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Semitote

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Everything posted by Semitote

  1. 8 or 16? We did KP HM to get our Nightscythes last night on 8-man and it wasn't too bad. I did experience issues with targeting the red add - but I've always had that issue since Bonethrasher is so big, but our ranged were able to kill it just fine. Foreman Crusher did hit pretty hard when the only cooldowns I had up were armor adrenal and endure pain, and I did get pretty low but our healers managed to keep me up through it. Granted I outgear the content, but I did accidentally forget to put my tanking pants back on so I was rolling around in battlemaster vindicator's pants the whole instance. I guess I did notice the same things you're talking about here, but as I remember, these have always been issues and are unrelated to the patch yesterday.
  2. Semitote

    CC fest?

    Stuns should fill up the resolve bar faster. Every second you're stunned by an ability that does not break on damage, it should fill 1/4th resolve. CC's that break on damage should maybe be 1/8th resolve every second. That way, you'll never be CC'd for more than 8 seconds at a time. And no longer than 4 seconds while being damaged. If you break out early with the CC breaker, it should automatically fill your resolve bar (since the cooldown is so long anyways). I think that might help out the CC fest a little. Also, once your resolve bar fills it should break any stuns/cc's that are on you. The problem with this is that it makes it kinda tough to lock down a healer while you kill him. At least in 1v1. I'd be a little worried about healers becoming too powerful, but I think it'd be fine. It would definitely cut down on chain CC. As far as roots and slows affecting people with full resolve... That's not too bad.. If they begin to be a problem, I think the abilities should be nerfed and they should remain outside of resolve.
  3. Rift had one of the worst launches in MMO history... They just recovered from it better than any other MMO.
  4. I've noticed that I get more crits when I log off and it completed when I'm logged off than when I'm online. Maybe that's because I do a lot more while I'm online than while I'm logged off... But either way I have noticed more crits when I'm logged off than when I'm logged on.
  5. Honestly, tanks are the only ones who can get away with wearing PvE gear since 1.2. I cannot even play a Rage Juggernaut in 1.2 without 1-2 healers looking after me in WH gear. As a tank (in full PvE gear + WH DPS weapon - 150 expertise) I stay alive longer and contribute more towards objectives than my Rage Juggernaut with 1200 expertise. Granted, I don't hit that hard, but I can lock down a healer like nobody's business and if people aren't focusing me, that huge health pool is amazing for guards. I get torched in huttball while carrying the ball, but in every other scenario, I feel much better as a PvE geared tank than a PvP geared DPS. Is it as viable as PvP tank gear? Not sure, haven't tried it, and probably won't try it until I get my full WH DPS set.. But if it's PvE tank set/spec vs. PvP DPS set/spec... I'm taking the PvE set/spec.
  6. We call this shirts vs. skins on our server. Haven't done it in quite a while though. And typically we just remove chests - but some people liked getting naked completely.
  7. Are you sure they're not sacrificing expertise? From what I've seen, PvE tank stats are viable in PvP - even moreso than the PvP DPS set.. Unless you play a team that is loaded with internal/elemental damage - then not having that extra DR hurts.
  8. Wow... Did your guild R/E all campaign pieces or something? That's crazy.. And do you have threat issues? Your strength is ridiculously low, even if ya had mark of power it'd still be low. Other than that, that itemization is insane.. 2k more HP than my tank, 1% more shield, 1% more absorb, 3% less defense, 0.23% less armor.. Seems like I'm doing it wrong.. I'll have to look into it once we get some good mods/enhancements R/E'd and learned. Are you using two DPS relics, though? I would think the proc absorb relic and an on-use defensive CD relic would be better for tanking.. Of course, if you have amazing healers I don't think the relics are going to make or break you and the extra health pool gives them time to react to real big hits.
  9. PvP armoring has no place there (except for tanks for the armor increase vs. Rakata). The enhancements/mods are almost exactly the same as the equivalent PvE tier. That means, for the players that play more than just your slotted raid hours - they'd be better off PvP'ing for PvE upgrades than PvE'ing for PvE upgrades (since they're going to be locked out of the instances that have upgrades). The issue is, war hero mods/enhancements are upgrades to Rakata mods/enhancements. That should not be the case. It's a poor design and needs to be corrected. Rakata Adept Enhancement: http://www.torhead.com/item/dyXw8Xh/advanced-adept-enhancement-25 War Hero Adept Enhancement: http://www.torhead.com/item/8pxfywz/war-heros-adept-enhancement-26 Rakata Deft Mod Beta: http://www.torhead.com/item/hmXGK1o/advanced-deft-mod-25b War Hero Def Mod Beta: http://www.torhead.com/item/yJ8NWb/war-heros-deft-mod-26b
  10. I dunno, raidranks looks better and has no ads. Even the FAQ link on guildprogress takes me to an ad but no FAQ's. But I guess it doesn't hurt to have two sites in case people don't know about one or the other.
  11. Semitote

