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Bonesmello

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Everything posted by Bonesmello

  1. Let's put it this way, when I was leveling as a healer, I saw a lot of Assassins (Shadow equivalent) who needed my help with their class quests. It's really easy to just heal your tank companion and throw damage-over-time abilities on the enemy. Around level 30 you get a powerful AOE (area effect) ability and you can pretty much just shield yourself and spam that every pull.
  2. The term of course comes from the NERF brand foam darts and weapons made by Parker Brothers.
  3. There are no programmable macros in this game like in some other games. I think what you mean is key bindings. Press Esc and click preferences. On the very bottom of that window you can click onto the key bindings tab. The Quickslot option will let you scroll through and choose what keys you want to assign to additional slots in bars 1 through 4. If you want to enable additional bars, go to your interface editor. Sorry, I've had these on since the beginning so I don't remember the exact steps.
  4. Nothing really, the zone used to have some quest rewards, but it wasn't very well thought out and they just gave up on it a couple patches ago.
  5. Hi PestilenceRising, Gear progression goes: Daily Quest Mods (50), Tionese/Xenotech (51), Columi/Exotech (56), Rakata (58), Black Hole/Campaign (61). Tionese, Columi, Rakata, and Campaign gear has set bonuses. Tionese gear comes from commendations/crystals and Normal mode FPs. Columi gear comes from commendations and the end bosses of Hard Mode FPs. You can also get columi from the Story (Normal) mode of tier 1 operations Karagga's Palace and Eternity Vault. Rakata comes from gear tokens in Hard mode Karagga's Palace and Eternity Vault. It also comes from Story mode Explosive Conflict (tier 2 operation) and the end boss of Lost Island (tier 2 flashpoint). Black Hole comes from commendations in various daily/weekly quests. Check on the fleet and in your group finder window. Black Hole gear also drops in Explosive Conflict story/hard mode along with in extra chests in Nightmare KP. Campaign Gear currently only drops from bosses on Hard mode Explosive Conflict. My recommendation would be to either: A) Find some experienced or geared friends in a guild to help skip over normal flashpoints and go straight for Columi gear. Work on Black Hole commendations by doing the group finder dailies and doing the Corellia weekly. B) Work your way up from the bottom solo by doing Illum dailies to get at least all item lvl 50 mods and get experience on normal mode flashpoints and get most of your tionese gear before attempting some of the hard mode flashpoints. Some of the hard mode flashpoints are actually really easy, but some people just want to rush through them and might not play nice if you are still in blue gear. Hope this helps.
  6. Screw world bosses. If I wanted to camp out looking for spawns just to be griefed, I'd play EQ.
  7. You are an inspiration Can you rephrase that in your native language or something? I have no idea what you're trying to say. Maybe Google Translate will do a better job.
  8. Whenever someone comes up with details like new ability names with exact values or invents new items and gives them stats, it reminds me of when I was 8 years old and drew Mario Bros. levels with pencil crayons. Bioware will think this is cute, but for practical and legal reasons they can't actually use this.
  9. I always get the impression that new people think these are easier than they really are because people can drag their asses through anything in tionese gear. We can only do that because we've been farming these things for months and know every little trick. Throw 8 new 50s with no experience into SM EC and let me know how that goes.
  10. Fight HM Kephess -> Bomber spawns -> lag spike! -> lag spike ends and Bomber instantly explodes -> 5 minute run back. As a healer, 90% of the time, I don't even notice lag because no one takes any extra damage during these spikes. The problem is that enrage timers and countdowns continue for those 5-10 seconds of lag.
  11. Thanks for the info everyone, our tank had a chance to read and discuss this thread and we picked up a lot of valuable info. Hopefully this helps anyone else who reads too.
  12. Well the marauder takes less aoe damage so it isn't so bad. Like I said we beat the tight dps timers by having the healers contribute dps. To do that, you have tight execution where no one is taking damage they shouldn't be. Also our dps uses their cooldowns effectively and I think they're even using adrenals and I think the jugg dps even uses grenades (for the aoe). Everyone has exotech stims and mostly black hole / campaign gear. Only a few of us have learned to min/max mods though, but it really makes a difference when you do. My innervate channel crits went from like 1700 to 2100 once I figured out how to balance my stats properly. It goes without saying that everyone in the raid should have all their gear augmented.
