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Loki_

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Everything posted by Loki_

  1. I have noticed people getting De-flagged and turning from red to blue in the CZ daily area (investigate waste disposal quest elevator ) got a feeling they will be using this area to de-flag and maybe some sort of quick travel from that point to get to another area while staying De-flagged.
  2. 80-100 fps at fleet, 60+ fps in warzone, 20 fps at cz-198 many people complaining of the same issue. Deffo looks like a server side issue.
  3. You carry the shield after 1st lost still a chance the other guy might get 2 in a row but that is his problem not yours
  4. So will you be refunding sub time and wz comms lost due the fact I have lost 1k expertise 500 endurance and 1K willpower on my main char since its pvp armour is gree ? Or will you be refunding the credits that were used to purchase it + mk-9 augment kits costs, + apply augment kits + cost of moving mods so I can pvp today ?
  5. That is what baddies who can not kill anyone tell themselves, it does not matter if your a healer or tank you can still kill anything just about in 1v1 if your have the skill and can outsmart your opponents.
  6. Nothing more than a role-player (objective) victory, personaly if I was on a team that died that many times I would consider it a loss, deaths should affect the war zone outcome more than turrets tbh, the result should be a combination of the two. Another reason why this game needs a bunker assault style map instead of the crap they serve up to us time and time again here.
  7. That is where you are quite wrong as if you remove an augment from an implant with say power and alacrity its also bolsters critical, surge and accuracy. So currently it is possible to get stats that will not be obtainable, without sacrificing something else in another area
  8. Well I was in that wz where the highest current overall dps is held and running around with 2900+ cunning is not obtainable without taking advantage of current broken game mechanics. Also you can see on the screenshot that health text is disabled and/or edited out ... rather convenient.
  9. You can not trust any of these numbers reported as the borstel bug with certain slots of gear in pvp is still present and abused by both sides daily so even if said person was not using the bug who is to say the healers on their team or the other team were not using creating artificial numbers which could normally not be obtained. I suggest the whole thread is wiped and locked until broken slots are fixed then official numbers and stats can be recorded.
  10. Enemy team needs to have 3 healers for that kind of dmg numbers to be possible, best on my sage so far was 1.3mill dmg with 1250 dps however in the same wz impossibru on his scoundrel had 1.9mill dmg and 1900+ dps Best healer on the other team was belusconi with around 2 mill healing and 2k hps, rest of the wz was full of low dmg and healing output derps. So in short you just been in wz's with suck players.
  11. Absolute BS, sage is brilliant against any class imo you can use force barrier and your CC breaker to negate stuns, counter stun force run to distance and dot, the only build that has issues with melee is full TK as it is relies on casts, try balance TK hybrid, far superior against melee and have managed 1250 dps in pvp with it so far which is higher than most melee derps are pulling anyway.
  12. Large hits like that are a bug, I hit some random guy the other day for a 6k sabotage charge with my scoundrel healer, you occasionally get freaky numbers that are just not possible, maybe someone precision slashed the guy and for some reason it let my attack ignore armour too ..who knows it would take to long to find the cause.
  13. Fairly sure you can still interupt overload on Nim, there is just no cast bar for it, however if you hit your interupt as his legs begin to spin around you have around 0.5 sec window where you can still catch the interupt.
  14. I would like to start by saying that the repair costs in guild runs will hardly bother me as guild run wipes are usually kept to a minimum due to the fact I lead our guilds raids and are funded by guild repairs anyway. I am the type of player that likes to help pugs and other guilds learn and develop their tactics on boss fights, when TFB HM came out I did not care about spending 5 hours from midnight till 5am on an alt char wiping over and over until I got a pug group to learn the tactics, this meant they could then teach others and pug groups for raids that people usually would not attempt then began to happen on our server. After spending 3 hours in EC HM yesterday wiping on zorn and toth then firebrand and storm caller trying to teach people how to improve I end up with a total repair cost around the 350k mark. Now I'm faced with the situation do I stop helping others with my alts and only raid with guild so I do not waste all my in game funds on repairs ? This to me seems a rather selfish thing to do .... the raiding community on my server will only lose if I chose this option, but its getting to the point where I am almost forced to do this. Bioware devs ... are you trying to close the door for pug raids and inexperienced players with these new costs ?
