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sarcatic

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Everything posted by sarcatic

  1. I'm glad you have decided to answer the extremely unimportant questions while dodging the question everyone is asking. Can we atleast queue as 8?
  2. Can I move my 1.2 battlemaster armoring in to my empty Rakata Shells and keep the Rakata set bonus?
  3. The evasion bonus is fantastic. The infiltrate bonus is extremely situational at best. The 5 energy bonus is lame, would love to see a buff to our damage in the 4 pc so that we don't have to grab 2 pc rakata.
  4. According to Sithwarrior website: Crit Chance % = 5 + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( PrimaryStat / max(Level,20) ) / 2.5 ) ) + 30 * ( 1 - ( 1 - ( 0.01 / 0.3 ) )^( ( CritRating / max(Level,20) ) / 0.45 ) ) So the Primary stat part is part of an exponent (meaning it is not linear). I can't answer the cunning question for you since I'm not biochem anymore. Unbuffed though I'm at 1529 (have all BIS mods so my cunning should be maxed). Getting the project STORM rifle would increase this by 10. I also am using 1 "wrong" rakata piece so I am missing 10 cunning from that. 20 x 1.09 = ~22 cunning. So I could see myself hitting 1551 cunning. Add a 128 stim (*1.09) would be another 139 cunning = 1690. EDIT: after re reading the OP, he doesn't say that hes using the lower level mods, maybe he is using the 61 cunning mods currently until he fixes his gear properly. That would explain the extra cunning. He posts HIS stats, not the true BiS stats.
  5. That is a good question, for some reason in my mind I felt 1:1 cunning was better than power (since the bonus damage they give is similar) 28 cunning = 5.6 bonus damage and 28 power = 6.44. The cunning would also be a buff to my crit, but its so minuscule that I'm now thinking I should have put in the power one instead. EDIT: For got I had the +9% cunning talent. 28 cunning = 30.52 cunning w/ talent = 6.10 bonus damage. A difference of .34 bonus damage for a bit of crit may be worth it. However the value cunning gives my crit is near impossible to determine since its curved. All really depends on what the gear set up is next patch.
  6. So last night I was able to make a weapon with an augment slot. As of now I have it set up the following way: +41 power crystal +34end/48 cunning barrel (note this barrel is only level 23!) +29end/48 cunning/37 pwr Mod +23end/34 power/48 surge enh +28 cunning augment I made it, and I'm not going to use it right now because of the barrel. Using a level 23 barrel means less tech power, which makes it worse. Next patch when barrels can be moved from my battlemaster or rakata weapon (will probably have to get the project STORM rifle since it has a 61 cunning barrel in it) it will be better. Obviously new gear may replace these mods/barrels/enhancements with higher level - but having an augment slot on a weapon will make it the BiS.
  7. Part of the reason for continuing to stack surge is that their are no other stats that are on enhancements that also have power. Accuracy and Alacrity do nothing for us, might as well continue to stack surge.
  8. A lot of people use 3/31/7. How those 31 are distributed varies from player to player though. Just make sure you get the obvious talents in Concealment.
  9. Good to know. I've obviously moved a bit away from the BiS movement by dropping Biochem (although I made 40 exotech stims first so I would have enough for rated wzs) because I am trying to create a crit crafted orange weapon. With the assumption that next patch barrels actually become moveable from my Rakata/BM weapons or become craftable to an equal level the crafted gun will end up being BiS. I am trying to make one now so that I can swap to armortech and start making crafted armor at 1.2 or back to Biochem if I miss the medpack that much. Back on topic though I'd really like to see peoples stats w/ out stims since not everyone is using them! Also for those who can't get rakata gloves to drop (like me) I believe rakata legs has the 61 cunning armoring hidden too, so they are a viable option (I can't get them to drop either though.)
  10. The difference between 500 and 550 is basically choosing an extra pve piece of gear. Now with the expertise crystal being added in I think using the "Scorekeeper" with the expertise crystal would bring you closer to 550. Having said that I think running at 500 is fine, their really isn't much of a difference. Chose Scorekeeper because it is moddable. This means we can put in the BiS Mod/Enhancement in the weapon. In theory the actual BiS would be a crit orange weapon from Armstech. I am currently working on getting one of these. I think a lot of people addressed the fact that keeping 30% unbuffed is kind of a feel good area. Allows us to have 2/3 of our backstabs crit w/ talents and 2 pc rakata. This would again come down to your decision to stack less crit. Does this include stim? I switched to using the power implants and I get 654 power and 31.36% chance to crit. (No Stim) Using the other implants I have 552 power / 34.55 crit chance (Again No stim, and not perfectly geared yet). For those posting stats I'd really be interested to see Crit Chance w/ Tech attacks as well as Total Bonus Damage (for example I am sitting at 714). It would give us a good chance to see what stats people are getting with different gear set ups. Currently I have full 58 mods, but I am missing 2 of the enhancements. I also have the boots instead of gloves so my cunning is a bit low and my endurance a bit high.
  11. I'm not a huge fan of that enhancement since its budgeted for a lot of endurance. Their is another crit/surge one that uses 24 end / 37 crit/ 51 surge. I'd recommend that.
