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Pasture

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Everything posted by Pasture

  1. It really is annoying to be undercut by 50% or more, the biggest reason I stopped trying to make money crafting barrels. People kept undercutting by 500k or more when I had a perfectly reasonable price on my product (mats + 30%). The only way to really stop the dirt-cheap listings though is to change the default sell amount (the 1500 for a 49 arti mod) to the lowest amount the same item is currently listed for. That's going to take a systems change on Bioware's part, and has nothing to do with the cartel market, so you can expect it sometime next decade if at all.
  2. As I find myself approaching Legend status with Makeb (will hit 30k/30k on tuesday) I find that I've got hundreds of extra tokens laying around. Is there any plan to make these vendorable like the Gree tokens were?
  3. First off, if I, as an ops leader, had a 50 hanging around when the level cap is 55, I'd bench you for any warm body I could find. Secondly, pyro is not one of the better aoe specs in the game. The only things it really beats are deception assassins. If one of my raiders had ever come to me saying that pyro was a top aoe spec and that justified an ops spot I'd have gkicked them instead of benching them. All that adding CGC to Flame Sweep did was give them a little sustained aoe damage and a way to slow multiple targets in pvp. Thirdly, even though pyro got changed it's still completely viable for PvE. It's lower dps than AP is, but not by much. If you value your personal dps that much then learn AP or 2/22/22 hybrid. Both should be fully competitive with marauder, merc, sorc, and maybe even sniper dps. Full AP is more buttons but less thought, hybrid requires a little timing and heat management but has fewer buttons to worry about. The only real nerf was to the completely broken hybrid build that was parsing 600 dps higher than anything else could hope to. The rest was taking the front-loaded burst of pyro and spreading it out a little. They could up the DoT damage on TD a little, but otherwise the spec is fine for current content. My best advice for getting your spot in ops back is to get the xpac and learn AP.
  4. I'm in full agreement with the OP that veng jugs need a slow that's more efficient than chilling scream, but both ideas presented by the OP will negatively affect PvE builds. Unstoppable is the only filler in the lower tree that has applications for PvE, it's basically Cloak of Pain for juggernauts. It's useful in 3/4 fights in nightmare EC and 3/5 fights in HM TFB, and will be useful in multiple encounters in the new operation S&V. Moving it higher and adding a new skill in it's spot means that PvE jug dps would have to choose between Unstoppable and Deafening Defense while being forced to pick up filler talents that have no real application in an Operation setting. My suggestion would be to move Stagger up to T7, put Unyielding in T1, and make a 3-point skill in T2 {Crippling Wounds: Your bleed effects have a 33/66/100% chance to slow the target's movement speed by 50%} that would fill in the gap where PvE jugs take accuracy. This way you would have the option of taking 1 point in said skill for the utility and still taking the other PvP related skills, or forgoing the additional rage generation for even greater utility, being able to consistently slow 3 targets at the same time with your bleeds. Meanwhile PvE jugs won't lose their survivability.
  5. I'd love a version of the Imperial variation of Tempered Laminoid Chestguard that has a more streamlined jetpack on it. Same coloration, just flatten the pack. Getting a little tired of carrying a giant cylinder on my back. Would also love black leather trenchcoat and legs for my operative's Matrix look. Dull cloth just isn't the same. Just remembered, I also would like to see the robes that the last boss of Essles wears. Darth Babyface has a good tailor.
  6. I'm level 50, I have the red Corellian Museum Crystal, yet when I click on the blue "Loose Cormium Crystal" I get the following error: "More Experience is Required to Use This." I've got the required item, I'm max level, and I did everything correctly to get to the blue crystal. It's bugged. Please fix this soon.
  7. <Velocity> is recruiting for our late night group (11:30pm pacific tues/wed/thurs) We are currently 4/5 HM TFB We are looking for the following: 1 Sorc healer 1 Operative healer 1 tank (back-up, future replacement) 1 sniper/arsenal merc dps (back-up, future replacement) Interested parties should be knowledgeable in their class, have appropriate gear for the content, and have a basic understanding of the fights. Contact Out'to / Grazed / Darkpriest / Ravasha in game.
  8. While leveling you really do want to take the items with more aim on them. Aim is your stat that does everything, gives you more damage and healing as well as some crit chance. Items with more aim than endurance are what you're looking for, if the item also happens to have power (another flat damage boost) then the item is perfect. Piece B has a lot of endurance on it, pieces with more endurance than the primary stat are generally for tanky characters. It also has a lot of critical rating on it, which isn't that valuable until you have a lot of surge rating to go with it, and then only in small amounts. Item A really is the hands-down better item, you weren't getting trolled.
