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ScicleX

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Everything posted by ScicleX

  1. Big Shout out to Midnight Company for giving us one hell of a run at the end there. We had to run a lot of last minute OPs, FPs, and Even a Solo WB Kill to scrape up as many points as we could so we could save some of our crafting bombs for next week. Rigged Warzones and GSF, Breaking and Reforming OPs Groups, Queueing up crafting while not even online, it's a broken system. You can't blame anybody for thinking outside the box to try and win after a week of grinding everything under the dueling suns of Tatooine. We came to win, as long as it's not an unfair exploit of the game it will be done in Conquests to earn exponential points. Also great run Pandamonium and Republic, that was definitely a fun one to watch at the end. To all the heavy contenders out there, Good Luck Next Week!!!
  2. I find if you're having trouble with force management in either spec you're doing it wrong. A great way to avoid this is to use Force Wave (FW) in your rotation as it doesn't cost you any force, and can be a decent AoE damage ability. As a rule you should NEVER fall below 90% Force in any Boss fight or you could suffer from a big loss to your DPS. Something that most people forget to use to replenish their force is Saber Strike (SS). This ability doesn't cost any force to use and due to the passive force regeneration of the Sage it actually becomes a force regen ability rather than a force neutral. The Optimal Rotation should be: Force Bubble > Pre-cast MC > SF > WM > FW > SS > SS > Force Mend > FiB > SS > SS > TT > Dist (Proc) > Project > SS > SS > SS > SS > SS > /stuck This will ensure the best possible TDPP (Troll Damage Per Post) against those that don't understand the initial purpose of the OP. In Closing: LTH (Learn to Human), the community would be a much better place if you were a bit more supportive in the OP's goal to create a less wordy guide for the "Average" player to get into, rather than just troll it to shreds. Try giving tips on different tactics and priorities to use during different encounters, or /SUGGEST/ looking at other guides for reference in addition to this one. You have pretty much told everyone here to ignore the OP, and look to another guide because... YOU... thought it was a better guide. Not because it explains this post in a better way, or because it is a superior way to achieve the goal of this thread, but simply because in your opinion only being a #1 DPS should matter to everybody. To each their own, if someone doesn't want to be hardcore but still wants to cut their teeth on what it takes to get there, this is a great starting point. To Keata, on behalf of myself and the community we play with, I thank you for all the work and effort you put into this, not because you wanted to brag about your own goals, but simply because you wanted to help others accomplish theirs; Kudos.
  3. Do your daily FP and Kuat, and start crafting or doing Warzones, and try to level higher. This is intended to be more of an end-game type of content for the hardcore players to continue to enjoy the game, if you don't have a max-level character to do it with yet, then work harder to get them there, don't just complain about something that isn't an issue.
  4. I would like to congratulate Old Republic Dads for their win on Voss, you put up one hell of a fight all week long and made this really fun and competitive for us. Here's hoping to not do this again lol! -ScicleX - Covenant of the Phoenix -
  5. I'm curious of this myself, possibly only rewarded when the next conquest starts? I looked all around the Mission Log, Conquest Log, Guild Ship Registrar, and Guild Bank, but couldn't find anything.
