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Caleste

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    Denmark
  1. So I can see that your goals are to promote team play even more with these huttball changes. They only other senario I can think of where this is negated is if you bring a tank and several healers to just hold the ball for the entire match, which doesn't really sound like fun. So many consider applying a stacking debuff that makes the ball carrier susceptible to more dmg. A debuff that is applied after a certain amount of time that you can be reasonably sure by that the intentions are to not pass the ball. That should incentivise more play as it looks you intend for huttball.
  2. I would agree. It's not like Lightning/Telekenetics played legit is very fun anyway.
  3. To those who still do not knows about the lightning/telekenetics bug. I've seen quite a few people as of late who abuse a glitch that makes Chain Lightning and Telekenetic Wave permanent instant cast means you can cast it instantly and then proc the second CL/TW instantly, so might aswell make the information available to the public since BW hasn't fixed it yet. It might also help balancing out the teams. How to do it (at least how I found it): The dmg can be quite insane and if people stack neatly be ready to enjoy your 6-8k dps And for everyone else. If you see a sage/sorc hardcasting CL/TW. Try to kill it if possible.
  4. Oh my... I were quite sceptical reading your OP, but this video... I'm absolutely positive I've seen this in wzs. Wether it's me lagging out during a bubble and when I get control of my character a few moments later it's dead. Or when I'm trying to hit someone in LoS but can't for some reason and moments later I can tell his is conviently hiding behind an obsticle recovering. If those are signs of what you're talking about I'm absolutely positive it's happening. I do get that you sometimes lag out due to ill communication between server and client but that, but I get suspecious of how it sometimes happens. Regarding the frequency I don't see it that often, but it is ******** regardless.
  5. I have another question. Currently I'm using two relics of boundless ages both the campaign and the rakata model (the latter was crafted through artifice, in case it is important). I had my guild tell me it's far far from an optimal setup, because the relics share cooldown. I can show how that make sense since the endurance provided alone would be a waste of slots, however, that is not the case. I can use both relics seperately with a 40 seconds internal cooldown. and both relics have a two minut hard cooldown. Is this working as intended? As stated above the internal and kinetic damage relics are better depending the type of enemy you fight, whereas power boosts all damage. With this in mind I find it quite hard, however I have no data to back my doubt up with, to wrap my head around. I suppose the argument of war hero relics make sense since they are loaded with static power. Can anyone confirm of refute the claim of boundless ages relics being worth using considering you can use two?
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