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chaosme

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Everything posted by chaosme

  1. I don't get how you will be trading 11 points of Willpower for the 4 piece set bonus. I assume you are referring to the Campaign Force-mystic armorings, of which 3 are resolve and 2 are force wielder, hence the trade-off of 11 willpower for the bonus? However, given that you can augment just about any piece of gear now, if you do not mind hiding the head slot, you can always wear a tionese/columi/rakata headgear for the 4pc bonus. As for whether the 4pc bonus is worth it or not, it would depend on whether you find yourself running out of force, or needing more force. If you can manage fine with 600 force, then there isn't a need to specifically go for it. If you find yourself running dry, then the extra 50 force can be helpful.
  2. FL does indeed do more DPS than LS, but LS has the chance to proc instacast CL which is a great boost to DPS. The optimal rotation appears to be alternating FL and LS when using your filler spells as can be referenced from the SimC priority list in the 1.3 BiS thread.
  3. It may be a case of them not having the resources to switch the armorings/mods/enhancements for those with higher main/secondary stats yet. After all, the default slots of many of the BH/Campaign gear comes with varying combinations of high endurance item modifications.
  4. If you are referring to the AMR profile, "Exceptional" is the tag given to crit crafted equipment with an augment slot. Essentially, it just means that that item has an augment slot.
  5. From what I have read from the Lethality/Dirty Fighting Compedium on the MMO-Mechanics site, the charges from both stacks are consumed simultaneously and damage is boosted twice, i.e. +30% +30%. If you are running with two DF slingers that have a big disparity between their gear, letting the slinger with better gear and hence better base damage consume the Hemo stacks of the other slinger will result in greater overall dps for the group as a whole. Naturally, the slinger who's Hemo stacks are being consumed by the other will see lower dps numbers for him/herself.
  6. Only used to craft the alphawave inhibitor for Artifice.
  7. If your tank's hp is melting away and they are dying real fast, it is most likely due to incinerate stacking to 3. Keep an eye on the debuffs your tank is getting, if he is getting one with an icon of a burning figure with (a) number(s) next to it, that is incinerate and should be cleansed off instead of healed through. Your other members are probably not interrupting incinerate, or getting it too late. Other than that, I can't think of anything that will melt your tank away. Even standing in a lightning spire won't hit him that hard.
  8. That is correct. The other two healer ACs both have free heals.
  9. Hmm... the point I was trying to make is that I'll rather use my other heals to keep the tank up while I am capable of doing so, i.e. HT off CD, within range, not having to move, etc. Allow me to give an example. When doing 16m Firebrand and Stormcaller on HM, during defensive systems and the SC tank is running around dropping the lightning spires, I prefer to save force armor till right before the tank jumps back onto SC after the end of the phase. I know that shortly after he jumps back on, he'll take a massive hit from the frontal aoe of SC and that brings him down to 40-50% from near 100% even with force armor on. In this case while running back from the shields on the ground, I'm not in a position to throw out heals immediately. Had force armor been used earlier, the risk of the tank dying increases, especially if the tank wasn't topped to near full health while dropping the spires and taking mortar volleys. I have to admit that such cases are rare and few and in other situations, keeping force armor up on the tank may end up being more beneficial. Having said that, I'm not always healing the tank alone and having force armor ready on demand for the tank is helpful when there is a need for healing. My usual healing rotation for the tank is to use Rejuvenate when hp is at the high 80%s, HT when it falls down to 70%s, and a follow up with Deliverance if necessary after the HT. Force armor if tank hp is still not above 70% after that before HT comes off CD.
  10. You can turn on the option under preferences to do this. I can't recall which sub category it is under and I'm not home to open up the game to check, but the option is there.
  11. It's mentioned when you turn in the quest after completing KP for the first time.
  12. Encountered this bug with 3 of the groups that I did Esseles with. Once myself, second time on the tank, and third time on a dps. Not sure what is the reason causing this, but it seems more prevalent when you are standing on the grated ramp leading up to the boss so I try to avoid hanging out there.
  13. I agree with your points, but it is my personal preference to heal up small damage with Rejuvenate and throw in a conveyance-HT if the health difference warrants that rather than just throw up Force Armor once Force-Imbalanced is off. Having said that, throwing down Force Armor as soon as I can does allow me to slack off on the healing to help dps or idle to regen force. For situations calling for high HPS, I do keep Force Armor up as soon as possible. As you have mentioned, it's up to personal preference and deciding which way to go fits your playstyle and group more.
  14. For those groups who are having trouble interrupting incinerate for whatever reason, here's a suggestion. No one should ever stand in between the droid and the tank. If the lightning spire expands and you can't stay behind the boss, move to the side. As long as the tank is constantly highest on the threat table, incinerate will always target the tank and the healer can just cleanse off whatever stacks there are. Just remember to cleanse only after incinerate is interrupted or has finished channeling so you don't end up with loose stacks. I have always played the healer for this FP and other than the very first run we did where only one person has done it before, we have not used any voice comm and had just explained the strat in text before the fight. And the strat was simply, if 2 range dps = stack on healer and move with the healer; if one or more melee dps = stack behind the boss. No issues faced unless some guy decides that he likes to stand in front of the droid and take incinerate stacks.
