendor/GTN, then use cartel coins for the account unlock on collections. Treek is quite a beast, but that's because she is both a tank and a healer. All other companions either have tank/dps, healer/dps or dps/dps stances, but Treek has a tank/healer stance, so she is a lot more effective than the other companions. Because of this, she is also a better tank .... she heals herself when holding agro and those heals help generate more threat. How can poor Khem compete with that?
  9. Back when we were getting those Top 3 Questions and their corresponding answers, Courtney put this up on the Sage/Sorc thread. Of course, we can't expect a fix on crit anytime soon ... it's probably way down in their list of things to do. That said, even with higher crit rates, the trade-off between Carnage/Combat and Annihilation/Watchman was always that they stacked power while we maintained a higher crit and surge (5-10%, as I recall). It worked out well, because while their burst was even more spectacular compared to us, we were critting a lot more and dealing a lot more pain with it. That did a lot to close the gap in longer fights, and we had the advantage of 4-man group heals. It helped
  10. Overload: It's not fair that sorcs get a 15meter conal knock back. Distance should be reduced to 10m to bring it in line with the other classes. Additionally, since the ability does damage the area of effect should only be a line the width of the Sorcerer's nose extending outwards. Additionally, since the sorcerer class is supposed to be mystical, this ability should require the sorcerer to face the magnetic north pole of the planet (s)he is on. If there is no magnetic north (or the sorcerer is on a ship, moon, etc or facing any other direction), the spell should fail, incapacitating the Sorcerer for 24,000,000 seconds while draining 1 force and 100 health per second till the Sorcerer is down to 1 health and force, at which point only the incapacitating effect shall remain. Saber Strike: Why are you making melee classes obsolete by giving Sorcerers this ability? Sorcerers should take 150% of damage delt as a penalty for lack of saber specialisation. Thrash: The sith sorcerer is a 60 pound weakling .... how do you expect anything he does to qualify as a "thrash"? Sorcerers using this ability must make a saving roll of 100 to avoid falling flat on their face for something they cannot physically accomplish. Additionally, said Sorcerer should be considered immobilised while a 60 second channeled ability is used to attempt to get back on his/her feet. Unbreakable Will: Like Expunge, this ability should only work on incapacitating and movement-impairing effects caused by force abilities. All tech and physical abilities should not be purgeable with this skill. Force Storm: The Sorcerers in this game already have delusions of grandeur and you give them a power named force storm?!? Next thing you know, they'll be asking you to make it several kilometers wide and disruptive to other force powers! This must not be allowed! Act today and rename this power to Force Lightning Circle, changing its effects to be a self-targetted radial area ability with a radius of 5m from the caster. Aditionally, add a 30s channeled annimation representing the Sorcerer tracing out a magic circle on the ground so as to clearly define the area affected by this power. This will send a clear message about the limitations of the power and ensure that Sorcerers using this ability focus only on the positional aspect of their gameplay. PS: thanks, OP ... this thread is a good laugh.
  11. Actually, Annihilation/Watchman does demand crit, but with the DR on crit as of 2.0, it is far too expensive in terms of stats to put points into crit. With the introduction of 72s and then 78s, some models allowed for a little crit because at that point the DR on power becomes less rewarding, however as Emperor-Norton mentioned, the difference is not too significant. That said, the only reason for investing in power over crit is that you currently get more damage per point invested in power. If the devs decide to scale power and crit rating the same way it was done pre-2.0, you'd once again have Marauders/Sentinels investing in high crit Annihilation/Watchman builds.
  12. I'm interested in some of these mechanics as well and had two questions for those who have had a chance to test it out this past week. In terms of stats, do the returns from boosting power really outweigh the old 40%/80% crit/surge build? Is this a factor because of the new ops bosses, or does it hold true with the old ops as well?
  13. All I want is for my character not to get kicked from the server every 20 minutes. I have to wait at least an hour to get back in game, and I'm having trouble enjoying the most beautifully designed planet thus far (Tatooine). I will NOT re-roll my character. I will NOT spend another week of my life going through the same story again. Not to have the same problem a week from now. Sorry, but after 7 server kicks, I am going to spend my queue time rage ranting, even though I hate doing so.
  14. Is anyone else constantly getting booted off the server while questing or in the middle of dialogues? It's happened to me at least 5 times in less than 3 hours, and I'm getting sick of returning to the queue.
  15. I agree that the inserts were placed randomly. They didn't tie into the chapters they were placed in, so I just stacked them together on the side. I don't think it really matters, and I think it's much better placing it where it ties into the journal records (ie. Bothawui defence plan with Battle of Bothawui, Jedi temple plans with Sacking of Coruscant and the letter with the chapter immediately after).
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