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XisscVekno

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Everything posted by XisscVekno

  1. I'm just returning to the game and getting back into GSF. I've been looking over a few builds, guides, ect. to refresh my memory and see what has changed. The one thing that I can't find a clear answer on is which drone is better. Are they all equally about the same (minus missiles I assume) or is there a clear better option?
  2. Thank you. Just returned myself and not having fun with hatred/serenity like I did. Was going to go back to Darkness/Kinetic to level.
  3. It's possible they have bolster mechanics in a central location and both PVP and Operations pull from that location on how to operate. If this is the case it's not hard to fix Operations bolster and accidentally mess up PVP.
  4. There is suppose to be a FixLauncher.exe in your folder. I do not have one and I've re-downloaded and installed the launcher about 5-10 times with no luck. So I just deleted the launcher and every thing that had launcher tied to it in my folder, then reinstalled the launcher. After that I had to run the launcher patch fix I linked earlier to get it working again. Other than waiting for BW to fix their own launcher there is really nothing you can do but maybe flush the DNS (helped for some people) or do what I did and just keep trying to patch. But if you are going to do what I did make sure you do not close the launcher from the task manager. This resets your patches and you have to start from the first patch every time. When you close it by clicking the X in the launcher this makes it remember where it left off and starts from there.
  5. /facepalm. That is an official link from the BioWare launcher support page. All it does is fixes the problem you sometimes get where the launcher doesn't launch. It does not fix the broken patching. BW needs to fix the server host calling in the launcher before it will start working with out a glitch. Only thing you can do is keep trying to patch. When you get the error close it by x, not the task manager. Then go into the task manger and close the process. Then restart the launcher. Keep doing this till it finishes patching.
  6. Just use ctrl+shft+esc to pull up the task manager. This bypasses the windows admin screen.
  7. http://cdn-patch.swtor.com/patch/LauncherRepairUtilityP1.8.2.exe. Download that, move it into your game directory (where your launcher is) then run it.
  8. It's a slow developing class. It's kind of always been like that, but even more so now that we are not under the old Spec system. They moved some key passives/abilities way down the tree that where essential to get the spec to work correctly early game. So you just kind of have to muscle through it.
  9. I didn't even know you could track buffs with Starparse. I knew it had a combat log that would say when the buff dropped off. is that what you are talking about? Or is there some message system you can set up for when it falls off or window that you can set up?
  10. So yeah, as the title says this is more of a question as to how the new lvl 64 passive is going to affect us in the long run. I think we will need this passive since they pretty much force us to use Def over what would be much much better Shield/absorb stat stacking. Not sure why they changed this, and not a fan of it. That being said, and going back to the subject at hand, the new passive seems to create more headaches than actually helping. Part of being a tank is having good situational awareness. With the way the current set up is I'm finding that I have to watch my buff bar more than I would like to try and get the best possible mitigation I can. SO yeah, between the oh so lacking in customization of your buff bar/tracking and that this passive feels more like a band-aid fix to the unneeded gear change. So, after saying all that, my question is how to best optimally set up you buff bar for easy glancing to see how much time/stacks you have left on Dark Ward. Or how best set up a static time in standard rotation to refresh Dark Ward. I had originally thought that after every 3rd wither I'd refresh it. This would give a 1.5 sec before the buff would fall off from the default time on the tool tip. Then I thought, now that won't work, because I need to watch the stacks as well. Now against slower hitting bosses this idea would work since they shouldn't be hitting fast enough to use all charges. But this idea won't work against multiple targets or fast swing timers a boss may have. So I'm a little lost on how to fix every thing to not only try and make it easier on my self, but free up my time to watch what needs to be watch and not acting like a buff bar watching hawk. My only solution that would be make my life, and I would guess many others as well, is if you had buffs longer than 1 min hard locked to the player frame and a separate bar that you could customize on what temp buffs you want to watch for and in what order they would appear. One of the headaches I've always had with the way tracking worked in this game is that your buffs move all over the place during combat. So glancing at your the buff bar is not always a quick glance when you have to hunt for it. Thoughts, ideas, suggestions?