  6. Easy Solution: Pull the Armoring/Mod/Enhancement out, send to alts, RE them, THEN RE the Shell.
  7. It would be interesting to have a decoration of a Coin-Operated Macrobinocular Example that would allow you to peer off into the distance of your Strongholds. Would be even cooler if there were some hidden objects out in the view that would allow you to scan them, such as the Shroud looking back at you through his Macrobinoculars from a window on Nar Shaddaa, or some of http://cdn-www.swtor.com/community/images/swtor/smilies/biggrin.pngthe various landmarks from each planet off in the distance. There could also be an added feature where you Macrobinoculars would display interesting information about your Stronghold's decorations when you look at them. Also a Dance Floor rug to go with it would be excellent. This one gets a little creative, . A decoration of a Table or Desk or small Crate that also has a new decoration "Hook" built in to the top of it. This would be much easier to implement as the coding for it is already there, and wouldn't require redesign of the Hook system. Keep in mind you would have to add a limit to how many decorations can be stacked on top of each other to avoid clipping through ceilings, or only allow certain decorations marked "Can be placed on a Table Hook" to be used on such items. Would be interesting to see a Medium sized Coffee-Table with 4 Hooks on it to place Weapons on. Just like the ones on Hoth, these would be AWESOME for dueling! One good knock back and you're out a huge chunk of health.
  8. Add the ability to use Datacron decorations for their specific bonuses if you have the Master Datacron Achievement unlocked, allowing those with multiple alts to save the time and frustration of having to get them repeatedly. Consoles or Wall Displays that would link to each of your character's Crafting Schematics. Consoles or Wall Displays that would link to your Achievements. For all the gear manequins it would be cool to just have a plain holographic male or female statue with no distinguishable attributes, with the armor appearing non-holographic. It would be awesome to have additional Decorations available on each Reputation Vendor that would require the Reputation Tokens as Currency, which would promote those that have full Rep to do them again, like the recent changes have done to the currency cost of the BBA rewards. This would be an AMAZING tool for training new members for Operations, I support this 110%! This would be cool, just have it as a Wall decoration with a small platform under the Grapple point, would allow players to loom over other players or simply put themselves on display so they can start dancing! Would be cool if there was a small base on the floor that had the weapon hover above it at a 45 degree angle, rotating slowly horizontally. That is a very interesting idea CDT-GRAY, that would add a lot more room designing options and please a lot of the PvP community that see this as a mainly PvE update. Here's to hoping they do overlap, as it will take less work to implement them all and you'll be much happier when it launches! Also, YES to Party Instigator Decoration, x1,000,000,000!!!
  9. Thank you very much for the information. I always find it more enjoyable getting explanations like this sooner rather than waiting until launch, especially for new game mechanics. There's still a few things that should be left to surprise though, such as new story content, because where's the fun in knowing everything!? Thanks!!
  10. I would like to see an interactive Family Tree decoration. Easier to implement Features: You would choose 1 of your characters to place on a small hook. They would display as either a hologram or statue displaying their appearance at the time of placing the decoration. They do NOT change appearance when you change the gear after placement. They DO change when you modify them with an Appearance Kiosk. Only 1 of each character can be on display in each of your strongholds, no clones. Optional Features: A hover-over description plate (such as those in the museums) that would display a custom text box with information entered by the player. Right Clicking on the Statue would open that Legacy's Family Tree diagram from the Legacy Window.
  11. I posted this because their patch does address an uncommon bug, but it doesn't prevent people from having it hotkeyed, or slotted to an available hotkey when they enter a Huttball. An ounce of prevention etc.
  12. Using this strategy for the Tanks would kill themselves, because even a missed Interrupt would apply the Debuff to you, and using your own interrupt after that would kill yourself, and not interrupt the mob. Just poor programming and if you check the NiM progression forums you'll see that a huge pool of progression players are unsubscribing due to the state of the game and the constant bugs that exist in it, myself included.