    tanks in pve gear?

    I think the issue is that an Immortal Juggernaut in PvE gear will be burst down a lot slower than a Vengeance/Rage Juggernaut in PvP gear. I cannot speak for PvE gear vs. PvP gear in the same spec though. So if your class has a tank tree, you're better off in PvE gear playing as a tank than you are in PvP gear playing as a DPS. At least that's been my experience thus far in 1.2.
  12. I think the cries for nerf are necessary, but I believe people need to specify which class they are and what level their class is while they cry for nerf. Also, those who tell the the "whiners" to stop "whining" should also specify what classes they have at level 50. The problem is, against certain classes/specs other classes/specs are strong. But when a single class/spec becomes dominant over 90% of the other classes/specs - That's when it becomes an issue. I believe there are 3 specs that are dominant over too many other specs atm. - Tanking Assassin/Shadow tree. - Annihilation Marauder / Watchman Sentinel tree. - Pyro PT / Assault Specialist VG tree. And I've seen these forums reflect the same information. Some people complain about snipers/gunslingers as well and they may be fourth on this list, but really I think it's that snipers/gunslingers are strong against most FotM specs so the specs people play the most are all vulnerable to snipers which makes them seem overpowered - but my class does fine against them in any spec and I think many other specs of other classes do as well.
  13. Semitote

    tanks in pve gear?

