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Prossy

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Everything posted by Prossy

  1. the extra bombers is due to the fact that when you kill the bomber at the same time it explodes, it does this weird simultaneous thing that it gives a bomb to one of the raid members and send a "fail to kill" signal to the server to spawn another one it usually happens when boss comes down for us i usually tell the dps to stop being lazy and kill it, that will solve it
  2. just carry on with the class story, it's tied to one of them quests (not just the end of act 2, could be a class only quest between belsavis and voss ), once you finish it the rest of the convo's will unlock
  3. As an infiltration shadow your sustained dps will be minimal right after the first few seconds of burst, but when you switch to balance you will be able to sustain a high level of dps for all of the fight In Denova you can't really half *** it like you did in EV and KP, you can't bring people in alot of pvp gear, you can't bring slackers everyone needs to pull their weight and have a good raid awareness and if people's dps are low they most likely need to fix their rotations/specs to yield a higher level of dps Naturally everyone has trouble with the battle tanks at first it is a harsh fight but once everyone knows the fight and pick up their game you will be laughing at yourselves after a few weeks of clearing at how easy it is
  4. I'm a shadow tank and i been doing the tower of the minefield for weeks now and i never had this problem in neither story mode or hard mode when my raid starts the encounter me and a few dps go into the tower while the other tank and healers ready to deal with the adds and jump on the green square, the dps who come with me deal with the first add while i start off revealing the 3 squares, then i go into the probe mode (while this is happening the add is dead and rest of raid on first green square), once i reveal probe i dps down the add then step back in front of the board waiting on probe dying while i reveal rest of the path for them, soon it dies i press mine to be disarmed and go back into probe mode and repeat until my raid are across and on disarming the last mine soon i press the mine i jump down and run across for boss encounter More then likely your problem is where your standing when you go into probe mode
  5. Optimal = optimal. Your smug attitude towards my reply purely because i simplified it, IS Elitism Just because my answer is not your answer doesn't mean it's wrong at all, it just mean it's different. the OP asked what the other 2 class's were like in then his trooper and i answered in the format he was using which was priority order Just linking a thread with information not everyone can understand and over-complicating it for the hell of it is counter productive, this is after all a game and over complicate everything is not only sucking out of the game it's also making people confused and frustrated As a shadow tank (which clearly you are not) Absorb is the important stat followed by defense then followed by Shield chance because Shadow tanks get a skill called Kinetic ward which gives us +15% shield chance (+20% with 2set bonus), sure having + shield chance stats on your gear is nice to have but not at expense at the other 2 stats Yes i agree it depends on what gear you have too which is where common sense comes in so you don't willy-nilly swap gear without considering your overall stats and the stats from the piece you have and the piece your changing it to. Me personally i plan my upgrade pieces several weeks in advance so when a piece drop i know if it's a bigger upgrade to roll now then on the other campaign pieces later on in the raid
  6. Threat gen is suppose to be apart of the tank's job instead of sneezing on things and magically mobs stick to you no matter what like in WoW. as a tank that doesn't have a luxury of having a leap type ability in a raid of gun-ho jedi knight muppets i can tell that to eliminate the worry of threat in a boss fight the golden first 10 secs of fight combined with a solid rotation is key, once you have that down pat then all you need to worry about is CD's and boss mechanic's
  7. *Slaps* better seen not heard. Don't mistake me for some muppet who's typing random crap for the hell of it because i simplified information for people's benefits, just because you have a hard on for spreadsheets, thats fine but it doesn't mean we have to use them on forums to explain every tiny thing when it can easily be explained in a simple manner so you can take that elitism crap some where else For people who can do math in their heads (without spreadsheets, calculators and finger & toes) can easily tell you why it's Absorb > defense > shield chance, plus common sense, minus idiocy, plus raid group, divided by consular's in group, equals awesome geared shadow tank
  8. For a Shadow tank it's Absorb > defense > Shield rating
