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Crimsonyoshi

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Everything posted by Crimsonyoshi

  1. Aaaand you double posted, see your other thread.
  2. My -theory- (there's a patch that actually talked about this, either that or it was at the guild summit) anyways... The warzone queue attempts to match up a group of players with another group at even numbers. Meaning if 4 imps queue together in a group the game will try to find a group of 4 repubs before it finds solo queuers. The problem with this is say if 2 groups of 4 queue (or a 3, 3, and a 2 w/e really) the game will attempt to match the 4 and 4, or 3, 3, and 2 first before allowing solo queuers in. Now if the repub side actually has 2 groups of 4, and one of those groups is afk or decides to not go in, the game will go on with the 2 groups of imps, 1 group of 4 repub and hold the last 4 slots for another group as long as possible (this is why in game after a couple of minutes, you get a total of 5 and then eventually 6 people). If this really is what goes on, on game start they should allow everyone in regardless of how they queued in to fill it instead of waiting for another group of 4 to counter balance the other team. I believe too that what happens is it waits for 4, then tries a group of 3 and 1 solo queue, a group of 2 and 2 solo queue etc until it's full. Hence why you'll see a total of 5, some time pass, and then a total of 6, etc.
  3. Stims = 15% extra damage flat out. They're pretty key. I'm surprised how many players don't use them, but mind you if you're going for gear, they're not all THAT affordable
  4. Just for the record, a G15 and G13 work just fine with this game
  5. Novare Coast is a welcoming addition to PvP. I might be jumping the gun on this, but I'm excited to see more PvP maps. Will we be seeing any new warzones in 1.3?
  6. If you're talking about kinetic combat shadows, check the kinetic combat talent tree, second column at the top and read the description. Shadows (unless balance) do not have any kind of a cast bar at all really. Let me clarify on that, that as an infl shadow there are no cast bars period. On a kinetic, there is that one (tele throw) but as you can read the talent point, it can't be interrupted. If you're fighting anything other than a balance shadow. You can't interrupt period. In terms of stunning, if a shadow is glowing yellow (we use the skill 'resilience' - empire assassins glow blue) there's 3 seconds any kind of cc or non physical attack doesn't do a damned thing to us. Other than that, shadows are perfectly cc'able.
  7. That... could make it quite interesting
  8. I agree with the people who've said you're doing something wrong. I'm almost in full BM gear on my infl (missing the belt and 2 relics as of this post) and tbh there is hardly any class I have a massive problem with save for kinetic shadows. My damage in warzones is always 300+k (usually around 400), I always end the warzones with at least 8 medals, and if it's a win then at least 15 or 16. There is absolutely no problem with us anymore because they nerfed the high hell out of all the other classes. Yeah okay the floating rock problem still exists and minor crap like that, but really I'm having no problem here taking down other classes including healers and SOME tanks.
  9. I've got 1x 580GTX w/ 24GB of ram @ 1600 MHz and an intel i7-975ee processor. On average in warzones I get about 50-60 FPS, repub fleet is up around the 100 range with ~15 people around me. If there's more than about 50 people on my screen it drops to the 30 mark and with 50+ it goes down to jittery especially back on ilum when 100 people were there all casting AOE's. So for now, no less than 50 fps no matter where I go where it really matters, and everything is set to high running at 1920x1080 resolution.
  10. It takes a bit longer to kill me as infl now. I actually run totally out of force (including blackout and force cloak regens) before I manage to die, yet I'm still pulling the same numbers for damage. I like it, but then again I'm biased as hell!
  11. Getting 0 valor is exactly what happened on PTS, it's new with 1.2 that you have to actually get at least 4 medals to get anything, 8 gives you as much as you can get, and you take a severe penalty if you loose a match.
  12. Happens all the time on our server with repub pugs. It's like we give them false hope only to crush their dreams slightly after. I think the best game I saw was we were down about 400 to 100ish, 3 capped and held for the entire game
  13. Afaik, they don't stack like that.
  14. They've said something along the lines of when the queue pops currently, there's 8 players who have actually queued up but it's their choice as whether or not to accept it. They also said that perhaps the best way to combat this was having a pool of 12 or so queue before any pop so if some people miss it, the last 4 in will receive that queue. (Guild summit). It's an idea and while it might not fix starting with less than 8 if you only start with 4, it will fix the starting with only 6 or 7 cases.
  15. I get the feeling from a) patch notes and b) the sheer amount of flaming on the forums that a lot of classes are getting nerfed, yet ours is staying pretty much exactly the same. I have to laugh at this really because I play and always have played infl spec (0/33/8). I find that 1v1 I can pretty much take anything down unless my burst skills / resil-parry-stealth skills are down. The problems I had were if I got the jump from an op, or a sorc caught me off guard and managed to cc me well enough. So I see ops and sorcs getting hit hard and I see loads of other classes getting mucked with for damage output reduction yet our damage will be the same. More survivability due to other classes getting nerfed and the same damage ability. I'm pretty sure the next big thing on the pvp forums will be nerf shadows / sins because we won't ever die and still do high burst numbers every minute for 20 seconds. Anyone else glad to be playing a shadow for 1.2 besides me?
