Jump to content

Boissi

Members
  • Posts

    315
  • Joined

Everything posted by Boissi

  1. Boissi

    Leveling through wz's

    Yes, if you like pvp. Not nearly as fast as questing but a lot more fun imo. Will do so on my sniper once we get some transfers. Atm there are no games so it's not quite possible.
  2. Possibly. I've played 6 out of 8 classes extensively in pvp, and pyrotech is by far the easiest of those to play well. It actually wouldn't be very much fun to play one if the damage wasn't so good.
  3. 1.0 Operatives were ridiculous. I should know; I played one. It was impossible to lose 1on1 if I got the opener, and my gear never had time to get good before the nerf came (it was my second char). I had some level 40 oranges and was still melting face like no tomorrow. Often people died before they had time to do anything. Now they're no longer OP, but a well played one is still a beast 1on1.
  4. We get 4 stories per side. Why do we want classes that are totally similar to each other in both story and design? We have a republic trooper and we have an imperial agent. Two different looks into the military of both sides. If we had an imperial trooper, we wouldn't have bounty hunters. Is that really what we want? Now we have smuggler and BH on both sides: classes that are basically independent, yet work for different sides. A much better balance of stories imo. I really cannot believe people think mirror roles/stories are better than completely unique ones. BH and smuggler are very iconic characters in the Star Wars universe on their respective sides. Agent an Trooper are less so, but no less awesome. Sure, anyone can think of a dozen different class ideas that would be cool, but in game development you really do have to make choices. It's insane that this topic has so many replies arguing that we should have imperial troopers, who most closely resemble stormtroopers from the original trilogy, and who were basically just cannon fodder. I prefer agents and bounty hunters by a pretty huge margin. Basically, no point crying after an Imperial Trooper. They didn't go for it, and they never will. If they make new classes down the line, I'm sure they can think of a hundred better stories than the life of a stormtrooper, and from a gameplay stand-point it would be a pretty insane idea to make another trooper. I'm not saying it couldn't be cool, because it could, but if you want to play a trooper, play republic. That's all.
  5. If your source is your own math done by inspection, I think I'm gonna have to go with these graphs off mmo-mechanics. They actually know the formula. http://mmo-mechanics.com/swtor/forums/attachment.php?aid=296 http://mmo-mechanics.com/swtor/forums/attachment.php?aid=292 More graphs there. They quite clearly show very little DR on expertise. So should you value power above expertise after a certain point? I really don't know. I wouldn't bother doing it on a whim though. Personally I'll always value expertise above power until someone gives me some mathz to prove that power is king. Gotta also keep in mind that expertise does offer damage reduction as well and not just damage.
  6. On my server the fights don't ever seem to go anywhere, which is especially frustrating as a healer, because it just feels like I'm trying to keep people alive for nothing. If people play well, but don't coordinate especially well (pug), then it's just a zergfest at the first doors. No one can ever cap.
  7. I'd like to know your source. Fast google gave me this: http://dulfy.net/2012/03/22/pvp-gearing-in-1-2/ And man, that expertise graph looks pretty damn linear to me between the different sets. Definitely no DR to worry about according to that, but maybe you have a more accurate source somewhere..?
  8. There is no DR on expertise these days afaik. At least not a big enough DR to concern yourself with. The best way to mix stats around is with enhancements, your two mod changes won't make much of a difference. 100% not worth losing over 100 expertise. Don't really understand your last sentence. Orange>purple why? Once we get augments I'm sure we'll get proper armorings to put into bracers/belts too. Until then, orange bracers/belts have very little use once you get into high enough gear levels, and no use for pvp ever.
  9. All you're doing is losing expertise and gaining some str and endu. I fail to see the gain. Expertise is king these days. Also, can you even get an armoring over 140 rating for bracers/belt?
  10. The reasoning is that you can't get a ton of BM gear as soon as you hit 50 by saving up while leveling. That's my guess at least. Just buy medpacs or something if you can't buy any gear, you won't be able to comfortably afford those at 50 anymore.
  11. You can also just talk him down. That's by far the coolest way to handle it. I'd personally never choose to become a Sith's lapdog. "beating him" in a fight is also a nice way to handle it though.
  12. Inquisitors and consulars have 10% base def, so you need 110% special accuracy against those for rail shot not to miss. If your accuracy is lower than that, they can deflect railshots, but other classes can't, unless they're tanks. Surge meets diminishing returns so early and so hard that it's a fairly good idea to aim for that softcap.
  13. Makes perfect sense. They have light armor, and thus take more damage when they're actually hit.
  14. Yes, this would definitely help fix the low level pvp on my server. Every single fight starts out uneven, so it's mostly just a matter of luck whether your team has a chance of winning or not.
  15. Depends on the class I'm playing. For every class but a my operative healer it's: Huttball - Voidstar - Novare Coast - Alderaan But for my healer it's: HB - NC - VS - Alderaan I hate alderaan nonstop, but luckily it never comes because there are no more reps on my server. VS is boring as a healer and fun as a dps/tank. Huttball is always fun, and NC is alright.
  16. Ah well, that'll explain it. Can't really do much about all the bad stats in the gearing stages I guess. PVP is so dead on my server that it'll take me a million years to get full WH.
  17. I'm quite interested in this point. Before 1.2, yes, I was happily swapping out accuracy/alacrity and crit in favor of surge and power for both my sorc and my jugg. Sure, you had to get the enhancements off columi and champ even for your BM gear, but it was surely worth it back then. Now though, how do you really do it? You lose 25 expertise if you move enhancements out of columi into your BM gear. I know the WH gear has higher enhancements and mods now, but I doubt anyone's doing that just yet. Haven't seen anyone even close to having full WH gear on my server, and I doubt it's worth pulling mods out before that. So are you just using 56 enhancements in your gear even if it loses you 25 expertise? Is it worth it? Or are you in full WH already and now just pulling good mods out?
