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Posts posted by Jacobusb
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I dont know if this is anywhere near accurate but My guild uses the Infernal council fight to gauge dps, yes those mobs do use knockbacks and that wouldnt be a perfect gauge of dps but heres how it goes.
We have a Madness Assassin in 4/5 Rakata w/ Rakata wpn & off-hand
I am an Annihilation Marauder also 4/5 Rakata w/ Columi both main and off-hand
An Arsenal Mercenary in 5/5 Rakata, Columi main w/ Rakata off-hand
And a Lightning Sorcerer in 4/5 Rakata, Columi Main w/ Rakata off-hand
now dont start flaming me here, since individual skill, and the difference of gear all plays a factor here but this is just my take on things, and how things unfold
The Merc always kills his Mob first
About 4 Percent behind him is the Assassin
I, being the Mara, come in next about 4 percent behind the Assassin
and well in my personal opinion our sorc is just kind of special since he comes in about 12 Percent behind me.
while I believe Mara, Assassin, Merc's and sorc's are great dps I believe Sniper is by far the best DPS in the game Pve wise.
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Sounds like your guild is just full of DBs, that or they dont care if you raid with them or not, otherwise they would make an active attempt to gear you out for HMs.
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More than Likely its just a gear Issue. a few more weeks of HM EV and you will be just fine in HM KP.
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you are soo worried about a heroic quest at lvl 11 that you feel the need to post on the forums about it? just skip it, or look in general.
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Or if you are trying to gear out a trooper, dont bring any other troopers?
maybe...?
I doubt Bioware is going to change Normal Ops loot system anytime soon, so just deal with it, or do hardmodes. Problem solved
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1. Someone pops their ball lightning, then proceeds to be flung into the air: they die.
2. Tank has to pop a ball lightning, right as the healers prepare to recover from the nuke, one of us get's flung into the air or into a mind trap and Soa's beating combined with getting a sudden nuke in health can't be recovered fast enough by one healer: tank dies
3. Someone is in the air, everything is fine, and then they land into ball lightning spewing out aoe damage: they die
4. One healer gets thrown into mind trap; no big deal, I can handle 2 people popping a bubble and the tank while the trap is destroyed. Oh wait! I just got flung into the air and now no heals are going out for 10 seconds: someone dies.
5. Soa is at 31%, People are all heading to edge as the last 2000 hp is ticked off in preparation for that transition into phase 3; excitement is building. "Hahahahahha, ya right!" says RNG and flings someone into the air 3 seconds before Soa yells about waiting 20,000 years: they die.
6. Person about to pop their ball, Soa sticks their *** in a mind trap: ball loose, someone dies.
7. This only happened once, but still. I got the static barrier bug where you get the error "Target can not be affected by this ability." even though they don't have the debuff and have to pop ball without a buffer: take aoe damage and die.
1. this one can be fixed by healing the person who pop'd the ball quickly, or having them pop a med pack. if you are too slow on heals or the person is just out of range, after they fall and die, battle rez em. problem solved.
2. if one healer cant bring the tank back to full, thats the healers fault. not bioware's. Bad healer.
3. Soa always drops the flung player right next to himself. and as for why there is a lightning ball close to Soa while a player is about to drop down from being thrown is beyond me, your raid just needs to step it up and make sure they kite the lightning balls away from soa to the outside ring to ensure that doesnt happen. Bad raiders in general.
4. Soa will never trap and fling people simultaneously, its always Mind trap - lightning balls - fling - lightning balls - repeat. its your Dps'/raid leader's fault for not noticing and burning down/calling out the mind trap ASAP. bad Dps/raid leader.
5. If Soa hasnt thrown someone ina while and hes at 31% dont you think you should halt dps and wait for the throw? yea maybe. Raid leaders fault for not controling his raid.
6. If Soa does mind trap someone who gets picked for a lightning ball, that person either didnt explode his ball fast enough or you just got unlucky. person who had the ball on them and got trap'd should call it out and alert the raid to watch out. the ball will either evade bug, or it will seek someone else. your raid just needs to be mind full of this and act accordingly. Who's at fault here? everyone in the raid.