  16. That's a nope. The deadline was actually a month ago due to the 30 days free time. That time must run out before any other time is added, there is no way around it.
  17. Well we can do some math. There are 2 million active subs and they all bought the game for averaging 50-60 bucks each. I'll stick with 50 bucks just for craps and giggles. So 50 * 2 mil, That's 100,000,000 bucks (100 million). Since we know that roughly 2 million people are indeed active, they would have paid so far for January 20th, February 20th, and soon to be March 20th. We'll leave March out for now. Now I'm also going to assume that every person is paying monthly. I know this isn't true, some people paid for 3 or 6 months which is even more money generated than 14.99 a month, but if they did then it's only 13.99 or 12.99 a month, regardless 14.99 doesn't balance it out but it's the lowest possible dollar amount they could have now. call it 15$ for simplicity a month, 15*2 million subs * 2 months = 60 million. At worst case bioware has made 160 million on this game to date. We know that people sub for 3 or 6 months instead of 1, so now by speculation if we are to assume that about 1/4 of these subs paid for 6 months and about 1/3 of them paid for 3 months then we get roughly 21/50ths left who are subbing monthly. 1/4 of 2 mil is 500k, 1/3 of 2 mil is about 666k, and the remaining is ~834k So... (834k* 2 months of pay * 15$) + (666,666 *1 payment * 42$) + (500k * 1 payment * 78$) =25,020,000 + 27,999,972 + 39,000,000 = $92,019,972 plus the initial 100 million to buy the game and we're about 8 million shy of 200 million bucks. Of course we have 2 million active subscribers, and that number is a rough estimate, plus there are more people who bought the game and are not actively subscribed, and loads of people paid 60 bucks for the game, not 50 so realistically they're most likely over the 200 million mark right now. If not then on March 20th they will be. QED
  18. Wait till the legacy system, you'll be able to increase XP on alts through PvE or PvP or both depending on which you buy when your legacy level is high enough. Source: http://www.darthhater.com/articles/swtor-news/19973-guild-summit-stream-live-blog/page-5
  19. I had the level 48 orange saber and went right to champ saber. If you do the dailies / weekly's and do the dailies about 5 out of 7 days, you'll get enough bags to go right for the level 50 champ saber. My opinion, do that directly.
  20. Huzzah for bumping it on page 1! -Ahem- Okay so what you're proposing here is ESSENTIALLY a slight variation from voidstar where instead of busting through doors to reach the end prize, you're running across a field with cannons shooting at you to reach an end prize. I like the idea because while it's similar to the type of voidstar, it's got a bit of a twist (cannon D, yay?), but you either would have to add NPC's into this cause cannons shooting at 8 players would be no fun at all, or you'd have to allow more than 8 people per side in the WZ. We already know what happens to swtor's engine when 40+ people show up in the same area. Actually, what you're proposing sounds a lot like strand of the ancients in wow, and while I agree that this could be fun, it's been done before, and copied ideas in games usually goes bad unless the idea itself was / is good.
  21. Admittedly, in ilum melee sucks. But in warzones as a shadow jedi I really have no problem against ranged. In smaller scale pvp (warzone size) if people are fighting each other close to the same gear level and have a bit of skill with their class, this is the most balanced game I've seen to date.
  22. Direct answer: Not that I know of... however... Typically we can do some math. We have 14 planets each faction can visit, I'll say 13 cause there's 2 starter planets of the same mob level. Over 400 points, I've noticed that the first planet goes up to 50 skill level stuff, second goes to 90, third is 50-90, fourth is mainly 90 and some 130, then 130-170 and so on. My numbers may be slightly off, but you can figure the rest out using these ranges right up to 400.
  23. Well I'll give you an answer to one of your questions. It's not so much a problem as it's an annoyance... when the BH class pops their 50% damage shield for 15 sec, it seems as inf spec I have to force cloak and wait it out. If I don't I die due to the damage reduction. PvE is out of the option as I have no single chunk of time I can commit to rakata / columni gear, and I'm sitting in full champ gear atm. Any suggestions other than force cloaking those 15 seconds?
