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Myracarrah

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  1. Do you mean Tactical Advantages? Basically a Tactical Advantage is a counter on your buff bar. You use certain skills to pop those counters up there for you. Read your skills, they will say which ones grant tactical advantage. Now once you have the Tactical Advantage counter/buff you can use skills that are normally grayed out. Those tend to be harder hits, or bigger heals. So basically for an Op your rotation runs something like counter causing skill, counter causing skill, TA skill, TA skill, counter causing skill, counter causing skill... etc But yeah, read the descriptions of the skills in game. Some of the skills will read grants Tactical Advantage, other skills will read consumes Tactical Advantage. And hey there are skills that have nothing to do with the TA.
  2. No. I read it. What I am trying to say (type) is that not every force user in the multitude of expanded forcers was created equal. Some were simply lacking in a skill, some in an entire powerset. And heck some were demi-gods with shatter-point. To me, not having force push or force pull is not immersion breaking. It's just how my marauder is. Just means I have to fight the group of mobs standing on a ledge instead of knocking them over. Not a big deal. Only takes a couple of hits anyway. While I would love for my marauder to grab an opponent with the force and drag them screaming for mercy to her feet so she can beat them down, it's not needed. I can instead throw a saber at them (two ways) or leap at them. Or I can use my charge to close the distance. Knocking mobs back for marauders isn't really a helpful mechanic. For a mara to do damage you need to be up close personal and toe to toe. So knockback just means now you have to chase them. While knockback would cut down on some of the mob glut on Makeb where they are all standing near ledges, it's not needed. And by adding it into the game it makes classes more 'cookie cutter'. If you add in knockback or force pull for marauders, now you have to give every other class something special, blending even more skills together. So Juggies want sneak. Sins want saber throw. Sniper wants saber reflect. You get the idea.
  3. No. He failed because he had absolutely no talent with telekinesis. He just couldn't do it. It wasn't his skill or power set. He went on to being a Jedi Master and one of the teachers at the Academy. Why should Marauders have force pull or force push? Because Sin/Sorc does? By that argument I could say 'Mara's should get back stab!' which would just be silly as 1) Not every force user was sneaky. 2) It changes the game dynamics of classes. and 3) Then we would need camo tweaked to suit it. At that point I should just roll up a Sin and give up on the Mara.
  4. Easiest to play for me is Healer Merc in DPS stance. Yes, I set her in DPS stance unless I am actually required to heal for my group. Less combat attacks to run, so the rotation is short and easy. Smash buttons with needles in between skills to keep heat managed. Madness Sorc is easy. Not a huge damage dealer despite appearances in group content. However in solo content all mobs pretty much fall over in 1 - 2 aoes. Trouble is for parsing purposes you are basically hitting 2 attacks with the occasional damage booster, if you hit your other attacks you start dwindling on the parse. Sin Tank is nice and easy. Damage isn't great but as a tank, it doesn't need to be. Defenses are an easy rotation. And hey when your attacks light up, you are basically told what to hit when. Lethality Op is actually the firmest in rotations I have seen. Not the hardest hitting of dps specs, however pretty easy to play. And you do have a bit of range to allow for jousting in and out of fights. Carnage Mara is easy to play. Hard to master. You can either jump in screaming "BLARG!" and smash your buttons, which will win against pretty much any solo content. Or you can run your rotations. Rotations are however shifting rotations. So basically you start your rotation and the moment your skills flash you hit your damage boost then hit the lit up skills, then fall back into the rest of your rotation.
  5. There is a shirt from the cartel packs. Has leather buckles in the front. Can look either pirate-y or steam punk depending on how you pair it. Lucien Draay chest. Boots of course have to be Remnant Resurrected Smuggler Boots which you get from Alliance crates. Pants... now those are up for debate. http://tor-fashion.com/ to look up the items
  6. Corran Horn. No longer cannon EU character, but an excellent character if you want to look at Jedi / Sith and how to 'balance them'. Corran Horn was a pilot extraordinaire. Former Cor-Sec. Force Sensitive. Who utterly failed at telekinesis. He balanced this out by an incredible talent at mind tricks. Formidable with a blaster, or a saber. You can find out more information on him by reading the Rogue Squadron series or the book I, Jedi. I never find my marauder lacking in 'force' abilities, as I see the marauder as more physical, which the game reinforces by giving a rather generous rotation of self defenses, as well as a couple of nice debuffs for mashing. Having a knockback would end up being detrimental to a marauder who fights up close and personal. Having another distance closing skill like force pull, while in theory sounding good, isn't needed. If you need to close that distance, spec so you get two force leaps instead of one.