  13. Completely agree with you there, I also remember a time when certain DPS specs (Watchman Sentinel comes to mind) that were theorycrafted and proven to have better sustained DPS with less than 100% Melee Accuracy, meaning there would also be a chance for that build to miss it's interrupt in an Interrupt or Wipe situation. I can understand having RNG in a Nightmare boss fight to make it more challenging, but if there's no way to adapt and readjust to have someone else cover the interrupt if theirs doesn't go off, then that's a whole other level of RNG and takes away from the fun of the encounter. Just as a completely obscure reference: Say a tightrope walker practices their most difficult routine day in and day out for months to get it perfect, then during performance always has the chance to slip and fall during 1 specific jump of theirs. In the real world they wouldn't attempt to do the trick unless they knew how to reactive if something went wrong to adjust for the mistake and not fall to their death. With the same principles you have confirmed in the game they would always have a 10% chance on that jump to fall and die with NO CHANCE to recover from a small misstep. Seems like it would not be worth doing that routine (or playing that boss fight) given the risks involved, as there's a big chance that no matter how good you are, there will always be 1 big chance for you to die that you can't do anything about when it happens. I do enjoy Star Wars, and up unto this point have been suffering through the lack of bug fixes and attention paid to the Customers and all the PTS work and bug reports that have been submitted in the game. The straw that broke the camel's back was this most recent patch, there was catastrophic game failures all over the servers following a lot of complaints on the forums about Nightmare operations bugs that needed to be addressed, Gold Spammers overtaking general chat, and a lack of good new content to keep people interested. Long Story short I've logged over 200 days of playtime and put over $2,000.00 into this game and have unsubscribed because I don't feel I'm getting back anything close to what I have put into it. Customer Service has become very distant from what it once was and doesn't seem to take action on a lot of the major problems, and the Quality Assurance team hasn't done anything for a long time, every time I see bug reports on PTS 99% of those bugs make it to Live servers, so why even have the PTS other than to entice people to play the same "new" content twice? All questions directed at the Programming team gets responded to by Customer Service Representatives who clearly have no idea what they are talking about, and it shows that they obviously don't even communicate between departments. The game is dieing only due to how the company and it's product are being run: poorly. Fix the issues we have been telling you about and get back to making a game people want to play for decades, not months. I'm sure a lot of other subscribers have cancelled and moved on due to the same complaints, and if you haven't seen the trend by now than maybe you should sell the game to somebody who cares about it. -Sciclex
  14. Sciclex Republic <Covenant of the Phoenix> Ant-ares Imperial <Empire of the Phoenix> Rare Mats Only, All are in stock (Except Mods). Fees added to all Earpiece/Implants/Relics. Please send Whisper or Mail in-game. Enhancements: Acute Enhancement 34 (94 Accuracy, 62 Critical, 55 Endurance) Adept Enhancement 34 (94 Surge, 62 Power, 55 Endurance) Bastion Enhancement 34 (94 Shield, 76 Endurance, 39 Defense) Battle Enhancement 34 (94 Surge, 62 Critical, 55 Endurance) Bulwark Enhancement 34 (94 Shield, 76 Endurance, 39 Absorb) Initiative Enhancement 34 (94 Accuracy, 62 Power, 55 Endurance) Insight Enhancement 34 (94 Alacrity, 62 Critical, 55 Endurance) Quick Savant Enhancement 34 (94 Alacrity, 62 Power, 55 Endurance) Vigilant Enhancement 34 (94 Endurance, 88 Shield, 22 Absorb) Armorings: Commando Armoring 34 (99 Endurance, 94 Aim) Force Wielder Armoring 34 (99 Endurance, 94 Willpower) Guardian Armoring 34 (99 Endurance, 94 Strength) Might Armoring 34 (105 Strength, 88 Endurance) Reflex Armoring 34 (105 Aim, 88 Endurance) Resolve Armoring 34 (105 Willpower, 88 Endurance) Skill Armoring 34 (105 Cunning, 88 Endurance) Hilts: Force Wielder Hilt 34 (99 Endurance, 94 Willpower) Resolve Hilt 34 (105 Willpower, 88 Endurance) Barrels: Commando Barrel 34 (99 Endurance, 94 Aim) Mods (No Premades): Deflecting Mod 34B (88 Endurance, 69 Strength, 55 Absorb) Elusive Mod 34B (88 Endurance, 69 Strength, 55 Defense) Robust Mod 34B (88 Endurance, 69 Willpower, 55 Absorb) Weighted Mod 34 (82 Aim, 69 Absorb, 62 Endurance) Earpiece: Dread Forged Field Tech's Device (203 Endurance, 189 Cunning, 130 Power, 94 Surge) Relic: Dread Forged Relic of Fortunate Redoubt (115 Endurance, 39 Defense) On Hit: Incoming attacks have a 30% chance to grant 740 Defense Rating for 6 seconds. This effect can only occur once every 20 seconds. It will not trigger inside of PvP areas.