  9. Some ideas for each advanced class (imperial anyways) Some have a beat, rhythm, and/or melody that fit very well with the class rotations, some just feel right for the class. Powertech -> Disturbed - Indestructible Mercenary -> POD - Boom Operative -> Alien Ant Farm - Smooth Criminal Sniper -> Tomoyasu Hotei - Battle Without Honor or Humanity Sorcerer -> Flyleaf - Fully Alive Assassin -> Korn - Thoughtless Juggernaut -> Darling Violetta - Catharsis of Sufferance Marauder -> Atreyu - Becoming the Bull
  10. The problem isn't that they aren't listening, it's that they're listening to the overly vocal minority. Players keep crying about this class being OP, that class being OP, and marauders/sentinels being underpowered in pvp. Bioware listened and nerfed other classes while buffing warriors/knights. Same thing with resolve. People cried loudly about players being stun-immune too quickly, so they made it impossible to fill a resolve bar by accident. As a side effect, the resolve bar never fills and you get stunlocked long enough that healers can't keep you alive through it. I have a feeling it was snipers/gunslingers crying the loudest that inspired the nerf to stun ranges, as now there is no reasonable way to close the gap on them before they can kill you aside from stealth. The same thing ruined World of Warcraft, and it's quickly ruining this game as well.
  11. People gravitate toward whatever class just received a buff and shy away from whatever just got nerfed. Right now I'm seeing an influx of dps assassins, mercenaries, and sorc healers while seeing a decline in powertech dps and assassin tanks. In previous patches people dropped their sorc healers like a bad habit after the spec was unbroken. It's all flavor of the month, and changes every time classes are rebalanced. These observations are from PvE on the imperial side, I don't pvp much so I really don't have a clue there.
  12. My guess is that other players either scared or frustrated them out of tanking. That dps that you get every couple flashpoints that thinks he's the tank, breaks every cc as soon as it's applied, or refuses to participate in mechanics that the dps need to handle like clicking buttons. That guy frustrates new tanks out of continuing with their chosen role. Some players get around this by grouping with guild members and queuing for their random HM with a fully premade group. The other big frustration is PuG groups that insist that their tanks be overgeared for the content. EV doesn't require full rakata, but half or more of the PuG groups that I see LFM are requiring it. Same with EC and full campaign, you don't need it to successfully complete the operation. Prospective tanks that got past the bad players in group finder get frustrated because they aren't allowed to tank for content that they're at the appropriate gear level for. Healers and dps that aren't fully geared or haven't done the fights before people are willing to work with, but tanks they almost always seem to want overgeared for the content. There are also tanks that got tired of PuGging because the guild that's making up most of the operation insists on drops going to guild members first, and the PuG tank can have the scraps. It doesn't seem to matter that nobody would get any loot if the PuG tank wasn't there. Then there are the tanks that made it past all of these obstacles. They're in guilds that run operations, and are either saved to the content you're trying to run or are overgeared and don't want to go back to progressing through content that they've had on farm for months. That pretty much covers most of the tanks in the game. Personally I'm in the fourth group. I've been in fully optimized Campaign gear for months now, and stopped PuGging operations that I'm overgeared for because I can't use anything for my main set and groups have an aversion to giving tanks or healers gear for a dps set, but never seem to have a problem with the other way around. I run my daily HM with guild members to speed up their queue times and to avoid the players that make the game not fun for me.
  13. He's going to be a very pale version of whatever color you made him. Both of my zabrak characters are red, and having dark V corruption showing makes them a very pale salmon color. My twilek is a light olive/tan color normally and full corruption makes her appear nearly white. Hope this helps.
  14. Got one the second week of HM EC, didn't see another one for months. They've always been in his loot table, just very rare.
  15. I haven't noticed this personally. I heal on an Operative and haven't seen my damage reduction drop at all. Is 'Frank' wearing adaptive social armor? If so it might just be a glitch with that.
  16. When changing zones elements of the normal UI such as actionbars or the chat window persist on top of the loading screen. I find this most apparent when skipping the cinematic upon entering/leaving my ship. Also, when returning to the character select screen from in-game roughly 1/3 of my screen, the upper left, turns into a large white block until the character models load. edit: also when logging out of the game to the character select screen I am occasionally booted to the start of the character creation process.