  11. Yeah, it's a glitch. Pretty sure it says "USE YOUR SHIP TO TRAVEL TO..." Can't be a glitch if it tells you to do it a certain way and you ignore it.
  12. To be fair, and honest, you do tend to over explain things. Not trying to down grade the work you do or any thing. But you remind me of this guy in my guild that when he asks a question, he asks it, then explains where the idea of the question came from. Then what he thought or believed to be the answer. Then ask the same question again. by the time he's done talking you've forgotten the question he asked originally. In a way I see you in the same light. Not that it's bad, just a lot more information than what is really needed.
  13. This right here is why I don't pug HMs on my tank. No matter how perfect I play I can't carry a bad healer. But I can get on my healer and carry a tank that couldn't tank themselves out of a wet paper bag. This game is kinda unique in that way. They've made healers much stronger in their roles than they've made tanks. And partially, I suspect, because tanks need more of certain skills that healers and DPS only need some of.
  14. http://imgur.com/WsCEXER It's old, but I haven't changed my UI in almost 5 years. Now that I look at that a few key binds are slightly different. My guard is bound to my mouse button 3. I also put half my keybinds on my Naga Razor which puts the numpad at your thumb. Sorry for the old link before, I didn't know it made you login to see the image. It's fixed now so you should be able to see it.
  15. Something similar to the Barc/Command Barc speeder from SWG/Revenge of The Sith. Speeder Information and Sitting Position
  16. Hey, I wouldn't assume people don't care about specs. I saw someone requiring a Bulo/Underlurker achievements just to join a raid group for SM on Harbinger this morning. Apparent;y SM is hard.
  17. I wouldn't mind a longer CD honestly. I can't think of a time where I needed that shorter cool down on that ability ever. Maybe once or twice in ver sparse situations. but as I said, I always felt it was a rather weak CD compared to other defensive CD's in the game. Hell it's even weaker than a lot of the DPS CD's of the other classes which just kinda makes it sad. Also, it might make it worth more in PVP where tech and force is flung around like a poop at a monkey party.
  18. The number one rule I tell everyone who wants to tank when it comes to augments is get 14 of you main tank stat (shield/absorb/defense) then get 3-4 of the other two each. As you gear up you will be moving stats around a lot. Also having that many augments allows you to move augments rather than enhancements for adjusting your stats to each boss. Gear, as a tank my honest opinion is ignore comm gear other than the mods. Grab those. the Ziost gear is better stated for a starting tank than the com 192. I would also think about grabbing the 192 com implants and ear piece for the extra health. You can get the Ziost ones instead if you want, but when I first started this tier of tanking I tried to get as close to 50k health as I could with out sacrificing to much of my tanking stats. Also, if you are in planning on raiding every week, don't bother augmenting your Ruusan relics or the implants and ear pieces. Just augment your adaptive gear with the new augments. This will put you a little low on health and stats, but you'll be saving about 150k credits on wasting augment kits on gear you are going to replace pretty fast. All stats, other than health, have diminishing returns on your paper doll (character sheet). So the best way to go about balancing your stats is look at the many posts in the role section of the class forums and look up tanking stats. I personally use KBN's (Keyboardninja's) stat sheet when adjusting my stats. Also there are a few sheets of stats for each boss in that section, but those are based on HM numbers and for SM It's not as necessary to move stats around. It's pretty faceroll in my opinion. This guide will tell every thing you need to know for getting started.http://dulfy.net/2015/01/19/swtor-3-0-darkness-assassin-tanking-guide-by-aelanis/ Make sure you send Aelanis a hug for making that. Also read KBN's stress free rotation guide/sticky on the forums. I think it might be out of date(I have it looked since pre 3.0) but it will give you a rough idea of what you're going to be doing.