  9. Force cloak is really bugged, i had that happened to me so many times both with and without dots on me and companion, it's due to the fact that the mobs don't reset properly when force cloak is used they either focused on me but standing in their spawn places until i come out of stealth and they come for me or my companion wants to attack them but wont cause i'm in stealth and soon i leave it he will go for them so i have to move far away and unstealth and hope it far enough for them to evade out
  10. there is an an mob Assasin/shadow type that teleports to target simular to that of a WoW's rogue shadowstep in game Also people need to take note that with the new dps metres that shown up that the Shadow/Assasin both dps specs are the lowest overall of all the dps class's Side note if any of the tree's that's getting a leap type ability it gonna be the Kinect tree for QOL
  11. Suicide kings and DKP are the worse loot system there is, it will slow guild progression and reward loot-wh0res and waste loot you be better off with loot council, it rewards people who turn up to raids without slowing progression down
  12. i have to agree Deception/infiltration for Assasin/shadow's is a really really low dps tree since it needs to be behind the mobs and alot of rng orientated abilites. Mind you MAdness/balance ain't much better either Also DPS shadow survivablities during raids in general is pretty poor especially on boss's with alot of aoe, Guardian/juggernaut dps can easily taunt and tank boss's in dps mode and gear long enough to CRez one of the tanks or take over at the last % if tank dies and still do reasonable dps and same goes for Vandguard and powertech they can do the same I thought being ignored in the 1.2 and alot of balancing patches shadow/assasin was preforming pretty good but after all this information we are just being ignored
  13. because the reuseables was originally intended to save money for biochem's on medpacks/stems and adrinal's, but too many people switched to it (also alot of guilds were forcing people to switch to biochem) and because of that Bioware will be phasing reuseables out
  14. As said above me the raid is easy it's just the mechanics are more involved then in EV and KP, you actually have to do stuff!! Also they changed the raid dynamic, you need 2 tanks now instead of one, just give the fights ago and figure them out instead of relying on people to make strat's, you don't need to be a hardcore raider to do it
  15. All 3 tanks in this game are just as easy to start out with, they just do different things and have differen't CD's to do the job, unlike WoW you wont have instant rediculous high aoe threat right off the bat you have to work for it consular/inquis and trooper/bountyhunter are more Pally-like but the knight/warrior have more powerful defense CD's that survive enrage's longer
  16. With the medigation on my shadow tank, Power crystals all the way, i experimented when the new crystal vendor came out, when i traded out my end crystal out for a power the health lose was bearly noticeable yet the threat gen increase i noticed right away, was able to keep agro on aoe mobs easier plus never need to constantly taunt to build agro after the first 10secs on boss's ( not including the agro dropping boss's obviously)
  17. no it's apart of the fight, it's best you put your back to the doorway arch so you wont get flewn back too far and your still in range to taunt him back
  18. Dude it's not garbage it's cold hard fact, even blizz said they regretted letting mods like damage/threat metres and deadly boss mods in the game so long because it pigeonholded them alot of the time during development and character balancing and it also damaging to the game and thus reflected on blizz, they only let the game be modded originally because most of the time players come up with things that will be added themselves to the game This game is new but they seem to learned from blizz mistake and not allow mods so i'm not forced to download dodgy mods that can potentianlly harm my computer and get my account hacked just so i was allowed to raid or any other end game stuff. Also it's a huge relief when raiding without mods that i can enjoy the boss fights and i have to rely on myself on what to do rather then rely on mods to tell me what to do when and where and how and get free loot because i can be told what to do like a monkey with A-D-D on vicoden and crystal meth. As a veteran MMORPG player across many many games i can say this with confidence that walking around in nearly full Rakata gear on my Shadow Consular from the starting Tier of raiding in this game than all the gear from all the boss's combined in WoW and other games that allow mods because i'm working it out along with my guild mates on how to kill it (sure some people are thinking "yea sure raiding is easy in this game" but it's only easy because A: it's a new game so BW need it easy so they have somewhere to go when they want to add the next teir of raiding which they turn up the difficulty rating a harder setting which no doubt we be seeing "Nerf so and so boss" threads instead of "raiding is easy in this game type threads" and B: the game might of attracted players who haven't raided before and want them to learn what it's like)