  17. Is grinding the same four warzones really that dissimilar from grinding the same operations and flashpoints? Sure there are more individual fights to learn, but to be good in PvP you need to learn not only the objectives, but how to handle playing against every class and spec properly. Black Hole gear is easiest obtained by running your daily random hard mode flashpoint unless you're in a guild that regularly clears higher-end operations, in which case you can probably get a run through HM EC for campaign gear and black hole coms. Between 7 dailies and the two non-operation weekly missions that give black hole coms you're looking at one full piece of gear a week. The starter set of PvP gear available to you is fine for doing tier 1 hm flashpoints. As a side effect you'll also eventually put together a full set of columi, which you can put the black hole mods into to have decent PvE gear with set bonuses. Full columi is all that you really need to complete the newer story mode operations and acquire the last couple of upgrades needed to do HM EC. As for PvE gear being relatively more difficult to get, it really isn't. If you want full top-end PvP gear then you'll be grinding warzones for about the same amount of time invested that the average PvE player spends in operations. You can spend 2 hours a day, 3 days a week in warzones and expect to gear at about the same pace as a PvE player successfully running scheduled operations. The only difference is that in PvE you don't get loot for losing, so gearing speed is variable based on the awareness, coordination, gear, and skill of your entire group. The last part of your question is really a design intention. PvP gear was never meant to be very useful in PvE, and vice versa. It's the expertise that eats up a decent portion of the stat budget. What expertise does is increases all of your damage and healing in PvP combat while reducing incoming damage from enemy players by a slightly lesser amount. Expertise as a stat is vital in PvP, but completely useless in PvE where the additional base stats and secondary stats are needed. When the game released the expertise budget wasn't properly tuned to create enough of a gap between PvP and PvE, meaning that progressing in the first tier of operations was completely doable in full PvP gear. The stat budgets have since been redesigned so that PvP gear is nearly worthless in high-end operations and PvE gear is a hindrance in warzones.
  18. You can easily complete Tier 1 HM flashpoints in corellia blue mods and crafted blue/purple 49 gear, same with story mode ev/kp. HM EV/KP is completely doable in mixed tionese/columi/recruit mk-2 if your group knows their classes and has good reaction time. If you're going in with players that are new to endgame group content in general then you'll want to have full columi. Story mode EC is now completely doable in full columi or the new recruit mk-2 as well, and SM TFB doesn't require more than a couple pieces of rakata. Again, this is assuming your players have a good idea of what they're doing and can execute. Hard Mode EC still requires full rakata and good coordination/execution to complete, and on 8 man now requires even more group coordination than before for Kephess. Hard Mode TFB requires fully optimized and augmented Campaign/Black Hole gear and very good group communication, coordination, and execution to even kill the first boss.
  19. Quick and dirty solution to PvP itemization: The average cost of a War Hero set item is 2370 ranked coms. (5 main set items) Assume 40% of the value of the item is in the armoring and 30% is in each of the mod and enhancement, then round up to the nearest 5 to keep prices in line with bioware's pricing models. Sell unbound armorings for 950 ranked coms Sell unbound mods and enhancements for 715 ranked coms Sell barrels/hilts for 2055 ranked wz coms Force all PvP offhand items to use a barrel or hilt. Since the majority of the shells are already attainable through crafting their value is negated for this exercise. With these numbers the cost of a modded belt or bracer would be 1665 ranked coms, 240 more than a base item. The additional cost would be appropriate for the amount of gain, players would not be required to purchase 8 or more extraneous items to optimize their gear, and PvP players would not be required to spend 6 million credits for best-in-slot items.
  20. White crystals were BoP and 2.5 million credits pre-1.2, and should they become craftable I'd prefer if they remained BoP and had a material/time/difficulty cost associated with creating them that reflected their previous sale price. Purple crystals are easy to come by, just run HM EV and grab any columi weapon token from Gharj or Soa. I'm looking forward to the change to upcoming item sets' stat allocation. Maybe I'll finally be able to min/max without holding onto my rakata shells finally. You can only take so much of looking like a cybernetic ladybug. I'm also liking their stance on PvE relics. It gives players more options to choose from fight-to-fight. For instance as dps I use an activated relic for Toth & Zorn, the minefield, and Kephess while I use 2 passive relics for Stormcaller & Firebrand. Not liking the idea of constant class tweaks. It's bad enough learning a new rotation every couple of months when a new content patch comes out, having to adjust rotations to 'tweaks' every week or two is going to overcomplicate things. And with Bioware's track record of breaking something for every 'fix' they make, the servers will be offline for maintenance constantly. During Toth and Zorn an activated relic during Toth's berserk phase is higher dps than 2 passives as a ranged dps because you can stand still through the duration while during Zorn's phase you're moving quite a bit anyway. The minefield you may or may not want the additional burst from an activated relic for the first/third droids and then the boss as suits your preference. Personally for that fight I use a relic on the first, then adrenal on the second, then the relic again on the third or fourth, then both on the boss and come out slightly ahead of 2 passive relics.
  21. In multiple runs I've done of EC over the last week and a half there have been 3-5 second lag spikes experienced by the entire ops group, both during 'prime time' and very late at night. I've even seen people from other ops groups posting 'that lag' and similar phrases in general immediately following a lag spike experienced by my ops group, indicating that it's affecting the entire phase. I'm on Harbinger btw.
  22. Thank you, from this I can assume that the Campaign armoring would overwrite the BM bonus.
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