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Grubfist

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  1. Here is some information on Sages that I thought the forum community ought to know whilst they discuss the relative power levels of sages versus other classes. Attacks: Weaken Mind: No cooldown. 15-second DoT, talented 21-second. Internal damage (NOT mitigated by armor). Ticks every 3 seconds. Cleansable (Force) Mind Crush: 15-second cooldown. Deals initial damage and adds a 6-second (can be talented to 8-second in Tier 5 Balance) DoT that ticks every second. Kinetic Damage (mitigated by armor). Cleansable (Force) Disturbance: No cooldown. Casted single-target spell. Base cast time is 1.5 seconds. Kinetic damage (mitigated by armor). Telekinetic Throw: 6-second cooldown. Talented to no cooldown in Tier 3 Balance tree. 3-second channel that deals damage instantly and once every second after (4 ticks). Kinetic Damage (mitigated by armor). This ability also causes a slow on the target. This slow is cleansable (Physical). Cleansing this slow will prevent it from being re-applied for the rest of that channel. Tier 3 Telekinetics can spec into a proc that makes this spell channel and tick twice as fast. Project: 6-second cooldown. Instant-cast that throws a rock at an enemy. Animation delay causes it to not hit QUITE instantly. Kinetic damage (mitigated by armor). Force In Balance (Balance spec tier 3 skill) 15-second cooldown. Instant-cast AOE that hits 3 enemies in its target area. Heals the caster for 1% per target hit. Later talents make the targets more susceptible to the caster's DoTs. Internal damage (NOT mitigated by armor) Sever Force (Balance Spec end-point skill) 9-second cooldown. Instant cast DoT that immobilizes the target for 2 seconds when it lands and deals damage over 18 seconds. Internal damage (NOT mitigated by armor). Cleansable (Force). Telekinetic Wave (Telekinetic Spec tier 3 skill) 6-second cooldown. 3-second cast time. Hits up to 5 targets. Can be talented to get instant-cast procs. Kinetic damage (mitigated by armor). Turbulence (Telekinetic end-point skill) 9-second cooldown. 2-second base cast time. If its target is afflicted by Weaken Mind, it will always critically hit. Internal Damage (NOT mitigated by armor). Defenses: Force armor: 5-second cooldown (2-second when talented in tier-3 Seer (healer)) Absorbs damage. Can be talented for 20% increased strength in Tier-2 Telekinetics. Tier 4 Telekinetics can also talent it to incapacitate every enemy around them when it breaks. This lasts 3 seconds and breaks on damage. Cannot be cast on the same target more than once every 20 seconds. Force Lift: Mez that lifts the target into the air, preventing all action. 1-minute cooldown (can be talented to 45 seconds in tier 3 Telekinetics). 2-second base cast time (Can be talented to insta-cast in tier 4 balance, which also causes it to stun when damage breaks it early). Cleansable (Force). Force Wave: 20-second cooldown. AoE knockback. Deals very small amount of kinetic damage to enemies hit by it. Tier 3 telekinetics can spec into an immobilize on all the targets hit by this spell. This immobilize lasts 5 seconds, but will break on damage after 2 seconds. This immobilize is NOT cleansable. Force Stun: 1-minute cooldown (Tier 2 balance can spec it down to 50-second cooldown). 4-second stun that deals a small amount of Kinetic damage as it lands. Force Slow: 12-second cooldown. (Only Shadows can talent this ability for shorter cooldowns/longer durations. Sages cannot.) a 50% slow that lasts for 6 seconds and deals a small amount of kinetic damage upon application. MY PERSONAL THOUGHTS: -Have skills that benefit Telekinetic Throw higher up in their respective trees, so that a Hybrid spec cannot utilize all of these bonuses with one spec. -Make the talented immobilize from Force Wave ALWAYS break on damage, as well as making it cleansable. Hope you all can debate with a better understanding of what you're talking about now. Thanks.
  2. I agree wholeheartedly that they are buggy. But "overtuned" does not belong anywhere in this discussion. None of them are overtuned. Some are bugged.
  3. Vokk for republic can be impossible if you get bad RNG on the saberthrows, but that's about it. If they make it so the two strikes hit two different people every time (they USUALLY do, but not always) it would be balanced. It's not consistent ****overs, but it can happen a number of times in a row if your luck is bad.
  4. Seen people die to the whirlwind the first time. I haven't seen it be an issue. I have to disagree on HK. Yours might be bugged, but AoEing definitely knocks him out of stealth every time for us, which prevents his ability from being used.