  12. I think using the Columi is a good idea (especially since you can still use the 58 mods/enhs). The key is getting the set bonus.
  13. Lacerate is a fantastic move, especially with all the talents. You really want to have it for using in your rotation because the only other real option would be overload shot. Overload shot is a great move too but Lacerate is better because it is a tech attack (meaning you have 100% accuracy on it already, and it can't be absorbed). It also often will regenerate a Tactical Advantage for you if your using it right.
  14. A couple things about the warzone expertise adrenal: It feels like it does a lot more damage than the 1%, I can't figure out the exact numbers though. The problem is it breaks stealth to use. (Often you can go around this by using it and then hitting infiltrate to restealth you). I have the dark energy surge which is internal damage. I know it isn't mitigated (since its internal). Again, without combat logs its very hard to figure out how much damage it truly does, but it once again "feels" like its doing more. I'd encourage you to try the WZ adrenal especially, I think you'll be pleasantly surprised by the dmg output.
  15. In the long run power is better than crit. The crit/surge would probably be the 2nd best enhancement though. As the OP pointed out hes trying to maintain ~35% crit buffed, which is attainable even while using +power enhancements.
  16. Hey man, I posted over on the sith-warrior forums a similar set (almost the exact same actually). I recommend using the warzone expertise adrenal in pvp though. I also have been using the pve Dark Energy Surge trinket as opposed to the matrix cube, but I think either or works. Great post though, will keep it bookmarked in hopes of more discussion.
  17. Morning Bump for this thread. As the comments have said, we aren't looking for anything to be redesigned, any classes to be buffed. We just want to have an open dialogue where we can talk about what has gone wrong, and you guys are planning for in the future so that we can all get the best for this game. We tried PvE content last night as something to do, and I didn't find it that enjoyable. On top of that one of the bosses (the puzzle) bugged out and we couldn't progress any further. Our night of PvEing was a failure, but with all of our guild on - we could not even pvp together because of the queue as 4 only system in place.
  18. Hello, I agree with your point about how it is early and that WoW was all world pvp at the beginning. The problem we have is that world pvp has been semi-forced into one zone. Their is no benefit for people to try pvping in other zones, so the general population does not go there. I'd like to thank all the people who have replied with support for this thread, hopefully we can grab the attention of someone who can answer our questions.
  19. To the SWTOR Developers and Community Managers, I am writing this letter to you as a plea for more information and help. As someone who has now accomplished everything they can in the pvp community, and as a leader of a pvp guild I am begging Bioware to release to us more information for what is coming up in the future for pvp. I have watched the videos, listened to the podcasts, and read all the forum posts on the DevTracker and still I worry about what is coming next. I am a fortunate person to lead a guild on the server Iron Citadel named Bad Reputation. We are a pvp guild that constantly runs 4 man groups in warzones, and are considered to be one of the top pvp guilds on a large pvp server. My guild is full of pvp enthusiasts who want nothing more than to play with the best players and against the best players as often as possible. We have no desire to participate in pve content. Having said all this, we are growing tired of playing SWTOR and are all starting to log on less and less, while considering playing different games. So what went wrong for our guild? We are all very active computer gamers, from different areas of the world. Most of us did not know each other at all before this game, but have come to be great friends over the course of just a few weeks of playing together. We all love to compete and win, but that has become less and less important to us over the course of time playing this game. Simply, we are all burnt out by the lack of content. We are not worried about class balance, we do not care about which class is better than which in solo combat. We are even often able to look past some of the bugs and crashes that still happen with this game (although the awfully low FPS in warzones is increasingly becoming frustrating). A lot of our guild members were battlemasters pre 1.1. This means that we went through the unintentionally long grind to Valor 60 by competing in warzones as often as possible, and by fighting republic in Ilum. We did not sit in Ilum and trade bases. We would attempt to actually control bases and kill republic, for 50 valor at a time. We loved doing this. Fighting in Ilum used to be fighting in small groups in different locations, while queued for warzones. Now fighting in Ilum for us is grudingly sitting in front of a republic base, or at a central location and “AoEing down” the opposing forces, hoping to get credit for 30 kills as fast as possible so that we can leave the zone. On top of that, the titles and gear we worked so hard for have lost the prestige that went with them. We used to have 5 of the top 10 players valor ranking wise in our guild. Now many people that we have never seen before have past us without doing any truly meaningful pvp. While Ilum has many issues, playing warzones also have their own. Once again, we do not care about the class balance or the class make up that we bring to our groups, but we want the ability to queue as eight. It is very frustrating to be unable to talk to, understand, or debate with four other players who we do not know. More often than not, matches between premades will come down to “who was lucky enough to have better random players on their team.” This cannot be what Bioware means for us to suffer through. We want to be able to play more with our friends. Now our guild has not just sat around and complained about the issues we face. We have done our best to grow a pvp community on our server and for the most part we have succeeded. We have hosted tournaments on Tatooine that players from both republic and empire have participated in, watched happen, or chatted about on streams. We have members that have made videos, and members that are active on the forums in promoting pvp. We love our servers community, and that alone has kept most of us continuing to actively play this game. We cannot keep this going for much longer though. We cannot keep queueing for the same three warzones over and over again with only half of a team. We do not enjoy going to Ilum and participating in that “form” of pvp. We want to have a strong, competitive, pvp community that is welcoming to all that want to compete. What we mostly want, is answers. We would like to know from you Bioware what your plans are. I would like the opportunity to speak on behalf of my guild for a half hour to one of the developers who works on pvp. I would like to express concerns as a guild leader of a pvp only guild on a server full of pvpers, and hear back from a developer how they plan to help us with these problems. We cannot wait months for more videos and more patch notes. We are coming up on a time when players will be deciding whether or not one month of paying for this game was too much. Once again Bioware, you have given us a strong game and allowed me to meet plenty of fantastic players I would consider friends. My friends and I will simply look for a game that has more competitive pvp and a stronger community if we cannot achieve it in this game. I truly hope that through open dialogue with the pvp community we can achieve a stronger, more competitive community. Thank you for your time.