  15. I will always take two pve 61/63 armourings for bonus and drop my expertise on classes like scoundrel dps +15% crit on back blast, sage healer -1.5sec on healing trance, guardain tank increased duration on blade turning and warding call, commando dps +15% crit on grav round etc. What you also dont account for is the person with two pve armourings might do 0.63 more dmg but he will have alot more than 0.63 health boost so it works out the same in the long run in a 1v1 situation.
  16. Did anyone find any real numbers for this, as far as I can work out the second double begins to cast at 46 seconds 1033427 hp per tank is 2066854 total hp. Broke down into 4 20% phases is 516,713.5 total raid dmg needed per phase in 45 sec which is a total of 11,482 combined dps needed from your raid Shadow and Vanguard tanks can push around 700-800dps max, guardians 400-500dps max so say we take a shadow and a vanguard that is 1400 dps of the total leaving 10082 dps needed from dps and healers so thats 2k per dps and around 500 dps needed from each healer. Which means if you take two guardian/jug tanks your going to get two doubles every time as 2k dps is the limits of what most classes can do now other than sent / vanguard and the occasional slinger pulling 2100 ish Feel free to add anything if I have missed anything here ?
  17. Although both methods are a work around it does not change the fact that their timing mehcanics of debuffs and swaps in the fight are wrong and someone designing the Nim instance was simply bad at math.
  18. Just for the sake of proving a point I made our dps stop at 72%, 52%, 32% and 12% and made our dps wait until there was only 4-5 sec or fearfull left before forcing a swap, as a result we hit enrage with around 4% left on each boss and almost wiped. This tells me that when they calculated HP of Zorn and Toth for NiM and the enrage timer they forgot to calculate in the fact that fearfull last for 1 minute per swap. They should either reduce fearfull to 50 sec for Nim or adjust so that fearfull debuff is wiped and re-applied to anyone in range whenever a swap takes place.
  19. Do not worry I have found the solution to how do we shall the balance smash AOE problem and the underpowered Commando / Merc issue. Plasma grenade will now function the same way it does for Bombadiers in EC HM / Nim, once it has been thrown to a player it shall do 5k+ aoe dmg to any player that stands within 5m or the guy that has the plasma grenade stuck to him. I'm sure all smash / sweep players and merc / commando players will find this more than fair.
  20. http://s14.beta.photobucket.com/user/inc_Loki/media/myphoto-18_zps421feb8f.jpeg.html Didnt even see this one hit, this was just one noob standing in a pile of 5 or 6 ppl today comming out there spawn on hutball, of course its ok to smack someone for 8889 the second they spawn as well as hitting 4 other people at the same time
  21. I hit a noob sorc in recruit last night for 8.6k then crit with bladestorm straight after for 5.5k it happens regular when u play with max'd power/str
  22. 6-7 k was a one off rare hit before, averages were around 5k ..... now 6-7k is normal and rare hits are 8-9k it needs toning back to the way it was
  23. Whats wrong with smash ? Is it not entirely fair that I can leap on a sorc healer with 15k HP for 1.5k then hit him with a sweep for 8.5k then follow that up with a 5.5k bladestorm oh damn hes dead I cant even follow up with a 5.5k dispatch .... Theres no fun in that if I dont even get to use my finishing move coz hes already dead.
  24. We fail purple on purpose too, then when yellow comes up put a ranged dps in the centre circle and send your weaker tank to channel ASAP, yellow ranged dps can then kill their probe and help your main tank and healers with the two big droids from the centre circle. We have a sentinel solo one yellow core with inspiration and power adrenal ( note they will have to be around 700 bonus damage and perfect rotation to achieve this) the other two dps take the other yellow core. When the main boss spawns the weaker tank picks up the boss until all adds are dead, then the main tank picks up the boss while the other tank goes to get the last yellow sphere probe droid hope this helps
  25. Re-roll scoundrel / operative so you can follow and heal at the same time, only half thier heals are cast, the rest are hot / instant.
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