  15. I have, and while you do make a good point, the difference here is the time-restrained rewards that have been made harder to achieve because of bugs in the operations that haven't been addressed for an extended period of time. If something like a one-time only reward is to be offered to those that can beat this instance in the game, then that instance should be tuned and tested well enough to ensure that no bugs or min/spec machines could hinder any progress a team might make. The issue itself could be dealt with and we wouldn't have reacted so abruptly as our progression thus far has never been on par with the release of new content, we're understanding people and don't ever ask too much from the game. EA has forced the issue with the time sensitive rewards and I feel that when something like that is put into the game that all players should have a fair and equal opportunity to achieve them without being held back by machines that meet minimum spec for the game, or by bugs that have been pointed out during the short time period of the NiM buff that weren't addressed in the same time-frame. We feel like we have put forth additional effort to help address the issues that have been present in the game since day 1, and have included helpful information at multiple times through in-game tickets, SWTOR Forums, PTS feedback, and even the rare Face-to-Face with a follow up email. With all of this in mind we were under the impression something would have happened to make things better for the game as a whole, but they haven't and it leaves us feeling unappreciated as long-time subscribers and part of one of the biggest Guilds on our server.
  16. The key issue is the Guardian's Slam mechanic not correctly indicating where it will hit, but there is also the bug with Draxus' aggro table that locks onto a target and cannot be affected by taunts, and the Slam indicator clipping into the staircases instead of layering on top of them. There has also been many, many, many other bugs in the past that haven't been fixed yet as well as a lot of performance issues (even for those with good machines/internet connections) in many boss fights where the Enemies and/or Mechanics don't appear properly or at all in most cases. When doing HM content you can sort of work with them to get it done, but in NiM there is no room for error and these issues create an unrealistic challenge for the end-game raiders that either can't afford a better computer, or have a good computer and still experience the same issues.
  17. We have tried multiple strategies on the Guardians, in Wave 7 we rarely have a problem because we have 1 Tank on each of them and aggro is not an issue. On Wave 9 we have troubles with the Draxus Tank having a Guardian on them as he takes too much damage, and we also has trouble with the off tank grabbing both Guardians as it's tough to keep threat on them both even if just off of healer aggro. We decided for those attempts to have a Sentinel tank one of them to keep it still and control the Slams, which was working fine until the 1st Guardian went down and the off tank jumped over and taunted the 2nd Guardian which is where the bug occurred. We don't have the luxury of a DPS with a taunt for that phase so we have made due with what we have and have done fine in the past. While acclimating new people into the fight due to regulars not being able to make it from real life issues (we are a guild that believes real life comes first, we will fill in spots when we have to) would account for a handful of wipes in the early phases due to missed interrupts and poor positioning, but a handful of our wipes came from the Guardians slamming where they weren't supposed to. So while yes we like many other guilds have had our troubles in previous waves on Draxus, we all agree that a lot of our previous attempts would have been successful if not for the Guardian's Slams hitting the wrong position, which would in turn give us more Dread Master loot, and more time to work on other Bosses. So we feel like our progression has been greatly reduced from this single bug. Wipe Log: Wave 8: Missed 2nd Interrupt on East South Corrupter due to Guardian Dot not noticed at the end of Wave 7 Wave 5: Missed 3rd Interrupt on South West Corrupter due to Draxus' pull Wave 