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Master_Taikuri

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  1. Can't say whether PvE boss mobs get specific damage reduction types (very likely they do) but looking quickly at Knight/Warrior and Consular/Inquisitor talents and abilities re PvP it seems Vibroswords/Vibrostaves may be the way to go providing their actual damage output is the same. I couldn't see any bonus to damage types but the Consular/Inquisitor class buff (Force Valor/Mark of Power) increases Internal and Elemental damage reduction and Guardian/Juggernaut get a talent in their defensive trees (Inner Peace/Dark Blood) that does the same thing (smaller reduction but is passive always on). I didn't look at the other classes and didn't check to see if a spec/tree did a lot of one type of damage where a weapon choice might skew it far onto one sort of damage or possibly even it out... leave that sort of depth of analysis to the math junkies out there.
  2. Given the general belief that server mergers are required in general US servers, I can't see them opening more Oceanic servers straight away. The delay between launch and transfer, whilst caused by software and other game issues, also serves to be a smaller scale version of the red zone / green zone segregation of the initial launch - e.g. 'guarantee' of quality of play experience which we all lived through and whilst we might have griped about it we were just happy to be playing. Personally I am more worried about 2 things that I'm sure others will be having to face in the near future when server transfers start. 1) which characters are going to be deleted or left behind (8 on 1st server and 2 started on new Oceanic server to make sure I had a place -> 8 spots only) 2) are there going to be any restrictions? - Blizz in their infinite wisdom have set limits on cash and commodities that can be transferred with a character - are BW going to do the same?
  3. Kira isn't intended to be a tank (so no taunt or threat increasing stance) and so to minimize your incoming damage you need to make sure she is attacking your target (should be the first action on her mini action bar so easy to click). Unless you assign your companion a set target to attack they will attack the first target that damages you. As a knight you leap into the combat and so your target generally isn't the first one to damage you. My 'rotation' is to leap into combat then hit my reflected damage ability (can't remember the name just now) whilst in flight. Then when I land I click Kira's attack action which makes her attack my target. This means we focus fire on the bigger target so it gets less time to kill us.
  4. All I should say is http://www.swtor.com/community/showthread.php?t=258426 then check LoneStranger's excellent reverse engineering mega-chart: http://www.lonestranger.net/swtor/re/SWTOR_RE_GUIDE.png But being nice I will add that they show that yes Blue Schematic taught -RE-> Purple L1 -RE-> Purple L2
  5. Even easier for me as a Sentinel with Cybertech. I give him all the Orange gear I have that isn't Jedi Knight restricted and make Armouring and Mod bits for it all
  6. at the moment ... I'm sure I saw a Dev post previously that said that it was a 'known issue' and so I would guess that means they will deal with it eventually. I just wish you could RE them and learn them - have a few blue ones sitting with my Armstech waiting to RE them when I know it might be successful.
  7. so we have: Light Armour - Willpower heavy for Jedi/Sith dps & heals Light Armour - Endurance heavy for Jedi/Sith tanks (and PvP sort of) Medium Armour - Strength for Jedi/Sith dps Medium Armour - Endurance (but still Strength) for Jedi/Sith tanking but no Jedi/Sith tanking AC would use it as they have Heavy Armour. Medium Armour - Cunning for Smuggler/Agent dps or heals Medium Armour - Endurance (but still Cunning) for Smuggler/Agent PvP? have seen defense versions of this too! Heavy Armour - Aim for Trooper/BH dps & heals Heavy Armour - Endurance (with Aim) for Trooper/BH tanking Heavy Armour - Strength for Jedi/Sith dps Heavy Armour - Endurance (with Strength) for Jedi/Sith Tanking Now I understand that they have 2 types of each armour so that there is a variety and to allow for peoples tastes but having Strength based Heavy Armour skews the balance badly. Not only does this mean that Synthweaving needs to learn more armour crafts (light, medium and heavy armour) but they get screwed in the RE learning process too (RE 20-30 greens only to learn a blue Strength Medium Armour with defense stats or even worse do it with 20-30 blues to get a purple that no one will use!). Why couldn't Jedi/Sith tanks (or single sabre dps) wear medium armour but have armour multiplication or additional avoidance baked into the spec like the Jedi/Sith light armour tanks? None of the companions uses defense strength medium armour and only one that I'm aware of uses strength heavy of any variety! I know it is too late to make such an ingrained change but felt I needed to vent.