  18. If you really have 118% special, I'd suggest switching some accuracy mods around in favor of surge. Your surge must be quite poor with that much accuracy. That's 12% from gear, so it's not like super overkill, but if you still have less than ~75% surge then it's probably worth it to change some enhancements. Or if you have gear upgrades on the way you can see if you can do something about your overkill accuracy that way. For a marauder accuracy is better than most classes after 100%, but still not optimal.
  19. I slept with Jaesa once and then left her for Vette. Actively pursued a romance with Vette the whole game, Jaesa never interfered with that. I think the romance with Vette doesn't properly start until act3 anyway, and Jaesa's starts almost the moment she enters your ship. I like Vette all the way, although Jaesa is quite cool if you're into pretty twisted girls.
  20. Agent is the best. It's actually so good that I'm happily playing it for the second time on my sniper now. Has lots of great dialogue and twists, and it really makes things better when your character isn't a force-user, so he's at a natural disadvantage. Makes your accomplishments that much more impressive. 9/10. Sith Warrior story is good. Dialogue is great, lots of very cool cutscenes, VO is ******, and it's just overall very fun to play the Darth Vader. This is the Sith storyline of choice by far. I think the ending was just the most epic thing in this game. 7/10 Jedi Knight is also good, on par with SW. The most epic storyline for sure, and if there was a KOTOR3, this could well be the story that was told. Seems to have the most relevance to the whole universe, possibly behind the Agent. The Voice Actors aren't very memorable. The story is a bit inconsistent in its quality, but the good moments are good enough. Really makes you feel like a jedi, though I think as a darksider it wouldn't be that good. 7/10 Sith Inquisitor is horrible. It was the one I was really looking forward to before beta, but after I heard so many bad things about it I decided to go for the Warrior as my first class, which turned out to be the greatest decision ever. There's nothing good about the story. It's a treasure hunt followed by playing ghostbusters, followed by some useless story about healing yourself. I mean come on, THIS was based on Palpatine? Force lightning to the face is kind of fun in the cutscenes, but the horrid overall story makes this one a story to avoid. 2/10. Bounty Hunter I haven't finished yet. I'm at the beginning of Act2, and don't really feel like playing it, at least until we get transfers and I can get some pvp done on him so I don't have to play through the side quests. Some good moments, and great companion characters, and does give a good enough demonstration of the life of a bounty hunter, but I just couldn't get very interested. No score since I haven't finished it yet. Definitely way above the Inquisitor though. The rest I've only played as far as coruscant. Smuggler story at least has great and funny dialogue, and trooper does have Shepard as VO, but I doubt I'll ever want to play those through.
  21. In alderaan this is very true if we assume around equal skill for both groups ie. they both have a decent premade. In Novare Coast this isn't quite true. Far easier to cap in there than Alderaan. I wish they'd implement that capping style in other maps as well, including voidstar. Voidstar is so incredibly boring because it never ever seems to move anywhere these days. I never see Alderaan because it's not imp vs imp, but I hate that one even more.
  22. Accuracy is pretty damn bad in pvp. Most classes only have the 5% defense anyway, so 105% special attack accuracy and nothing will ever miss except your "auto attack" which isn't a huge priority in terms of damage. Against tanks and inquisitors you need more, but as a rage jugg your two biggest hitters as well as the shockwave-builders are force damage anyway, and will always hit, so accuracy is sort of a wasted stat anyway until your surge starts hitting softcap. 110% is the absolute maximum one should go for, just to get 100% hitrate against inquisitors/consulars. Tanks, meh, who cares.
  23. I liked the vanilla wow stunlocks, though I have no idea how the system has progressed. But lets say a rogue opens with cheapshot (4sec stun), builds combopoints, kidneyshots (6 second stun, not a shared DR), does damage, uses gouge (5,5 second mezz), runs away, gets out of combat, stealthes again. Might sap at this point just to wait out the DR (10 second mezz, shares dr with gouge, so 5 seconds), then opens with cheapshot again, and then kidneyshot, totaling another 10 seconds of hard stuns. At this point you could blind, which is a mezz that shares no DR with anything, and restealth. You could stunlock some classes almost indefinitely provided they didn't have their trinket up, and that was on a 5 minute cooldown back then. So yeah, I guess cheapshot and kidneyshot share DR these days then? And stuns from other classes do as well? One thing I seem to remember from vanilla wow is that most classes didnt have stuns. Priests had fear, warrs had fear, mages just had slows and roots, etc. I think that was good. In ToR every class and their mom has a stun and a mezz / knockback, or even all three. The problem I can see with harsh diminishing returns where everything is on the same DR-counter is the fact that it would gimp some classes badly in 1on1, and even make them more useless in group combat, say an immortal warr and an operative. You wouldn't really spec for the knockdown anymore, since it would just shorten your big stun by 2 seconds. And in the case of the warrior: well, he specs that far just to get more control in the form of two instant stuns just to have them be worthless if you're trying to control just one target. Suddenly your instant choke only lasts as long as your GCD. Bummer. But then again, if the diminishing returns aren't harsh enough you'll just have an even worse stunfest. Meh, I don't know. I think resolve is a fine system, though maybe it does require a bit of tweaking. Shortening the cooldown of the CC breaker wouldn't be a bad solution either.
  24. Somebody is still buying pvp medpacs? Considering that just two of them are worth about the same as a quick loss, and the fact that warhero gear costs literally millions, I really cant see a good case for using them.
  25. If they had no tech damage, they'd also have 0-0 damage to keep things consistent.
×
×
  • Create New...