7: 2 Players were caught in a Slam (correctly indicated on the ground), then Aggro on the Guardian was lost and Thundering Blast hit the raid. Wave 5: Missed 2nd Interrupt on South East Corrupter Wave 6: Pushed phase 5 early and the confusion caused those on the Dismantlers to die Wave 2: Subteroths were killed too quickly and took out too many players Wave 7: Healer was in a bad position and died to Slam, which led to a DPS with low HP dieing to Ravage, which lead to not enough interrupts on Wave 8 Wave 9: Healer was in a bad position and died to Slam, Tank lost aggro on Guardian and raid took Thundering Blast, which led to a Healer with low HP dieing to Ravage, then Guardian's Slam took out 3 DPS Wave 5: Missed 2nd Interrupt on South West Corrupter due to Draxus' pull Wave 8: 1st Interrupt was late on East South Corrupter and 3 people all Interrupted at the same time to compensate, causing the 2nd Interrupt was missed Wave 8: Missed 3rd Interrupt on East South Corrupter 2 Bugs @ 02:16:35 Here Wave 9: Slam Indicator clipped through the Middle West staircase and 5 DPS standing up top Middle West were killed by it, then the tank on the Guardians moved into a Slam and died, leading to a Healer being Ravaged and Thundering Blasted to death, the first Guardian died, the off tank was Battle Rez'd, the Main Tank had AoE Taunted the 2nd Guardian who then switched to a Healer for Ravage and was taunted by the off tank to face away from the Draxus Tank, then the Guardian cast Slam and placed the Purple Indicator toward the East Middle Staircase but Slam hit toward the Main Tank, killing him as well as 2 Healers, and 2 DPS that were standing behind the Guardian in the North Center of the arena and not in the purple Indicator, leaving the boss to kill the last Healer and finish off the rest of the raid. Wave 9: Alternating between Slam and Thundering Blast killing off everybody 1 at a time due to aggro loss on Off Tank's Guardian, then too much AoE damage to keep the Sentinel Tank on the 2nd Guardian alive, then the Off Tank died from taunting the 2nd Guardian while having the Boss at the same time. Wave 9: Main Tank on Draxus Taunted 2nd Guardian and got raid Slammed and Thundering Blasted. (Tycos) 3 Bugs @ 02:58:15 Here Wave 9: Strange aggro table on Draxus, was taunted twice by Main Tank, but he stayed facing Off Tank which got 2 DPS killed from cleave, 1st Guardian died, then 2nd Guardian was aggro'd on the Sentinel Tank facing the East Middle staircase and jumped to Ravage a gunslinger in the dead center of the arena, then casted Slam and put the Purple Indicator facing West where 2 DPS ran to the side of it, and I used High Tail It late and should have been caught by the slam (as indicated Here) before my roll took affect and placed me on the other side of the Guardian, where the slam actually hit, toward the Sentinel Tank that had original aggro was standing, killing the Off Tank and 3 DPS. Then the Guardian was aggro'd by a Gunslinger in the Center South and jumped to Ravage a Healer near the Middle East Staircase, then targetted the Gunslinger again just before being taunted by the Main Tank on Draxus in the Left of Center of the arena, who casted the Purple Slam Indicator facing North, and killed 3 DPS South near the original Gunslinger that had aggro, then the Guardian ravaged and killed the last DPS, and our 4 Healers and Main Tank on Draxus took the 2nd Guardian from 31% health down to 0%, then got Draxus to 21% before Enrage, and got him down to 18% before the Healers and Tank died. So it did takes us quite a while to acclimate ourselves back into rhythm, we had taken close to a week away from Draxus due to a lot of regulars having to deal with real life issues and not having a full team able to face him, and for acclimating in a new DPS who hasn't seen the fight on NiM yet, and hasn't spent much time in-game over the past month other than an occasional HM DF/DP run once or twice per week. Even working with all that we would have had a solid kill 2 hours and 17 minutes into our 3 hour raid schedule, netting us 2 DM Head tokens and 2 random DT pieces, as well as being able to have a few more attempts on Grob'thok, or at the very least killing Draxus at the very end of the night and getting the gear, but no attempts on Grob'thok.