  20. After a discussion with other members of the pvp community, I felt the need to make a post to educate the masses (specifically imperial PUGs) on how to play “The Civil War” or “Alderaan”. Recently, an epidemic has hit our server’s pvp community. This epidemic is the “take both sides and ignore mid” epidemic. We must all do our best to eradicate this from our server’s pvp community.The fine guild of, <Bad Reputation> has gathered important data by doing extensive research in Alderaan to prove our point that taking the middle turret as well as a side is the best strategy. Let us first discuss why people think it is better to take both sides. People believe that having the speeder that goes directly to a base is advantageous because it allows them to reinforce that base faster. A quick note for those who do not know, is that you must be dead to use that speeder. After releasing spirit, it will take you about 13 seconds to fly in (excluding running to the speeder), and an additional 2 seconds to walk to the turret (obviously some classes can charge or are ranged and do not need to walk directly to the turret). The general population feels that this is a suitable strategy for winning (ignoring that CC is the key to taking a turret and that flying in allows you to be easily cced before getting a cast off). The teams that maintain both sides are now able to fly in quickly to either of their bases (assuming they are dead), but how will they reinforce further? If one base is attacked and needs reinforcements that exceed the amount of dead players what will their team do? They have to walk from one side to the other. We have timed this walk and found that uninterrupted it would take 35 seconds. This process may be sped up slightly by class abilities or the sprint buff found underneath the middle turret. The key however is that it is very easy to slow or stop these reinforcements from arriving. A simple ‘sap’ or area of effect slow can negate reinforcements from ever reaching that other base in time. As long as those players that are trying to reinforce are alive and in transition from one base to another, they cannot use the faster speeder, thus negating the benefit of having the side. We have now established the essential timings needed for holding both side bases. It is a 13 second fly in, and a 35 second transfer for players to head from one side to the other. Now we are going to discuss what I propose players do instead; which is take the middle turret and one of the side turrets (preferably the one that your team’s spawn favors). The flight in to the middle turret takes 13 seconds, and an additional 10 seconds to reach the middle turret for a total of 23 seconds. Obviously this exceed the time that the direct speeder to turret strategy gives you by about 10 seconds.Where this strategy shines however, is in the transfer time between bases. To walk from the middle turret to the side turret it takes about 18 seconds, to walk back it takes 20. Both of these times are much smaller then the timing to go from side to side, and negate a large amount of the risk of being slowed and cc’ed on the way. When you have the middle and side turrets you are greatly reducing the time it takes to reinforce. Instead of having to spend 35 seconds moving from one side to another, you can nearly reduce that time by 50% (15-17 seconds). The sacrifice of this is that when you are dead, it is harder to reinforce the middle base by about 10 seconds. The middle turret however is much easier to defend because of the line of sight and kiting potential from objects and separate levels. It also allows you to better see where players are going from their spawn point (if you have the turret that favors your spawn you will either be able to see them run to it from their middle flight path, or watch them walk underneath the middle turret where they can easily be slowed or cc’ed to delay their attack to the side turret.) To summarize, the only benefit of having both side turrets is reinforcing when you are dead. If you are dieing often, you are likely not going to be winning in Alderaan. If you hold the middle and side turrets you have a much easier time reinforcing each turret with players that are still alive, and you also have a much easier time harassing the other team from attacking your side turret. While the middle turret is the turret that takes the longest to get back to, the benefits of having it (including the two expertise buffs that spawn directly in the middle turret area, and the better line of sight objects) far out way benefits that only help your team when you are dead. I hope more players realise that attacking the middle turret at the beginning is very important and that holding it gives you a much better chance at winning. Next time on <Bad Reputation> tries to help improve pvp, we will discuss the importance of the Line of Sight objects on Voidstar and why you don’t need to stand on the door to defend it efficiently. TLDR There is only one benefit to the double side strat. Which does not outweigh the potential possibility of failure to protect zergs from organized teams. You will get ripped 4 v (4-8), good teams will predict where you will be flying back in to the battle (after 13 seconds) and they will prevent you from capping. -Sark (Edited by Rival)
  21. Looks like Bioware is choosing to ignore the issues still present in Ilum.
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