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wallywaffles

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Everything posted by wallywaffles

  1. (Not disagreeing with OP, just pointing out a temporary compromise) You should check out the Republic target marker at the social items vendor, you can bind it to a slot. I realize there is less unique marks, but maybe it can help you out in the meantime.
  2. The biggest one to me is the Mortar Volley delay. The amount of damage I've lost as people move out of the way is ridiculous. So frustrating. I have a 38 BH now and the instacast almost makes me want to quit my Trooper
  3. Stand in the location they disappeared. If they are really leaving the warzone early you can gank them as soon as they come back out. Queues really don't pop that fast in my experience.
  4. From my observations: White - weapon damage dealt Yellow - force/tech damage dealt Red - damage received Grey - Companion damage dealt Green - healing
  5. Cause people like lightsabers? Honestly IDK, I love my Vanguard. Guardians seem to have better defensive cooldowns and more leap abilities but as a Vanguard I love the "range". Most of the time you'll be in melee but it's great to be able tab-target new adds with rapid shots. Then add in some great AoEs (mortar volley to start it off [seriously *** OP] and pulse cannon when they close in). The only thing I don't like is how we don't get to see our crystal color unless we use rapid shots Another possibility is that they already rolled a Commando and don't want to repeat the story. I admit those BFGs were tempting!
  6. It happens with critical successes of missions. As far as I know, no one has figured out the critical rate for missions. Synth vs. Armormech is just luck, I seem to get both as Armormech.
  7. EDIT: Hmm, somehow posted in the wrong thread. Ignore this
  8. This would be great. I'd definitely buy more stims if that were the case. An alternate solution would be removing the biochem req on reusables and leaving the implants BoP. That way biochem is on a similar level as other crafting skills (eg armormech can make rakata belts/wrists; biochem can make rakata implants). Since there are 2 implant slots and they can be critted, biochem might still have an (small) advantage in terms of selling their medpacs/stims/adrenals, but I'd be satisfied as a non-biochemist.
  9. This is exactly why biochem is still the best crew skill. Not really the best way to go about things, but the reusables are infinitely cheaper than other versions.
  10. Sounds like you're using the resolve system wrong. Don't break out of CC till your bar is white, then you'll be good. Helpful sticky. Though it sounds like some people have experienced a bug, which would really suck.
  11. Right now I have gut, but as I'm getting less into PvP and more into Ops I might switch. Gut is awesome for PvP. You're right about to die and spam dots on all the attackers to hold the objective till reinforcements arrive. On the other hand I almost never use it in PvE; pulse cannon or mortar volley are sufficient for grabbing everyone's aggro, not to mention AoE taunt. Sure gut still has good DPS, but I'd rather take the extra ammo as it's not hard to use up any extra. Honestly I'd probably have energy blast now if I wasn't too lazy to respec
  12. From what I've seen, most of the orange armor that's not class-specific is BoP from flashpoints. You CAN trade non-oranges from armormech/synthweaving though, not sure how it looks though. (Rep/Imp have different patters eg white/blue jedi robes vs black/red sith)
  13. Once you finish chapter 1 of your story (level 32 quest), you unlock your Legacy. You choose a Legacy name that can be displayed as a surname, title, or hidden. The Legacy is shared across all characters on the same server. A certain % of your exp gain from then on is also added as Legacy experience which gives Legacy levels. Right now Legacy levels do nothing, but in the future there will be "unique skills and character creation options" (quote from memory). Most people speculate that means new races and maybe cross-class skills. Devs have announced Legacy update for the next big patch (March). Hope this helps!
  14. Major endgame spoilers. Overall, pretty much like everyone said. The Republic will win in the end following the past light side canons, but probably incorporates the Empire into itself (maybe just the troops, probably not the Sith).