  18. Things to note when setting up an OPs group: Watchman Sentinels and Annihilation Marauders will sporadically heal their "Group" of 4, so it is preferential to put the 3 other players that take the most damage in their group to help with healing, it is also % based so another option is to put them with the 3 highest HP players for the best overall healing numbers. Keep in mind that they should be kept OUT of the group for fights like The Infernal Council and The Dread Guard as their healing will lock out other players or 1-shot the tanks in HM respectively. In fights that require cleansing it is preferential to put all the classes that can't cleanse themselves (Guardian/Jugg, Sent/Marauder, PT/VG) together, as well as those that can cleanse themselves in 45s-1m intervals (Shadow/Sin, GS/Sniper) to make it easier for the healers to decide who needs to be cleansed first. For fights that require being separated into teams it is best to organize the group per fight to better reflect who is going where.
  19. Nightmare DF was released on 04.08.2014 First mentioned report was posted on 04.15.2014 , 11:13 PM; 1 week after release. 34 Hours until an official response from EA/Bioware. Second report was posted on 04.30.2014 , 05:03 PM. and this report was posted on 06.02.2014 , 01:29PM. Nightmare DF is going to be losing it's Nightmare buff and prospective Title reward on 06.10.2014. Even if this somehow gets fixed during tomorrow's patch, that allows 1 week to try and achieve the Title reward with the mechanics working how they should have since release 2 months ago! I don't know much about game coding, or business planning, or customer service, but looking at the list of events that has happened there needs to be some form of compensation for the amount of time wasting trying to beat a broken game and the countless amount of emotional frustration from people being blamed for dieing to the Guardian's Slam when it clearly wasn't their fault, but the fault of the programmers. The game itself has turned it's focus off the MMO players it was marketed toward at launch, to the casual micro-transaction players that spend little time running end-game, but make purchases on the Cartel Market. There has been a substantial loss of subscribers since launch that have lost revenue for Bioware, and even though the Cartel Market has reportedly brought in more then their subscriptions have, I'm sure a lot of the Cartel Market purchases came from subscribers who are no longer with us today. The lack of concern in keeping the end-game content accessible and bug-free has been alienating and pushing away long-time investors, better known as subscribers. The state of the game at current even though I'm hitting on a lot of hot topics at the moment, seems to be more toward getting money out of the Cartel Market, and creating Credit sinks for the wealthy players, again to promote them buying more Cartel Coins to get Cartel Items rather than using in-game credits on them. I have seen footage of the new event coming, and it appears to amount to: I personally enjoy the game, and really hope that it could get back on track to reaching the potential we saw at launch of rivaling the big names in MMO. Realistically, the course the game is pursuing currently will draw it steadily away from that goal until it stops producing enough revenue and is shut down. Please, Please, PLEASE listen to your player base Bioware, and make the game we all know you could. We have all invested so much into it already, including yourselves, to let it circle the drain this early. Let's see a bit more quality of life for the hardcore/committed players and less content focused on promoting the Cartel Market.
  20. Nefra NiM 16-Man Le'sath - Saboteur Gunslinger - Covenant of the Phoenix - 3342.09 http://www.torparse.com/a/679605/8/0/Overview Draxus NiM 16-Man Le'sath - Saboteur Gunslinger - Covenant of the Phoenix - 2604.95 http://www.torparse.com/a/679605/17/0/Overview
  21. Suggested Change: Award the ability Throw the Huttball at level 10 as an "Introduction to Warzones" type of reward. Allowing players to have it hot keyed before ever getting into a Huttball match.
  22. Suggested Change: Award the ability Throw the Huttball at level 10 as "Introduction to Warzones" type of reward. Allowing players to have it hot keyed before ever getting into a Huttball match.
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