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AznSolidus

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  1. Clearly you can't read and understand multiple points. Hes talking about pre and post patch. Fail at your own attempt to call someone illiterate. Not sure how this change actually affects the fight as we don't know exactly what the range numbers were before hand or whether it was strictly a cone or cone+short circular aoe. It may require melee to be on zorn for most of the fight and switch to toth(4 total dps) pre 80 and 40 then switch back once the leap has been completed.
  2. Currently it isn't easy to get inheritance legacy gear. Also theyre only good for maybe a few levels and after that they need to be replaced. Is there any chance you could change it to scale up with your level much like another game that has "legacy" gear scale with an equivalent blue item of that level. This would make the inheritance look worth collecting but limit the person from being able to customize their look in favor of ease of leveling.
  3. I'm pretty sure I read that biochem crits on implants don't award augmented implants. Rather they just give your 2 implants instead. Is this correct?
  4. Everyone has made valid points on this topic 1) My run was bugged. People who have a bugged run that didn't reward the title that issue has nothing to do with this discussion, you should speak to a CSR. If you had normal game bugs well my group had to deal with them too. We had pylons hit dead on and nothing happened, panels missing for no reason, main tanks getting mind trapped on both 2nd and 3rd phases (on our title kill btw). So yeah bugs are part of the game, work through them. Sorry to tell you this but real life requires hard work and sadly some luck. 2) Titles will be replaced with new titles which indicate you're awesome/a nerd. It'd be nice to have something to take away from this tier of content that I can show that hey I did something without using new gear to make it easier. You don't look at your diploma from completing a Bachelors and rip it up because you got your Masters. You keep both and should be proud of both accomplishments. If everyone was meant to have the titles they would've been given in hard mode or story mode. I'm just reminding the devs not to overlook this. 3) It's unfair to exclude content from people because theyre casual First my guild only raids 5 hours a week (if even that) 2 times a week. We are not a hardcore 30 hour a week playtime type of guild. So i don't think the whole you're punishing people who don't have time to play argument is valid. We all work full time or study full time & work part time. The content out so far isn't brutal (Jarg and Sorno Nightmare are taxing on healers though props to all healers that have healed it). Rakata gear wise were only at 60% for the entire ops group. Chances are its not your gear its your attitude toward killing the bosses don't give up because it is hard. 4) It's only a title If it's only a title then why are you getting all upset over this notion? This is my opinion and I felt it had to be addressed. If you don't care about a title why are you posting here? TLDR: 1) If you had a bug talk to a CSR or work through it. My group had bugs too. 2) It's nice to be rewarded with something for putting in the extra effort. 3) Content isn't that hard. You don't NEED full rakata to complete nightmare so try harder. 4) If you don't care why are you in this discussion?
  5. 1) Im just saying it'll be nice to have something to say hey i cleared this stuff before i out geared it and made it easy mode. 2) You can get 61 rating mods and enhancement from black hole dailies sooo they will be easier imo.
  6. These titles should be removed from being earned in 1.2. The addition of new gear will make it easier to obtain these titles. These titles are kind of the last bastion of achievement that "hardcore" raiders have. If everyone is running around with Infernal and Unyielding titles then there really will be nothing for raiders to show they have accomplished something.
  7. Stop whining theyre most likely removing the big speeders from the game to better distinguish people who earn them through hard core raiding or killing world bosses. Go finish nightmare mode if you want the mount so badly.
  8. As an endgame Biochem'r with 4 Exotech schems (2 adrenals and 2 stims) I want to put out my opinion on some issues that Biochem faces especially with the news that biochem will no longer have reusable items. 1) At the moment there are two types of stims that people use HyperBattle and Exotech. The Diplomacy mats needed for the dps stims are either Grade 5 (blue) or Grade 6 (purple) (respectively). To obtain the Grade 6 purple (aka Radioactive paste) you need to run diplo missons or use mission items. By doing this you accumulate tons of Grade 6 Blue (Smart Cells) which can't be used except for the healer/tank stim and adrenals. TLDR - Give a way to convert Blue Mats into Purple Mats (at an inefficient rate so it isnt easy 20:1 on my server makes sense). 2) Reusable stims, adrenals and medpacks are a bit overpowered. But they are only overpowered because Bioware gave the recipe away when you get to level 50. Keep the system as it is with dropping recipes for endgame consumables. Make these consumables reverse engineerable and the resulting purple quality item a resuable Bind on Use. If bioware really wants to get away from infinitely reuseable make it a 7 day reusable stim for Biochemists. Really BW has two ways to go with it make it super expensive and hard to make but infinitely reusable OR easy to make but has a weekly timer that starts on first use. TLDR - Reusable stims define biochem. Make reuseables hard to make but are infinite OR easy to make but have a week timer.
  9. Currently I have tons of excess biochem mats (over 1500 Smart cells) which can't be used to produce high end biochem stims(exotech). Is there anyway to create a way to combine grade 6 smart cells into grade 6 radioactive paste (purple)? This would be helpful as the market shifts towards creating further and further into the endgame market. At the moment it is incredibly difficult to obtain radioactive paste through normal means and diplomacy missions aren't easy to obtain. At the same time there aren't a lot of recipes that require smart cells that are utilized by end game recipes, thus i have this huge stockpile.
  10. As a merc that has "benefited" from this i ask you know. How fast does something die if you have 4 operatives on it. I bet you its a hell of alot faster than 4 arsenal mercs (or the trooper equivalent). Hell how fast would it die if you had 4 people attacking the person in general. This "overpowered" damage increase affects one ability that has a 15 second cooldown and no skills that reduce its cooldown in anyway.
  11. If we were to get an interrupt it would be rolled into rocket punch on a skill only for mercs. But tbh we dont need an interrupt as bad as we need a blink type ability imo. With blink we could close distance to knockback to stop casts or use it to escape melee or to gain better positioning to continue to dps. Giving an interrupt solves only one problem but imo with proper skill blink solves all.
  12. Im sorry but thats BS to hear from a lvl 45 BH that I dont know how to play. The point of blink is to offer us some mobility without adding an ability that contributes to resolve. Btw its very well not very good. Keep in mind your whole counter arguement of getting 2 attacks is false as most melee have an interupt. Couple that with a leap or sprint and we gain an extra gcd of no offensive damage during this knockback period. Remember your rotation of knockbacks creates almost 4 bars of resolve lock.
  13. First off it seems with our lack of a dedicated slow, root and limit to one knock back and 1 spec'd short knockback that the mercenary as a whole requires a "blink" or a short range teleport ability. Essentially a 10-meter jetpack jump in front of the player would be the idea. Currently I feel bounty hunters are too susceptible to melee and lack any real way to keep them at a distance. Second for Pyrotech going 3/3 prototype particle accelerator should allow for the Free Rail Shot buff to stack up to 2 times. As I see it pyrotech is more of a steady dps spec which revolves around 1)always using thermal sensor overload on cooldown 2) bringing in a (with 4piece) 8 heat venting railshot to allow for more powershots compared to the number of tracer missiles arsenal can obtain. From my impressions (since we dont have any metrics to test) it seems the advantage of pyro is lost when you miss railshot procs. Compared to arsenal, pyrotech's railshots are weaker due to less armor penetration and a smaller damage buff obtained through skills. TLDR - Give mercenaries a blink. Pyrotech Mercenaries should have their prototype particle accelerator free railshot proc stack up to two.
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