  15. Yeah, I had fun helping out my friend finish up his quest.
  16. I'm in favor of the changes, it will allow new 50s to close the gap much quicker by getting a full set of Centurion gear. A lot of people don't seem to recognize that expertise works on a logarithmic scale. Having 550 instead of 450 for example will only increase your expertise bonus by about 1%. Sure the extra bonus stats and armor will still leave a difference, but if there weren't something to look forward to people would have little reason to keep playing.
  17. What he said has nothing to do with professions. Trinkets are useable by anyone, and some of the best adrenals for PvP are the warzone adrenals (+15% damage/damage reduction/healing). I feel that operatives are fine, sure it's easy to get ganked by a group if you come out in the wrong spot, but if you stealth behind and know what you're doing you should be killing most classes 1v1. I know I've been killed by an Operative post-patch, and I've also killed one. That's the way it should be.
  18. You do know those warzone adrenals give 15% bonus damage and damage reduction, right? 15 seconds on a 2 minute cooldown means you can have it up more than your proposed 2min/30minute cooldown. I think a better solution is to make sure the expertise of each team is as close as possible, so that the match depends more on skill.
  19. There is a noticeable speed gain. They won't be "blowing by" you but it is faster. So yeah, if they are blowing by you might be looking at the taxi speeders. The main reason to upgrade though is for the extra damage protection. So nice to speed right through mobs without caring.
  20. My brother plays a scoundrel healer, and we work well together. He gets absolutely demolished on his own, but together we last a very long time (if they attack me, he can heal against 4 attackers for 20sec or so, and if they attack him my guard/taunts reduce the damage enough that he can heal himself decently against 2). The great thing about scoundrels/ops though is their HoTs. Throwing a couple on a few party members can really turn the tide of battle. Since they're instant, you can even cast them on the run (amazing in huttball). While sorcs/sages may have bubble shields and rescues, they have to stand still and channel in order to heal. The only disadvantage I see to healers in WZs is their medals. He can heal 330k and get like 3-4 medals while I end up with 10. That really doesn't seem fair. We still enjoy playing together but it would be great to see this change.
  21. The site looks great - well done. I've really been enjoying my "ranged" tank, but I don't know what to add to what you already have. I've done most hard modes already but I'll definitely be checking back here when I'm prepping for an op. Props
  22. Taunts force the opponent to attack you, but not by increasing your threat. Only damage/healing does that. If you aren't holding aggro, your taunt will only save you for a few seconds before your team members get hurt. That's not to say you're totally screwed though; there are guards for a reason and if you're playing hardmodes you'll probably need to throw them on DPS rather than heals to avoid the enrages. I guess that's a bit offtopic though. In response to the original thread I have a split build. IMO sometimes the bonus aggro from DPS can outweigh the survivability from a couple more %DR; other times you just want to be as much of a wall as you can. I'd just play around with a couple different builds till you find something that works best for you; respeccing is pretty cheap as long as it isn't done constantly.
  23. So far I've seen Agent, Trooper, Smuggler, Knight. I was very impressed with the Agent story, but then I enjoyed my Trooper a lot more (chapter 1 was meh, 2/3 were great). My triumph was short lived though when I helped my Knight friend... I wasn't a fan of the Smuggler story, and neither was my brother who was playing the Smuggler. It doesn't have the same level of depth or impact as the other characters (though a lot of the dialogue/situations are funny and some people would certainly enjoy it).
  24. I've stayed tank spec in PvP for one reason only; Storm. It's super handy for mobility in general and huttball in specific. Perfect for that "Oh ****" moment when the enemy is charging through the last fire with a full resolve bar (immobilization doesn't affect resolve). Sure I'm stuck there too but the sacrifice is worth it Other than that I agree with most of the other comments. Our best map is Voidstar cause of our AoEs and DoTs. I do last longer than non-tank Troopers, but not by much. Enough to hold a turret against 2-3 enemies until allies arrive. Usually get 8-9 medals. And in the end, a lot comes down to gear differences (skill too, but gear is a large factor).
  25. I support this idea. Armormech could have a reusable shield trinket, synthweaving a defense one, etc.
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