  19. it's actually not a bug, this happened alot to us when our guild was learning how to do him, it's was because people being over zealous and was moving to next platform before the plyon on the platform was destroyed, when we started moving together as one big group the aoe thing stops
  20. You don't need 2 tanks for fabricator in KP, it's solo tankable you don't need to worry about the debuffs unless the melee aren't doing their job and not killing the stuning droids on time Back on topic, Yea Soa can be a handful buut he is easily doable buut not if you all are stressed out with the wrong mind set going into it When Phase 2 starts and your group finished jumping down and healed up you want your tank using his aoe taunt right off the bat before his cast bar starts for mind trap ( this seems to stop me from going in mind traps right off bat) On mind traps you want to split your dps up in to 2 groups, 1st group would be the bursty dps and you want them on the mind traps, the 2nd group will be the dps that needs to build up before they can do their full dps out and they will still be on the boss constantly unless 2 dps from the mind trap group are stuck in mind trap or flung in the air and in which cast 1 will break off and help with mindtrap, I know this is not a dps race in phase 2 but this tactic gets my raid through phase 2 pretty fast and with no deaths Ok now for the most important bit of phase 2 the balls, in heroic he spawns 2 which MUST be destroyed by the ball's target. When the warning pops up the 2 people that are targetted by the balls must stop what they doing and run into them as fast as possible while the healers make sure those people who names was targetted health is above 50%, even if the healer is the one targeted that healer heals himself and the other guy first then run into the balls. I know i make it sound easy buut it actually is this easy you just can't bring lazy people in on the raid, everyone has to pull their weight and make no excuses. Unfortunatly you get screwed over when the balls target is flung in the air and when that happens call out on vent so the people willl walk out of the balls way when it pass through them My raid always run with 1 tank 2 healers and the rest dps, maybe switching that 3rd healer for a dps will better for you guys
  21. It's to stop guilds stacking class's with combat rez's in raids to make the boss's easier
  22. or maybe the mobs have defenses and having accuracy subverting those defenses causing me to do more threat on them and also being a shadow needing my melee attacks to hit to proc PA for bursty threat gen +acc certaintly goes a long way. Just a better and more logical thought
  23. WoW i can't belive i inadvertently let someone troll me with basic stuff, i must be tired as hell but i think i was asked why i bothered doing MY JOB as a tank and keep the boss on me and not eat the healer's face off because of all the healing threat they do AND I DON'T BLOODY CARE that i'm not doing damage to the boss BECAUSE i'm the tank, damage is not my job, If you find pressing a threat generating or 2 hard while looking for the pyramids you might want to do something abit easier like pvp for your gear since anyone can get Rakata quality You should never use taunts like that otherwise when the taunt wears off and he drops threat and goes in the opposite direction from the pyramids when your taunnts are on CD then your going to miss them and wipe the raid or you get pulled into mind trap when your used your taunts which equally wipes the raid when the miss the pyramids when you can't taunt it back off the person it runs to because your taunts are on CD
  24. He's immune to damage, NOT not threat production component of the spell with the shield up, just because something is immune to damage doesn't mean he's immune to threat. Take the Shadow Consular's force Pull for example, boss's are immune to movement impairment efffects like slows, knockbacks and pulls, when using Force pull on the boss the boss wont be pulled to you but the threat part of the skill will still be applied to the boss
  25. You don't need a threat meter at all, having one will just make the encounter too trivial just like in WoW, the reason why there's no add-ons for this game is because people will make add-ons to make every single thing simple even simpler and on top of that guilds will force you to download them otherwise your not allowed to raid In WoW raiding you have threat meters, deadly boss mods and dps meters filling up the screen making making you miss out watching the cool boss fight and making it easier because you know what the boss is doing next and prepare for it In WoW pvp there are alot of cheap add-ons that give too much of a signifcant advantage over those who don't have them, especially this one i forgot the name of that marks all enemy players on your main map and minimap of the locations (both stealth and nonstealthed) without humanoid tracking skills I do agree with the guy above me and add in a Target of Target so i know who is not watching their threat and pull off me
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