  19. If I remember correctly there is a utility point we can take that if we pop Deflection it grants CC immunity. The problem is that the other options in that tier are better for a tank in general. I maybe mistaken if Assassin tanks can get that utility. it has been awhile since I looked at them. To point out my expertise with this class I have been playing as an Assassin Tank since 1.6 or .7. I have cleared most HM and some NiM (only can go as far as your team can regardless of your skill) I've read and done my own testing with this class since I made it my main. It is also my favorite class because of it's play style as a tank. So, I do agree with both Aelanis and KBN. I have mad props for those guys since they do alot of the ground work for our class. Though we don't always agree on things as anyone who has seen me post on Dulfy and here can tell. As a whole I personally feel the class is in a good spot. I would like to see us get a small boost to either our proc heal, or a small heal added back to one of our abilities since it does seem that the other two tanks have more self healing. I don't think it's necessary for us to have it, I just think it would put us closer to their numbers. As far as threat goes I have noticed that I've need the guard and taunts a bit more for the first 18 sec of a pull.... especially with trigger happy DPS that I tend to run with. Though I don't think it's game breaking and after reading some of the post that was written I do feel we may need a slight threat increase to hit that "shouldn't need taunt in your rotation" area. As for our mitigation goes I have not seen any "spikey" areas while tanking. But to be fair, I'm only 1/5 HM TOS/Rav. My team has had Scheduling issues this expansion sadly so i can't see for sure if we really do in current HM operations. Over all I'm quite happy with our current state and have enjoyed the changes they have made to our class so far. I do somewhat wish we could drop discharge out of our rotation because I feel it makes it to busy. Which might be a turn off for some newer players. i kinda liked it better the way it was where it was only really used in AOE threat and to keep your accuracy debuff on the boss. But then again I have never had an issue like Aelanis pointed out in his post with the rotation of Shock>Wither>Thrash>Shock>Depredating Volts. I have really good luck with getting the electrocute buff. The maul buff on the other hand.... I have really bad RNG when it comes to that skill. P.S. I forgot to add one of my big pet peeves and one of the abilities I feel should be changed and that's Deflection. I've always felt that the Warrior Saber Ward was a much better skill to our Deflection. They essentially do the same thing, yet ours is weaker. We should also have the 25% damage reduction to both force and tech like they do. It has never made sense why Deflection didn't have that component to it. I have always felt that this ability has been our weakest and maybe even the weakest defensive CD in the game. P.S.S. Phase walk... not that I don't like the ability. It's come in handy from time to time, and my healers love the utility part of it, but, and it's a big but, is that for the Assassin version of Phase Walk it's pink. Not the color is the problem, but the fact that it's a very thick color it makes it hard to see any telegraph aoe that is getting targeted on the phase walk. I noticed that this wasn't so much of an issue with the Shadow version. The shadow version looks like it sits lower into the ground so it doesn't cover up telegraphs as much, also with it being gold there is a clear contrast between Red/Blue telegraphs that make them easy to spot. With the Pink color it's a dark and hard to see through and the Blue/Red telegraphs can be lost if you are not paying close attention. This has been a complaint for my healers for awhile. Basically since 2.0 when we got. So I've had to not put it down during fights that have a lot of AOE telegraphs in it. I thought they had been just not paying attention till I started healing some of the raids and I noticed that I also was having trouble seeing the telegraphs through the Phase Walk pool. I feel that Phase Walk should be changed from a filled in circle or pool on the ground to just a colored ring showing the edge of where a healer might stand to get the buff. Maybe something similar to how proximity mines circles are shown on Master Blaster fight or maybe even something close to revivification just a different color.
  20. To be more accurate with the Assassin, it's an easy class to learn to play for tanking, but hard to master since it's based more in how active and aware you are of the buff timers. Assassin tanks take the least amount of damage of the 3 tanks, but it's only like 1-2% and that's only if you are on top of your buffs/procs. So nothing to really judge them for or against. As for PVP, I've always had a better time at playing a Jugg tank than an Assassin or PT. In my honest opinion assassin tanks don't have the tools needed to be excellent pvp tanks. Now that's not saying you can't do it, it's just the other two do it better.