  13. I usually run out to the center as the group is finishing off last add in whatever phase and throw an electrocute (ranged stun) on the bomber as he spawns. Someone usually takes a hit anyway but we have enough time to heal through it between that and force chokes.
  14. Personally that's just the combination of players that had enough dps to take down the rest of the bosses. We're gearing up others but our melee dps is strong and that's just what works for us. The enrage timers are really tight.
  15. I don't know specs, sorry. 2 Jugg tanks 2 melee Jugg/maurader 2 ranged sniper/merc 2 heals sorc/operative I know it would be way easier if we had access to an assassin or powertech for them to use their pull on bombers. Instead if the walker aoes on a bomb I just have to shield and aoe heal the melee. I found things become way more consistent if you can figure out how to avoid damage so your healers are free to contribute dps. I burn through a lot of force but have chances to regen in later phases. We burn the walker to 58% on the first bomb. On the third bomb the tanks and healers will be busy so you need that head start.
  16. Oh I don't know the exact numbers, I just remember it being big (he has over 26k). I guess that makes sense.
  17. The tanks death log always says "Savage Arcing Slash for 34k" or something. Does that mean the taunt is too early or late? I don't know the exact mechanics of it because I'm healing. Anything I can pass on to them to help?
  18. You obviously know what you're doing healing. You have way less gear than me and are a bit of a clicker, but still kept everyone alive. We do our positioning differently throughout the but I guess you found what works for you. I pretty much figure out who is going to take damage where and have shields up so that I have to do the minimum amount of healing possible and can contribute dps on early bombs and walker burn phases. We do the reflect shield packs differently. Basically we hug the walker's legs and a few seconds after each pack pack spawns and starts running towards the nearest person with aggro, a tank (standing behind the group) jumps at the warrior and drags him away so we can aoe first. We have to stay in the diagonal area until the the third pack and then we move into the center. On the pulsar droids, I shield all the melee as the walker is standing up and then the main tank stands off on his own against a wall between the droids. They snipe the furthest person so he tanks all the damage. For the big purple aoe in the final phase we always run towards the door and aoe heal up. I really really like the way you do the final 60%. I'm going to steal that. You keep him on one wall and each tank taunts during the cast and puts the circles along their own side. Any tips to reproduce that? We had a lot of trouble with that phase.
  19. Congrats! We got him down for the first time last night too. I started an identical thread a couple hours ago http://www.swtor.com/community/showthread.php?t=509811 Hopefully we can both learn something.
  20. We are doing 8man, sorry I forgot to mention that. We do have a marauder and he's pretty much the only reason reason we can run out when it doesn't bug. How does the sniper strat work? Does he not get pulled in if he hits entrench? I never though of that before. We have two tanks obviously in 8man. Our main problem is the tank swapping. 80% of the time it works, but every few swaps, Kephess gets an extra hit in as he casts does the knockback and that tank gets insta-gibbed.
  21. My eyes! Can someone translate that for me? I don't speak teenager.
  22. So HM Kephess, We finally got him down last night. We have all but the final phase so well practiced that most of us could do it with our eyes closed. That final phase is just such a cluster that it felt like a fluke getting him down. I'd like strategies or advice to make this easier and not have to spend two hours on him next week. He just seems so buggy... First attempt of the night was solid up until the his giant purple aoe. He pulls us in, everyone runs out.... and then he teleported half the raid back in. Every attempt after that was basically us getting him down to 25% or so and then during a transition he would knock back the current tank and then get a instant second hit in on that tank immediately (one-shotting him) even though he's already taunted and that first tank is still flying through the air. The final kill was pretty much due to the standard tank death happening at 10% instead of 20-30% and us being able to zerg him down anyway. It feels like bugs, but since so many people have him on farm I'm guessing there's a better way to do it? Advise pls.
  23. Any tips on squeezing out extra DPS? We pretty much follow this strategy exactly, and even if no one ever gets fearful, zorn is 10%+ higher than toth and we hit the enrage timer. Maybe our transitions are happening slow or something, who knows.
  24. The Jolt animation is bugged now. It plays like 2 seconds after you hit the button. All my other instant abilities are working fine.
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