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JonnAndCo

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  1. So why would the Tactician Set bonus reset the cooldown of Lethal Strike when this function is already included in the Tactical Overdrive ability? Has something changed?
  2. I look forward to trying out the "Noxious Cloud" and "Lethal Haze" combination. In fact I would say this is one of the more interesting writeups, with many worthwhile bonuses and tacticals to choose from - Well Done.
  3. Over in the Assassin thread, I agreed with the consensus that many of the Tactical's didn't seem "Class Defining". In this thread, many are saying the Tactical's are overpowered. Based on this, one of the following must be true: 1) The Sorcerer Tacticals are much weaker. 2) Players actually don't want "Class Defining" Tacticals. 3) People don't want another class to appear stronger then their own. 4) OR.. The devs are pretty close to the mark, since opinions are split, and only a little balancing will be necessary. Care to give your opinion on which of these are true? Personally, I feel "Grit Teeth" meets my expectations for a "Class Defining" tactical and hope it stays in some form or another. I would rather see them buff Sorcerer Tacticals up to this level, then to nerf these ones down.
  4. I play and understand the Merc, I also have read old threads on this forum in which players discuss their opinions (nostly negative) of Tracer Missile. http://www.swtor.com/community/showthread.php?t=121548 P.S. I understand this thread is old, but not as old as my Merc which I created at launch and has seen all the various changes including the addition of Priming Shot which helped alleviate some of the friction around Tracer Missile. Hence my example, I am giving a positive alternative that certain players (such as myself) would find attractive in a Tactical. (making Tracer Missile instant would also increase it's dmg by 33% so that might need to be taken into consideration) Back on topic, my reason for highlighting "Hungering Blade" was to show that it actually meets my expectations for a tactical and explains why - feedback which I hope they find useful.
  5. Here is an example: A tactical that converted the Mercenaries "Tracer Missile" to instant cast so they could be fully mobile. It would allow them to avoid the red while completing their rotations on the move. This would be balanced against other similarly powerful Tacticals so you had to make a choice between greater damage or higher mobility. Not every tactical would be equal or equally appealing to everyone, but all would have significant effects on gameplay, gaming styles, or rotations. To me this is "class defining".
  6. I think perhaps they Oversold the new Tacticals by suggesting they would be "class defining" and let us "play the way we want". Now after seeing the list, many/most wont really effect our game play significantly, making the choice of which we slot somewhat trivial. As for specific feedback, consider this Tactical: As someone who uses my Assassin primarily to grind out daily quests, I would like a little extra healing to reduce downtime, and using multiple Leeching Strikes back to back would probably qualify as "class defining" and allowing me to "play the way I want". To achieve this and to address concerns with power starvation, you could make it a guaranteed crit followed by a second free Strike, after which it would go on cool down - or perhaps simply reduce the cost of consecutive strikes to help with power management.
  7. Three thoughts: First, I really enjoyed your post Charles Boyd. An overview such as this immerses me even deeper into the story. Please do this again sometime in the future. Secondly, I am glad you left a few mysteries out there. Hopefully we get to explore them again some day. Lastly, I am concerned that condensing the expansions will leave us shortchanged when our missing crew members finally return. I agree they have been gone too long, but we deserve more then a "Long time no see. Let's rock!" sort of reunion. Thanks for sharing.
  8. This very thing happened to me recently. I had to fly in my spaceship to Zakuul, and from there reset the chapter back to the beginning. Attempting to reset it any where else failed - I had to fly to Zakuul first. You have to redo the entire chapter, but at least you can progress normally from there on.
  9. Since I personally could care less about running Flashpoints or Operations, and PvP gear is now inferior to purple crafted mods, Heroic Space Missions were the last remaining carrot keeping me a subscribing customer. I can now get everything I want while playing for free, since I have a full set of account unlocks waiting in my bank. If I really feel the urge to run some space missions, I will buy a pass with the 4k+ cartel coins I have saved. Somehow I doubt this was the intended effect, but since it will save me $180 bucks a year, I guess I am fine with it.
  10. Each class gets a new cutscene as an introduction to Makeb. There is something in the Bounty Hunter scene that should interest Smugglers:
  11. Fortunately I saved my old lv 44 Beam Generator because I enjoyed the fast rate of fire (10 shots per second). This boosts your cannons to 1000 dmg per second, which is lower then the 1200 we had previously but still doable. Unfortunately this item was a quest reward, so if you sold it, your only other option atm is the 9 shot per second generator from the Starship vendor.
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