  21. You guys are completely missing the point of even my original post. To get long winded and try to argue that math this and math that doesn't change the fact the stat works in one way. There is no two ways, three ways, or even 6 ways. What Max originally stated was that health is a stat to lower squishiness... this is a fallacy. You see this all the time in tanks that run around in all com gear (All health little mitigation). And defense was referred to a mitigation stat.... which again a mitigation stat is a stat that lowers the amount of damage an ability does. Not a roll to see if the dam even hits you (Deflect, dodge, ect.) This is why it's called an avoidance stat. If Defense fails it's roll.... it doesn't mitigate a % of damage. You take the full hit (minus other factors). if defense succeeds you do not take damage, not you take a % of damage. This is why it's referred to as an avoidance stat and not a mitigation stat. I NEVER SAID YOU COULD BE AN AVOIDANCE TANK. I said the systems of both games work very similar in the way the stats are calculated and work. My post was never about tank gear strategies, it was about the misuse of tanking stats terminology. This is why I never posted a setup to take a Sin (for an example) and stack nothing but defense. I was using WoW as an example of terminology that others who where familiar with how the tanking stats worked in WoW to transfer into how stats work in this game. I never said health didn't reduce TTK, I never said that you should never stack health. You need health just as much as the other stats. What I said was health never ever reduces the squishiness factor. It reduces the chances of you dieing in 1-3 shots so healers can react. or as you are putting it... TTK. But even to use your terminology.... having a ton of health and no mitigation you are going to have **** for TTK. Which again is why I'm saying health doesn't reduce squishiness. When most people I know who have been tanking in MMOs for 10+ years see squishy.... they are thinking the lack of mitigation. Which health does not add to mitigation.
  22. I'm sorry, but Defense is not a mitigation stat. It's an avoidance stat. You are either hit for all or nothing. This is why it's considered a spiky stat and tanks that stack tons of Defense are spiky. Mitigation refers to lessening the blow of an attack... IE, Shield + absorb, armor, and Damage reduction passives. health only helps with unavoidable spike damage. For an example, if you have two tanks, one with proper stats and one with all health, the one with all health will be squishy. If you stack health on sorc to get to health numbers a proper itemized tank has.... that doesn't make the sorc less squishy, it makes him able to deal with spike damage. it's why in PVP health is more valuable than it is in PVE. PVP is all about burst and surviving that burst. As far as shield and absorb goes, you don't need numbers to figure out that they both need each other. it's like stacking crit and ignoring surge. it makes crit less useful. If you have low to no absorb shielding an attack does little to nothing, if you have a ton of absorb but no shield absorb sits there doing nothing. This is why if you use WoW terminology for Shield and absorb it becomes block rating. Which is a mitigation stat/s.
  23. I hate to chime in, but HP doesn't have anything to do with being squishy or not. You can have 40k or 100k if you don't have the mitigation then you are squishy. Spikiness is only tied to the defense stat. Shield/absorb go hand in hand and reduce spikiness since they tend to even out the damage you take. Defense it's an all or nothing stat when it comes to damage. To put it in better terms we'll take the old WoW tanking stats/styles into account since almost everyone has played WoW and it closely resembles how this games tanking system works. In WoW a Mitigation tank went after Armor, block, defense (only to push hit chances down and to push crushing blows off the table). To transfer those stats over to this game would be basically Armor, Shield, and absorb. The reason shield and absorb are tied together is because they affect how the other reacts. And with using the WoW example block rating was both block chance (Shield) and blocked amount (Absorb). These tanks also tended to run a little lower in health since they had a more stable and predictable DTPS for healers to deal with. In WoW a Spiky tank or Evasion tank went after Armor, Defense, Dodge, Parry, and Health. The reason these tanks where spiky because you never knew when they where going to get hit really hard. They could go a long time with out taking very much damage or they could get hit hard a bunch of times in a row. So if we take what the stats where in WoW and translate them to this it's pretty much the same armor, defense, health. The reason why these tanks valued health more than their Mitigation counter parts was because of the fact you never knew when they where going to take big hits and how often. They where also harder to heal because of this. And a Squishy tank in WoW was a tank that lacked enough stats to fit in either category. Which can apply to this game as well. like having a tank that has nothing but com gear for an example. They have 80k health, but no mitigation to make that 80k health worth it. Now I'm not saying the WoW and SWTOR are exact copies of tanking systems, but they are very very close.
  24. Well it doesn't help that BW deleted a lot of tank information that covered this. The Role section of the class forums used to consist of over 100 pages of information.... now it has like 3-5. So yeah. LOTS of information was lost.
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