  8. That is a little bit of comparing apples with oranges. As a scavenger I can run missions for Metal and Compounds both of which cannot be bought from a vendor and so any 'price' you apply is arbitrary and to some extent is out of BW control (the whole market forces thing). The only comparable (to a lock-box) mission I can run with scavenging is a Flux mission. I have yet to see one of those not return well in excess of the mission cost ($1400 mission cost and get 15-30 x $200 Flux - certainly never as low as 7 which would be just breaking even) For credit per minute I find I make more from grinding mobs (grey trash, dropped creds & scavenging droids with node collecting along the way) than I do from running slicing missions but I still run slicing missions on my companions (3 of 4 anyway at 38). Slicing lock-box missions should be (cost +0%) to (cost +100%) return on successful missions with a crit giving another mission but no more credits.
  9. is that with mods still in it? I know augments added to an item change its required level (earpiece was level 34 before adding the augment but 35 after because the augment had a req. level of 35).
  10. Cybertech can make mod-able parts - they just show as green items instead of orange but have the full allotment of slots Armour, Mod and Enhancement and theoretically could have an Augment slot although I've never made enough of them to prove it is possible.
  11. In reality they put some of the steps in so that you notice quests. Should be: 1 Travel to speeder station. 2 Ride speeder to speeder station at spaceport. 3 Enter spaceport and run to your hanger (can see some value in the phased entrance but an elevator after that too?) 4 Enter ship (it is phased already so ship should appear as intended - eg an open ship you run into and interact with on the planet side) 5 Interact with nav computer and pick system you want to travel to 6 gave does takeoff travel and landing cinematic all as one 7 leave ship and phase through to spaceport 8 travel to speeder station 9 ride to speeder station doing it this way allows you to interact with your holo-terminal without having to launch your ship and land it again afterwards
  12. Cross Faction = a yes from me! Every mailbox should be a GTN terminal too. Rep/Imp GTN terminals should be cheap for restricted listing (only to their own faction) or expensive for open listing. Hutt GTN terminals (actual terminals not the mailbox ones suggested above) should always be open listing, should be middle of the road cost and should provide quicker receipt of credit from sale to encourage their use. Cross Server = a reluctant yes from me. I can imagine that being cross server would reduce the price gouging monopoly sellers but it may not simply because increased market size with no reference of previous sales could mean that prices stay high (e.g. more chance someone will find that high price palatable and buy it). Cross server would increase the pool of available materials but may also mean those mats sell really quick.
  13. I have looked but it is hard without a search function on the forums... can the grade 23 ones be re'd to learn the Mod? I know it would just give you a mod everyone can get through dailies but it would be worth it for Armour mods (only need to get 1) and maybe for a sentinel or similar AC (2 hilts/barrels) plus you would be able to send em to alts.
  14. Well said. So it seems a majority of people venting here want a rollback but can't say I saw anyone actually give an opinion on how that rollback should be handled. OPTION 1 100% valor rollback for 100% of players = easiest solution to implement but also equals a significant proportion of players complaining because they have been penalized despite doing nothing wrong. OPTION 2 100% valor rollback for 100% of players who were on Ilum during this period = slightly harder (but still easy) solution to implement and would produce less players complaining about being penalized for doing nothing wrong. OPTION 3 rollback to average valor gain during the period for 100% of players = again a harder (not super hard but not easy) solution that should reduce complaints even more but will still catch some who played fairly. OPTION 4 analyze logs closely and rollback 100% of the players who breached the 'safe zones' and camped spawn points or even just benefited from the camping = very hard and time consuming but should not be any unfair treatment claims. Now I would suggest that a good proportion who posted "What no rollback ... this suxors ... unsubed!!!!" or something similar probably wants OPTION 1 as they don't really care and are just forum trolls. Certainly everyone who immediately posted after the OP isn't going to wait for OPTION 4 if they can't even wait to find out what exactly is going to be done about the water damage if they can't wait for the plumber to even leave the building after plugging the leak.
  15. That is what I'm hoping as I plan on having my Male JI Shadow tank wear the slave girl outfit. Am even tempted to go buy the set for my Knight so I can get Kira kitted out in it
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