7. I have never seen that bug but have you ever heard of defensive cooldowns?
dont have any up atm? learn to save one just for that occasion. Raiders fault in general once again.
Now I'm not trying to be a DB here, but it just seems like the majority of the people in your raid just need more experience. need to have more attention to detail, and be prepared for the unexpected.
If you are prepared for the Zombie Apocalypse everyday in the unlikely event it does happen you will be rdy
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to all the Elitist Jerks out there who keep saying "go do HMs" give it a rest
while I do fall in that category being 4/5 Rakata and while I refuse to run Normals, trying to gear out a new member to my guild is an extreme pain in the butt.
Bioware needs to implement master looter and need/greed into normal ops.
No one wants to run flashpoints day in and day out just to get facepwned by the random number goddess, running 2 weeks of normal ops to gear out with ML-need/greed would be a huge relief.
while I also understand normal mode ops loot is Bioware's way of slowing progression, it is a huge pain that i would love if they would changed it right meow.
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I have Legacy 22 atm, I'm thinking Legacy goes all the way to 50.
But I would like to hear from a Dev what the Legacy cap is.
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Boss with the ship. As the ship approaches you are suppose click the terminal to the fire the canon and the ship will go back to a greater range. The bug is that the terminal sometimes does not fire the canon, allowing the ship to increase it's damage output by 100% increments and ultimately wiping the group. The other part of the bug is that sometimes when the terminal does work the ship won't go back out of range, and again, increasing its fire power until finally wiping the group.
Use the middle Turret, and only the middle turret.
Make sure to click it right when the ship first appears/returns every time, and it will not bug out.
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Ever try resetting the instance after every attempt?
that way you shouldn't run into many buggs besides the random aggro lose in Phase 3.
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sounds like that dude needs a life.
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Hutball is BY FAR my FAVORITE Warzone. Thumbs Up to Huttball!!!!! OP just needs to QQ more.
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oh btw one error i saw was that Gharj drops Rakata Offhand in HMs
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Yeah, that's not the least bit chauvinistic. Are you saying us female gamers are incapable of being hardcore raiders? That we're just around for chitter chatter and can't handle pressure (and other situations requiring precise actions and no errors)? I get that we're far fewer in number than male hardcore gamers, but don't wholesale lump us into the casuals.
Winning.
Cheers for Chick Gamers w/ mad skillz
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No, what the Dev means is that 16 man is not intended to be Significantly harder than 8man content like it is. What they are trying to do is make it equivalent to the 8man difficultly.
8man VS 16man is just to accommodate to the larger guilds, its not intended to be a raid stepping stone.
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More than Likely Maligzar, you are not going to get what you want out of Tor, so either deal with MMO's in these changing times, or go play EQ on a private server.
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there will always be the jerks ninja rollin on stuff, but I do agree it should be changed that you cant roll need on item tokens that arnt for your class.
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most of the time melee will have plently of adds to play with, while ranged focus down the turrets
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wow thanks for a speedy reply. so melee can hit the turret without having a leap ability? also whats the relation between 8-16 man normal HM and NM modes? which fights are the same mechanics and which one's are different?
while Melee w/o a leap ability probably wont be able to hit the turret with everyone of there attacks, all classes have some ranged ability of sorts.
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all the fights are the same, they just have more HP and do more dmg, however Pylon boss is a little tricky
see link below
http://starwarswarrior.wordpress.com/2012/01/12/eternity-vault-guide-ancient-pylons-8man-hardmode/
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when you kill a power cell it drops the turret by a percentage, thus killing all of the cells drops the turret to around 50%, but just straight dpsing the turret is much faster.
maybe the dev's thought Melee needed something to hit, but didnt realize they could still hit the turret, then when they did find out they probably said oh well.
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I agree. infernal council is such a joke on NNM
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follow the yellow brick road that is your quest log, and map markers.
Pylons Still bugged in 1.1.5c, lost "the Infernal" because of it...
in Flashpoints, Operations, and Heroic Missions
Posted · Edited by Jacobusb