Jump to content

FtenEQ

Members
  • Posts

    117
  • Joined

Everything posted by FtenEQ

  1. So basically, you guys won the loot lottery! Just not in the way you would want. Roughnesssssssss. However I would say that possibly, they could have a system attempting to tailor the gear and it is just misbehaving(misinterpreting the group makeup). I mean HM Ops are dropping no gear at all so really it's not out of the realm of possibility. Certainly they have some bugs to clean up in their loot system and it's behavior.
  2. That's quite the generalization and pretty narrow-sighted. I'm pretty disappointed you would take that avenue because I do think you make good posts most of the time. Being a WoW player does not equal someone who can't tell the difference between the need to use CC and not.
  3. Honestly? If it wasn't for all my last 11 years of experience tanking EQ, CoH(lulz), WoW, Rift, War, Aion, and now SWTOR then I think I would be much worse off. I can differentiate different strategies needed in different encounters and dungeons. I have seen everything this game and every other game has to throw at me. There is no surprise in tanking for me. I know how to gear, I know how to plan, I know how to handle good groups, bad groups. Also I am used to using CC. I also was one of the first people on the forums saying that weak mobs don't need to be tanked and they should be focus fired by dps(this was the same thing in TBC of wow where, as a warrior tank in early heroics had dps focus casters with interrupts). I really don't think that saying because someone has come from WoW they can't use their experience to great gain. If you had only ever played LK and Cataclysm in it's current state and not early cataclysm or TBC/Vanilla. Threat is not difficult in this game if you mark well, have a good rotation and know every pull inside and out. Which as a tank, you should know everything inside and out otherwise you are probably not cut out for the job.
  4. Uhmmm, I just went through the "Vision Quest" last night on Voss and I am absolutely blown away with the storyline. It's f'n amazing. The JK story is actually pretty damn awesome if you pay attention and get invested in it.
  5. Aren't we all? Being tacky and lame is actually hip now. It's crazy.
  6. Well over time if you run those a few thousand times I'm sure you'll see it level out. Good luck and! /lootrage ON
  7. Quitcha*****en Goes out to everyone crying on the forums how hard and bad Guardians are.
  8. ***Jokepostinc*** At least until we hit ICC right? -zinggggggg This is like the same post I made! Copycat! It is 100% true though.
  9. Hence my inclusion of the needed survivability threshold in my post! And I know you're not quoting me there but for the sake of clarifying(or further muddling to the Muggles) the discussion. Of course they're not mutually exclusive, however once you're over the survivability threshhold, adding more isn't going to necessarily make your survive more.
  10. FtenEQ

    Update.. finally..