  5. Just a note, you can totally use them for your companions. Both my Zenith and my Tharan use gear from turning in smuggler Columi tokens. I have to agree with this. Nothing should require it. As for HK, we break the turrets out their shields, but we just heal through their firing until the boss dies. They hit for tickles. We kill them after the boss is dead. Our healer forbids us from attacking them before the boss is dead, because they are so easy for him to heal through. (He's a trooper)
  6. First paragraph: Define "do insane damage." There's no damage meters and nothing other than your word to say what quality of player they are. If they are having difficulty with the enrages of hardmode flashpoint bosses and their gear is at least level 45+, I have a hard time believing they are anything above "sub-par" damage. This opinion seems to be backed up by much of the replies, as they are reporting no difficulties with enrages. Second paragraph: This gunslinger was worse than one of your sages. Which fgiven the quality of your sages, makes me hurt deeply inside. Third paragraph: he stealths and stuns a player, then one-shots them. When he stealths, he is still physically there. Spamming aoes (which virtually every class has) or having DoTs on him (which your sages would have by default) will break him out of stealth. He cannot use his one-shot ability when he is out of stealth, so you simply focus on knocking him out of stealth. Your failure to grasp this mechanic does not mean it is overtuned. And for the record, our group of casual players figured out this mechanic with no outside help. Here's what happened: We died, we went "***." Our trooper said "Try knocking him out of stealth." Next attempt, our trooper hit his little ionize aoe thingy that all troopers have, which knocked the boss out of stealth. The boss then did not one-shot anyone, and we realized that knocking him out of stealth was indeed a working solution. In otherwords, instead of assuming mechanics, we experienced it, thought about it, and tried a new strategy. We are not always successful on our second strategy, but this is how we overcame each boss until we reached the point of farming nearly every hardmode flashpoint daily.
  7. It is a guaranteed drop. If it's not for your class, that's a shame, but the same happens in ops, so I'm not sure why you insist on "chance" for flashpoints.
  8. There are 6 hardmode flashpoints in the game. Each day, you can easily do all 6. Each of those 6 guarantees one tier 2 (Columi) piece of loot. Each day. You get 42 guaranteed pieces of Columi (tier 2 ops gear) per week from hardmode flashpoints.
  9. You get more chances at tier 2 loot from doing hardmode 4-mans every day than you have doing regular 8-mans every week. How is that the "pre-ops" position? I'm not following.
  10. So 7 tries at the same quality of gear as you get 1 chance at in ops is "meant to be gearing for ops". So you "gear for ops" by getting all of the gear that it drops before you kill its bosses? What? I'm sorry, but you're spouting nonsense. And nearly every post in this thread has seemed to agree on that.
  11. As do hardmode end bosses. I'd say daily-repeatable flashpoints that can grant you tier 1 (to get your 2 and 4pieces) from mid-flashpoint bosses, and ops-drop (tier 2) pieces from the end bosses (that you can do 7 more times per week than ops bosses dropping the same quality gear) is indeed a spot where you would be doing this in between your ops at the same difficulty.
  12. I'm terrible at math and I hate theorycrafting. That doesn't mean I have to be a bad dps. I've had no problem pulling my weight and beating enrage timers by simply looking at my skill points and how they mesh, and using abilities that seem obvious to use. (example, I get a proc for x ability, I use it, etc.)
  13. Some of them are most certainly buggy. This is a list of grievances I have against HM flashpoints. Vokk in Hardmode Esseles has his double-saber-throw. If both of the throws hit the same target, it is nearly impossible to save that target. This attack should never hit the same target twice in one channel unless they are the only target visible. Bulwark in Hardmode Directive 7 does an ability named "Bulwark Blast" that targets a spot on the ground and then hits it with a very powerful attack. It appears to be bugged, as the location it lands is never visible beforehand. This makes the fight very nearly impossible. The only hope to avoid it is to randomly run around the entire fight. Several fights where the boss does an aoe around themselves or has some other mechanic to stop melee from attacking have very short enrage timers, making a group that is melee-heavy have far more difficulty than the boss seems to be meant to have (often these bosses only drop Tionese crystals). Other than those issues, hardmode flashpoints were very easily completable with a group comprised of 2 melee dps, one melee tank, and a trooper healer the moment we hit 50 with little to no gear upgrades. We've been easily farming them for a week and we are a casual guild on an RP server. Hardmode flashpoints have a few issues that need addressing, but are very, VERY far from being "overtuned". EDIT: I'd also like to add that Hardmode Mentor is easily the most fun fight I've ever seen in any game, and living proof that enrage timers are not the only way to make an encounter a challenge.
  14. a level 49 green/premium implant I can craft has crit and alacrity. All its 3 blue versions (redoubt/overkill/critical) all have crit/alacrity and some other stuff. All the purples from those 3 all have crit/alacrity etc. I do not want the alacrity. It's useless for me. How do I purge it? Is there a random chance one of my purples won't have alacrity? So far the Critical blue one has yielded me these purples: Supremacy (Crit/Alacrity) Tempest (Crit/Alacrity/Shield) Commander's (Crit/Alacrity/Power/Presence) The ones with more types of stats have lower values. Is it possible for me to get one with say....crit/surge? My blues are as follows: Critical (Crit/Alacrity) Overkill (Power/Crit/Alacrity) Redoubt (Defense/Crit/Alacrity) How do I replace the alacrity? Seriously. There's no other green value to start from.
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