  24. I can hop in on this being a shadow. Credentials - nearly fully champion gear shadow (think 2-3 pieces are still cent). First and foremost, the disclaimer. As a sorc, you are going to have a very hard time defeating us because you wear cloth armor. Our damage numbers are the highest when fighting sorcs or sins not tank specced. Now the rotation... Spinning kick, pop relics battle readiness and force potency, CV CV (that's clairvoyant strike), resilience, project, force breach, backstab, ||| if low enough in HP spinning strike otherwise... stun, CV CV project, spinning strike and you're usually dead (if not then you will be very soon). I see most GOOD shadows do something very similar to this rotation, and here's the key points of it. Spinning kick will knock you down for me to get 2 CV strikes on you. Those will deal roughly 2k damage to you IN TOTAL (so about 1k each). This hit is fairly weak, but what it does is reduce the cost of our project by 50% force and increases our project damage by 30%. Now, popping my CD's battle readiness increases the damage my shadow form deals every 1.5 seconds, but the damage it deals without that skill active is only about 300, with the ability it's about 500-600. This damage comes any time I hit you with anything (no faster than every 1.5 seconds). Keep in mind, 500-600 damage isn't much but when you pop it up to every 1.5 seconds, that will add up quickly. Now, force potency with pvp 4 set bonus gives us 3 "charges" where our force skills have 50% more chance to crit. Our crit rate is normally 25-30%, so this gives us a 75-80% chance to crit, and our relic is usually power (if that's down then crit and surge). This is where you will see the numbers. If project gives us 2 rocks, then 2 charges of force potency are used, force breach uses the remaining charge. The biggest amount of burst will be from that initial opener. You most likely panic because about 80% of your HP bar is gone by now, and you've been fighting for a whole 6 seconds, or rather getting beat on. If project only gives us 1 rock, then we have 1 charge of force potency left over, which will make our second project crit for sure. Backing up a bit, I hit resilience (3 second spell immunity, and breaks any snares / roots on me currently) right after you get up from spinning kick because EVERY SINGLE TIME sorcs panic and go OH GOD /aoe knockback, or in some really stupid cases, stun. Your first reaction is to get us the hell off of you, but if you use an aoe knockback we can simply charge back to you, and you wasted a GCD. If you stun me it will not land, then that's put on CD for 60 seconds and I don't have to worry about that for the rest of the fight. I only really use this for 2 reasons. If knockbacked, sometimes I can get rooted (dpsing sorcs), that puts a bit of a kink in my plan, and I only need those 3 seconds to deal massive damage to you, so really there is absolutely nothing you can do until the first rotation is complete, and you're at 25-40% life, plus a backstab will be coming at you which will drop you down to about 10-30%. This point right here is where we become vulnerable. We need to control you to get that last % down. Some shadows will use low slash here to see if you'll use your CC breaker. Low slash incapacitates you, but it breaks on any damage we do. Since here our next damaging ability is CV (low damage dealer itself), let it hit you. If you use your CC breaker on low slash, then I stun you, and you're dead. If you're stunned and your resolve bar is full, cc breaker and aoe knockback us, ONLY IF IT ROOTS US. If we use our cc breaker on that, (or if not) bubble yourself and stun us. You're best to give yourself a heal if we're not coming at you, as our force bar is very sensitive. If you heal, and land more than a 1k heal, that's more damage we have to do, and our relics / force potency and all that crap are down, so now we're only hitting for 2-2.5k and not 3.5-4 on our burst spells. Now, if you're below 30% life, I will use spinning strike. That if you're at about 20% life or lower will one shot you, unless you have a bubble. That will absorb it. If you live from my spinning strike then I need to CV, CV and project which takes time. If you're not below 30% life, you can expect another CV, CV and project followed by either a backstab and spinning strike or just a spinning strike. By this point our force bar is very low, and our recovery rate on it isn't great. If you manage to live to this point, then you can heal yourself (we will interrupt it every 10 seconds if we can) a ways up and just start gnawing on our HP. We have no way (other than HP packs) to get it back up. So, bottom line... you can't do jack **** to us in the first rotation, don't even try. Just try to stay alive by using bubble, and maybe even casting a heal on yourself while we're doing the project / breach combo. It may well be interrupted, but that's one damaging spell that won't be. Our interrupt only stops you from casting that spell for 4 seconds. After the initial burst, we become very open to CC - if we've used resilience (so use your aoe knockback here, and if we cc break it, stun us). Use bubble often, and once you see our force bar get very low, you've got it. If we haven't used resilience for project / force breach in the inital opener, then that's pretty silly and feel free to CC us some how right there. Shadows really are the only class that I've seen effectively knock out sages / sorcs. We're built very well to do it, so you're fighting an uphill battle. It's possible to beat us, but you have to know when to use your stuns and when to just sit and try to keep yourself alive. If a shadow glows yellow, don't use CC's (that's the skill animation of resilience) likewise a sin will glow blue. It only lasts 3 seconds, but it's enough to get our first rotation off on you. After all our trinkets and force potency wears off, our damage isn't very high at all, and once our force is gone, we either die or force cloak and try again when our CD's are up. Good luck!
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