    Yayyyy people losing their camp valor. GG most of the IMPS on The Swiftsure.
  11. I can see you haven't really gleaned any information from our previous posts. To answer your questsion that Kit didn't directly answer. No they don't necessarily have to have more endurance. Tanks do not need to have more HP than any other role in the game, they just need to have the ability to tank the content successfully.
  12. Those guys are spreading a lot of misinformation about the way tanking metrics should actually be valued. First: Endurance should only be used and taken in favor of mitigation to meet survivability caps. Then: Once you are past this survivability cap you do not need additional endurance as you already have enough HP to survive said encounter. Having more will not increase your survivability, it will only possibly increase your hits to death buffer against magic damage. Once you survive an encounter, you should be reasonable enough geared such that any increases in endurance are not worth taking over increases in damage reduction, that being defense, shield, absorbtion. These three metrics result in more damage reduced and will increase your time-to-live in all scenarios minus "Magic damage inc > Physical damage inc over the course of the fight." Though even though there is a lot of magic damage flying around in the SoA fight, there is in no way more magic damage than physical damage done to the tank. One thing you should never ever do is favor one completely over the other, in terms of getting more HP or getting more damage mitigation. We can't help but increase our END as we get more geared because each upgrade naturally has more END on it. Thus we don't realistically need to take relics that have ~20 END on them in order to make sure we survive. You would actually be better off in all scenarios to take the 20 END hit and increase your actual survivability. TL:DR Increasing your END =/= increasing your survivability once you survive an encounter once.
  13. Amen Pandas. Also what you mean 12 days? Because of the DS nerf?
  14. Sorry BW, I'm not unsubbing but without a rollback, there goes probably a good 20% of the Republic players left who did not outright cancel after this.
  15. All I have to say is you guys should see The Swiftsure. The most populated pvp server out of them all. Apparently it's because all those Oceanics/West coasters rolled empire. This morning it was about 300 on 50. It was amazing. It took me all of 10 seconds to /quit the session and go find something else to do and wait for a dev response. Still waiting.
  16. This sticky right above your thread. http://www.swtor.com/community/showthread.php?t=176836
  17. Obviously this loot rng issue is an actual problem and not the same thread we've seen a million times in other games!
  18. Because two things can't be broken? It has to be one or the other? Thanks for visiting the forums.
  19. Yeah I'm with you on that. If we had crit+surge on that battlemaster set primarily we'd be even more beast-mode. Though I can guarantee we'd have more, "NERF GUARDS!" posts streaming down the forums in baby-tears.
  20. Find a friend or a cybertech to make you some sweet stuff for t7. Also make sure you completely outfit him if you're going with just him. Blow a good chunk of cash for the extra mods/armor/enhancements for custom gear for him.
  21. Care to link the spec you are using? At 32 here is the spec I was using to grind with Kira: http://www.torhead.com/skill-calc#500cMGMubro.1 So that was a work in progress, next points went into the Force stasis channel talent, then up and up. Honestly I never had any questing issues until I hit the end of Hoth(by that I mean your first trip to hoth) around level 41 where I was fighting mobs where 3-4 would be casting and they were spread out. I would have to send kira in, leap one, force stasis another, stun another, knockback another, interrupt this, saber throw that, blade storm, blah blah. Now the skill-cap on guardians is high I will let you have that. We have a ton of abilities and they all have their uses. However I have a few ideas you might want to keep in mind: Send kira in first to fights, but get used to pulling mobs off her when she hits about 75% ish. Use CDs during normal questing. Always Stay Stimmed. Medpaks. Pull kira's bar out once in a while and use her cooldowns when they're up and make sure you're using the abilities that will help the most. Usually her aoe abilities are default off and you need to manually put her into a stance to start with(I use the armor penetration stance as opposed to the +dot stance). Overall I'm now nearly level 44 and am now this spec: http://www.torhead.com/skill-calc#500fMGcubrouRZo.1 And it works great for leveling with a beefed up Kira. Make sure you have a lightsaber for Kira that you can upgrade with new Hilts/Mods. They help a metric ton. Also fill out their implants/earring/headpiece as soon as you can. It makes a world of difference.
  22. The only reasoning I think that can explain the itemization of the Rakata is that they must think the raw increase in END and armor(not a whole lot) will make up for lack of shield rating on the pieces. That compiled with the fact that they think NM modes must have higher guardian dps required, and the survivability threshold must be the same(it's not). The increased Surge on the armor will increase your crit damage additively, so since Surge scales completely off the wall, basically one of those pieces adds nearly 10% crit damage to your crits. So you go from 150% to 160% crit damage in one armor change. So with those two pieces of Rakata we basically go from 150% crit damage to 170% crit damage. However of course the problem is...but what the hell we don't have crit rating or really any guaranteed crits in our Defense tree! *** mate? I agree with that sentiment. All the surge is great, but really bad itemization is bad. EDIT: Forgot to mention that +STR also increases our crit percentage with melee weapons. So there is some incentive, however still meh.
  23. <---wow kiddy and I'm excelling at leveling the guardian. So take your stipulations elsewhere. The OP is just bad at this. Doesn't put him in the same school as us, "wow kiddies." I've never asked for a nerf of anything in my life, I've never complained that anything was OP, I've never said that vanilla was the hardest raiding ever. @OP- Here we go. -A-S.S. - Always Stay Stimmed, if you don't have str stims, you're doing it wrong. -Let kira tank a bit first and make sure to have guard on her so she doesn't have tons of aggro. -Use good mods/armor/enhancements that you can get/create -Medpaks medpaks medpaks -Cooldowns at the "Start" of the fight, not the end. Damage reduction cooldowns will give you more time to live if you use them early rather than late. Obviously not Enure since you want to use that when you are deficient some number of HP. -Interrupt everything, knockback is an interrupt, force stasis interrupts(it's worth the channel if it saves your behind). -Overlevel.
×
×
  • Create New...