  15. Personally, I don't like to keep force armor up on the tank at all times. I rather prefer to keep it to times when the tank has taken a big spike and needs to be healed up quickly to compensate for the comparative lack of burst healing for our class, and for times when I know that the tank is going to take a big hit soon and I might not be able to make it into position to heal him fast enough - e.g. when the tank is jumping back onto stormcaller. I find that keeping force-imbalanced on the tank at all times means that in the event that he ends up taking unexpected big spikes, there's this risk that I might not be able to bring his hp up in time. Having force armor ready to put up on the tank when I need to also means a few more seconds to heal up another toon that might be low and in risk of dying from another hit.
  16. Personally, I find it easier to do the droid boss with melee dps. We just stack up together behind the boss and move him around when the lightning spires drop. Even if someone were to miss an interrupt on incinerate or interrupt too late, the healer can always cleanse the dot off. With range dps, there are times when we hit systems overload shortly before the demise of the droid - probably due to movement. I play as the healer and go with a tank that I know. The dps roles are generally filled with whoever wants to come along and is available. For Savrip, as long as your group runs off for all 3 consoles and use them, the boss will get burnt and drop down regardless of where he decides to jump to. No need to wait to see where he is going to before you use the console. The healer can stay in the centre and heal up whoever needs it. I've also had runs where someone gets punted off, or accidentally went too far out going for the console and fell off the platform but we still managed to clear it with 3 people left so it shouldn't be too much of any issue as long as the consoles are activated the moment the boss jumps up onto the pipes.
  17. This makes sense. Given that once you have gone pass the learning phase, there probably isn't going to be much use of the clickie relic since most of the damage would be rather predictable and you can plan ahead for them. I'll probably keep the clickie relic while we're still progressing through HM Kephess, and once we get that down, change to one of the PVP relics for the passive power boost. I agree with the point that usually when you use NS, you plan for it and healing back the damage is not an issue. I personally run with 2/2 Pain Bearer and 3/3 Penetrating Light with no points in Valiance and I don't have any issues. The decrease in health spent is kinda lack-lustre too at 2% per point, which amounts to 400hp if your max health is 20000 (the average amount you should be hitting in BH/campaign level gear). Having said that, it still amounts to personal preference and I can understand wanting to take up Valiance to take smaller health hits so that you feel safer just in case you end up taking spike damage for whatever reasons.
  18. Regarding the choice of relics, I understand that from an output point of view, the warhero relics would give better HPS over the other contestants. I am currently still running with the campaign boundless relic and matrix cube and am undecided if I should spend the time PVPing to get the PVP relics given that I don't really enjoy that aspect of the game. My guild is currently running 3/4 HM EC 16m and we are still sorting out our strat for Kephess, but I find that I don't really have any issues with healing even without popping the campaign boundless relic. In fact, I frequently forget about using the relic because of how infrequent I have to resort to it when things go bad My question is, how important really is the extra power from the PVP relics when there isn't much issue with maintenance healing, and when you really need that extra oomph for burst healing for when things go bad, would the 315 power from the clicky relic be better? When I do remember to use the clicky relic, I usually pop it when the bosses are entering soft enrage or when things go wrong and lots of people take big hits from sticky grenades/AoEs and what nots (I find that things tend to go downhill quickly when you have more people crowded together eating AoE effects in 16m.)
  19. I find 2 pieces of BH gear that you can buy with comms to be pretty good options for mod/enhancement switching. 1. Black Hole Force-Lord's MK-1 Headgear Comes with Advanced Resolve Armoring 26 (Head), Advanced Mettle Mod 26, Advanced Battle Enhancement 26 2. Black Hole Striker's MK-1 Boots Comes with Advanced Resolve Armoring 26 (Feet), Advanced Aptitude Mod 26, Advanced Adept Enhancement 26 The headgear would be better if you're going for item modifications with more crit/surge and the boots would be better for more power/surge. If you're looking for alacrity on enhancements, the Black Hole Force-Lord's MK-1 Vestments comes with the crit/alacrity Insight enhancement and the crit Mettle mod. The plus point is that the armoring for these 3 pieces of BH comms gear are the resolve variety. So depending on which secondary stat you would like to focus on, you can buy one of these 3 BH comms gear and rip out the item modifications and slot in into your current gear accordingly.
  20. From what I know, slot specific armoring cannot be RE'ed for schematics. This applies to all the armorings pulled from gear of item level 51 and above.
  21. I am surprised that you managed to get molecular stabilizers and eralam crystals from REing campaign shells. The only things I got were rubat crystals. With regards to your question on the schematics that you can learn, it's just to make the empty campaign shell that is BOE, with no armoring/mod/enhancement. Pretty pointless now that you can add augment slots to just about anything.
  22. This does look like a problem that they have yet again failed to fix. You should submit a ticket to CS to let them know that this issue is still happening. It's not so bad if you're doing in a pre-made group so you can sort out the responsibilities yourself, but this really sucks if you end up in a PUG group with roles wrongly assigned.
  23. The reason why bosses can't be interrupted by knockback effects and what not is not because of Unshakable but because of Boss Immunity which makes them immune to all CC and knockback effects. Unshakable by itself doesn't help against CC and knockback and only makes it so that your activation/channeled ability doesn't get affected by skills that specifically say they interrupt an action.
  24. I have encountered this once when it filled me for a dps role while queue only as heals. But this was supposedly fixed after the maintenance on Tue according to the patch notes. Have you encountered this again after that maintenance?
  25. From what I understand, you cannot RE stuff made by another character to learn schematics, but world/boss drops are fine.
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