  7. Not sure about cursers, but SWTOR does have debuff rotations that need to be worked for harder mobs / bosses. Long long ago it used to be for OPs that you wanted the boss' defenses broken as hard as you could for faster burn before enrage timers kicked in. On my marauder that's part of my rotations. I debuff, I run my own defenses, and I dps. Helps that I can talk to my group in real time. I call when I am using my debuffs (so the tank knows that once the debuff rotation is done I am going to hit my big attacks with damage booster skills) and there fore the tank should taunt. I'm not a good tank. I am at best an OK tank. But maybe if you say what class you are playing and what trouble you are having people on this thread can help you out? My only suggestions (knowing nothing about the issues you are having) are make sure you are in tank gear, use your taunts as needed, make sure you are in threat/defensive stance, and figure out which defenses to hit when.
  8. The problem is the 'new' high end content consists of going back to old content and doing it over again. Me, I never wanted level sync. I still don't like it. It's glitchy. It's buggy. And the mobs got tweaked to support it, sadly they were tweaked down instead of up. So while we are saying Bioware needs to fix things like OPs and PVP, why not toss in 'Bioware needs to make high end story content that actually involves being high end'.
  9. Most people in the game play a DPS class. It's not that DPS players are 'more toxic'. Heck most aren't even a minor branch of evil in MMOs let alone the root of it. The only way to fix 'bad DPS' is to encourage them to play a tank or a healer. A few rounds of struggling to keep agro, run rotations, while being told "U suck! Y U no taunt?!" normally cures most people of jerk behavior. Trouble is OP you aren't playing with the right group. Many raiders I know play Healer, Tank, and DPS classes (their main being chosen by what is needed for the raid). Playing one of each of the Trinity means a better understanding of the classes and their limits which comes especially in handy raiding. Now mind you I admittedly stepped out of the raiding scene a year ago, and with long time raiders leaving this game due to lack of raid content, you might just be tripping over the dregs who simply haven't learned better.
  10. I hear you on that one. I personally didn't augment the KotFE gear until it was 216. Which worked out as I made my own augs. Also I lucked out, I was sitting on enough glowing crystals when I finished the first 9 chapters to pick up 3 pieces of 216 and enough radiants to pick up a 220. I know not everyone had that option. Heck I didn't even have that option on all of my characters. I am still gearing up my Sin (two pieces to go). That's how I get my common crystals, H2s and the old weeklies, also you loot them from boss mobs in SFs and in Tacticals / HM Flashpoints. But yeah it would be nice if the glowing crystals or even the radiants could be used to buy a higher tier of companion gift.
  11. I wouldn't go into a HM in 204 PVP gear. Mostly because common data crystals flow like rain, and getting a set of 208 - 216 gear is incredibly easy. Augments aren't that hard to come by either, they just start to get expensive to load up on your armor. However yes HMs can be done in 204 gear, but it is going to depend quite a bit on the synergy of the group. You are going to need one heck of a healer. If you get them, compliment them, often. You are going to need DPS smart enough to not stand in the death circles, with enough damage output to keep the Boss from enraging (the healer won't have the ability to heal DPS or push through the last 10% mob health if the mob is enraged). And as the tank, you better know your defenses and know when to hit them. Synergy. The reason most people recommend 216 augmented gear for HMs is because PUGs. PUGs are like a grab bag (or Cartel Pack if you prefer) you might get someone awesome who knows their class and can back it up (like a gold armor set) but most likely, you are just going to get a chance cube.
  12. EA/Bioware was working on some sort of gaming engine that was all their own. They wanted it for their various platforms so that all the teams could use it, and add to it to make it even better... or atleast that was the rumor for a while. No idea if it's true or not. I didn't care enough to go wading through the internet to look. So maybe this job opening has to do with engine development? Maybe this job is for a whole new shiny MMORPG? Does it really matter? EA made the mistake of thinking that more money to the shareholders was how to win the MMO wars. It's not. Cutting back on teams and development might make shareholders more money for a quarter or two, but eventually the lack of funding gets to detrimental levels and the profits start to decline. Panic when the profits entirely dry up. Because once that happens EA is stuck with the 'Hmmm shall we invest in it? Or shall we scrap it?'. Now for everyone who thinks the world is crashing down, the sky is falling, the end is nigh - EA/Bioware does have exclusive rights to StarWars MMOs for the time being. Not sure how many years that exclusive is good for. Not sure all the terms and conditions. However if they stop performing, can you really see the Disney Overlords letting them keep those rights? So I think EAWare is going to keep plugging away at SWTOR atleast until those rights expire.
  13. That's a whole different issue, sorry I misunderstood. Try your ship holo terminal to see if a conversation pops up. Double check your mission log (L key) just to make sure there isn't an interlude quest lurking in there that got reset. Fly to Quesh and see if anything updates. Talk to the guy in the starport to see if he triggers an update (besides the planet story). Of course submit a ticket and see if you can get the quest restored.
  14. Did you talk to the guy at the starport who gives you the innoculation shot thingie?
  15. For my Marauder LS Jaesa Pierce Scourge Zenith Xalek For my Sorc Kaliyo Lana DS Jaesa Risha Khem For my Sin LS Jaesa Ashara Kira Nadia Senya For my Operative Theron Vector Vette Mako Zenith For my Mercenary Blizz T7 Scorpio HK 55 Qyzen
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