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wonderingjedi

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  1. If you do the Hyde and zeek you can buy and mail over all mods, enhancements, armorings, hilts, and barrels. You can have all your main gear to 340 in about 10 minutes per toon once you unlock both 340 missions and finish them. If 340 is all you wanna do when you run sm ops you can keep all your green gear accessories drops and disperse them to all your alts. Another thing you could do is use your legacy bank and swap gear with other toons. That's what I do with all my snipers, operative healers, sage sorc heals, and assassin tanks. I only have 3 sets of gear that I pass around. Having to grind for alts is just a preference not a requirement since all ops gear is bind to legacy. Another way to upgrade ops gear if you do lots of conquest and get tons of toons to conquest is turning 4000 conquest coms for ops catalysts. I think it's like 165 but don't quote me on that. So if you have those coming out your ears it's another way to upgrade.
  2. So the fastest way to gear up is running operations. Most people will run sm dread fortress and dread palace because both can be done in 45 minutes or less. They also run most other sm ops other than gods, r4 because of difficulty. If it's the weekly ops sm will give you 20 op-1 Catalyst for the weekly plus you can deconstruct the drops from the bosses for 3 op-1 Catalyst each. Sm ops will also give you 2k tech frags per run which can be used to upgrade your legendary implants or you can trade them in for items to build legendary augments. There are other things you can do with them too. I'm not sure how good of a player you are but if you do vet ops and run the weekly its 65 op-1 Catalyst. They will also drop columi items (anything) and a chance of rakatta (best gear in the at the moment) earpiece, and relics. Here is where it gets interesting. This only works on vet mode, you can put a ilvl 306 piece on your earpiece or relic and it's a 100% chance to drop a rakata piece. Now 2 things about this. It will always drop a 324 ilvl rakata piece so if you keep it you have to spend the extra op-1 to upgrade which gets expensive. The nice thing about doing this is that for each piece of rakata gear you deconstruct its 15 op-1 Catalyst a piece. So if it's a 5 boss ops that's 75 op-1 Catalyst from just the pieces. Plus you can get them from boss drops and if it's the weekly you get 65 op-1 Catalyst. You also get a columi upgrade crate from the mission which if you leave the 306 piece on it will give you an automatic rakata piece. Keep in mind that sometimes it gives you an upgraded version. So you can deconstruct that or keep it. So if you decide to try and do this I would recommend eternity vault and kragga palace vet mode. They are a little harder than the sm version, but nowhere near as hard as any of the other vet modes. I would recommend you watch videos online of the fights and make sure you are doing your fair share of damage. Dps should be doing at least 16k for those 2 ops. Top dps can do 35k+ so it's asking you can push your class to 50% of its max capacity. I noticed that you said you only had the blues unlocked from the Hyde and zeek mission. If you upgrade an earpiece or relic rakata piece you can unlock the purple enhancements through them via the artifact 340 mission. With those in your gear it's like running around with 340 rakata gear on. (Same exact stats)
  3. So I just ran a bunch of open world to try these darkness changes out. In my opinion tanks need way more than this to spice them up to get more people interested in playing them. Finding tanks for pugs is a pain and i think lots of that has to do with fun factor. All of the damage output increases are a nice improvement. I feel tanks in this game hit like a wet noodle and take lots of the fun out. Can we just make spike a default skill for darkness please like it was in 6.0 and earlier. Picking between super high threat/spike damage and a very tiny 10% damage reduction for 6 seconds is not really a choice. People will take the damage almost every time unless you have to or you will die. Severing slash/cleaving cut is a horrible skill and you should just remove it from the game. Might be nice for pvp or something. So i messed around quite a bit with that continuum tactical..........It still feels like blaaaaahhhhh. The other choices that tactical has to compete with for ops is far more superior than this one. Open world the tactical will be ok. I will say i got the stacks to fall off more often which is good, but giving us defense rating is just garbage. I would recommend giving us shield rating increase over defense. This will help amplify what you are trying to do with the tactical. Also since you can't get random stacks of dark bulwark you need to give us something else like dark ward has no cooldown or give us 2% more shield absorb from dark bulwark stacks instead of 1%. Or you could do something with the defense stacks like when you activate dark ward when you have 5-10 stacks of defense increase, you get 5-10% more shield chance for the entire next dark ward. You should really make tank tacticals so good that the player really has to think which one is best for a fight or best for there strat. Do I want a extra stealth for the force shroud cheese or is the damage mitigation from continuum way more important? All the other changes i can't say anything on because i would need to test them out in ops.
  4. I run the aggressive treatment. The aoe healing is almost as much as kolto waves while you do damage to enemies. I have never tried the auto crit one. I would think the aoe heal would be better because you can be doing damage while also healing. The auto crit would be good for burst healing.
  5. The reduction in aoe healing was needed for op/scoundrel healing, but the single target reduction in hps is over the top. The amount of healing taken away is too much compared to what they get in return. The reactive substance is way to weak, for an ability that applies the effect is more that one GCD unless you use the tactical that reduces the cast time. 1. I would recommend if you are not willing to try anything else to buff reactive substance significantly, or make it tick kolto probes if the target has 2 stacks of probes. 2. You could also do the boring thing and buff kolto probes since the class revolves around them. I find them to be lackluster at the moment with a crit heal from them being around 2.5% of full health on a 400k health target.
  6. It's actually 350% if you count the big boost. Devs even stated it as a last minute change.
  7. Looking for one more player tank, healer, or rdps (preferably gunslinger)
  8. It was in the middle of December...I believe it was the patch when they fixed the overheating driods. happened very quickly since we are talking about bioware.
  9. Need one rdps now. Email me here or pm orbardos in game if interested.
  10. Well the raids in this game are 2+ years old so most of the learning is already done. The new players in this game are here mostly for the story. If i were you i would just form your own group and do them.
  11. This is more of a post about what bosses in hm got a large bump up in dps check. I've run hm s+v and styrak didn't phase me on how much dps was needed, because of 4.0. What i thought was interesting was the dps needed to kill Gob'throk. From looking at raid dps in starparse it seems to me they bummed him up quiet a bit. So my question is what are the bosses that got big bumps up in dps check and what is the required dps for them?
  12. Updated. Looking for one RDPS and one tank for progression group.
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