    I think the classes that can be shielded are a little OP at this point, so it makes the tanks using the shield & absorb stats along with ridiculous HP effective against the FotM's (especially the Marauder). And the increased health & probably increased armor at this stage (since tanks are typically given gear first in PvE and PvP tanks haven't had enough time to grind all their gear) makes them more effective against Force/Tech attacks. The best way to take out PvE geared tanks is with a lot of internal/elemental damage combined with high expertise.
  14. Dunno what to tell you in 1v1. It's kind of your hard counter class. I've actually been having success as Immortal in full PvE gear w/ my war hero weapon. I dunno how effective I am 1v1, but unless you're up against a full Sorc team, the PvE gear seems to be clutch. Have about 23.8k buffed HP and 7 defensive cooldowns I can use (Endure Pain, Invincible, Saber Ward, Rakata Medpac, Rakata Absorb Adrenal, On-Use Defense Relic, and Enraged Defense). But this leaves you extremely vulnerable to elemental/eternal damage dealing classes. And with minimal expertise (I've been running with 150 expertise), you become increasingly weaker the more people that attack you (at a much higher rate that someone running around in full expertise). This makes you a relatively useless ballcarrier if your cooldowns are not up - so I highly suggest you learn to pass in Huttball if you go this route.
  15. There's black hole MK-4 earpieces and implants for willpower, aim, and cunning. As well as a willpower black hole MK-4 off-hand. Seems to be 5 pieces of medium and 5 pieces of heavy STR black hole armor with MK-4.. At least on torhead.
  16. Not ashamed to admit it, but I had to switch to Firebrand and let our Assassin tank Stormcaller at the beginning. That pretty much alleviated all threat issues. I did start popping a power adrenal at the beginning of the fight as well even on the Firebrand side to ensure I held aggro.
  17. First issue, we've never had a problem with except when we don't have at least 2 ranged out picking up the lightning spires. With just one ranged out, the spires do land on members (and even the player tank). So be sure you have at least two ranged out on 16-man. (Not sure about the mechanics in 8-man, but we did 8-man hard mode a while ago and had no issues with this mechanic.) Never had an issue with the shells not spawning. They will die almost immediately if everyone runs under the same one. On 16-man, you cannot have more than 4 people under a single shell or it will break early. So if 8 people run to the same shell, it'd probably die in two hits. Only issues we've ever had with the shields are people dps'ing the pillar, proc trinkets proc'ing on the pillar, or too many people being under one shield. Once we cleared all that up, the fight became tremendously easy (yet still the toughest fight of this entire tier). Invisible lightning spears do happen and it usually tends to be the first one that's dropped that we have this issue with. This definitely needs to be fixed. As far as the lightning spires that spawn inside defensive system shells, make sure the tank is the last one out during defensive systems, and should probably have him taunt on his way out then throw up a ranged attack once he is out. Doing that fixed all issues we had with lightning spires landing in the shields (on 16m HM). When it happens, it is most likely an aggro pull by a high damage melee class who stayed in longer than the tank did.
  18. I typically just run the ball under the L so I can't be gripped up into either pit and then lure their entire team to me before passing / leaping up out of the pit and starting a fast break.
  19. Yeah something should be done. Red squares should maybe have a X across the entire thing. Yellow squares should have a circle inside it. Green squares should remain as they are.
  20. I'm a tank, I get gear first. It's how most guilds go. So my PvE set is solid, but I have two pieces of War Hero as well. Had I not started playing in my current guild, I could feasibly have almost full War Hero had I kept up the same schedule I did in the first 3 days. My point is, those who want gear can get it just as quick if not quicker in PvP than in PvE. There should be a better stat budget on the PvP mods and enhancements so hardcore PvE'ers don't lose their position in PvE guilds to full War Hero players who ground out PvP and didn't touch a single PvE Ops group. That's what I think we're trying to avoid in this argument.
  21. It took me 25 hours to get my main-hand PvP weapon over the course of 3 days. And that's before the buff to commendations. It's extremely easy to get gear if you have the time for it in PvP. In PvE, it doesn't matter how long you have except during progression (first kills of bosses) as you'll get locked out. The reason PvP'ers put more hours in is because they can. PvE'ers log in 2-3 nights a week and clear everything they can possibly clear and they have no other way to get upgrades once it is all down. Because of this, I do not think the trade-off between a PvP enhancement and a PvE enhancement should be 30 expertise for 4 surge. It should be 30 for 30. Stack 26 extra surge on PvE gear - it won't change PvP gear. And PvE gear will still be useless in PvP. It just doesn't seem right that a PvP'er can switch to PvE seamlessly, but to go the other way around (PvE to PvP) is a grind.
  22. But you don't get locked out of PvP. And that's where the problem is. A PvP'er who plays all the time will have all the gear. A PvE'er has to wait for a reset. There either needs to be a cap or diminishing returns put on PvP because the cap right now is however long you can keep playing before you get bored. PvE'ers have a set number of black hole comms they can get a week and a set number of bosses they can down per week.
  23. Wouldn't the expected win rate be 50%? As in each match 8 people win and 8 people lose. I guess the only modification you would need to make to that number is in cases where teams are uneven.
  24. Campaign gear is worse than Recruit gear in PvP. You can buy a full set of recruit gear for <400k credits. It takes weeks of progression and farming to get Campaign gear. A full WH set is better than a full Rakata set in PvE. And you cannot buy Rakata. Expertise still has more value in PvP than any other stat a PvE set can bring. Yet it is currently budgeted at a rate of 30 expertise = 4 surge. How is this correct? 30 expertise is actually a measurable difference in PvP. 4 Surge Rating you'll never even really notice in PvE.
  25. http://www.swtor.com/community/showthread.php?t=413607 Read it. They're suggesting that expertise is better than power until you have ~1100 expertise. That makes expertise the best secondary stat and the one you stack more than any other secondary stat. There is math, graphs, etc.
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