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Vid-szhite

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Everything posted by Vid-szhite

  1. Come on, guys, can we at least admit this is actually annoying? OP, I feel you. Why even bother sending me an email to tell me my item sold, then keep me waiting for an hour? What's the point to it? Some people might not care to read mail but it often comes with cool little tidbits that add to the story, and sometimes you get free items. Sometimes people send you stuff. Getting mail should not be disappointing, which let's be honest, is hard to do. This does that. An email telling me to expect payment in an hour is pointless. I'd rather not even know my item sold and just get the email with my money attached an hour later. Let the item disappear off the auction house, I'll probably forget I even had it up there. Half my items don't even sell for very much to begin with. Waiting an hour to get 600 credits isn't worth an email telling me about it.
  2. My new computer is an AMD/ATI and it runs the game all high in WZs at 1080p with no lag at all. AA forced on through Catalyst.
  3. Don't be coy, that's not what they're saying and you know it. They're asking why there are no sets of medium and heavy social armors. They obviously still have to look like medium and heavy armor, but they would still be there. Light Social Armors can be worn in combat. If they weren't meant to be worn all the time, why make them moddable? They would be white quality if they were meant to be useless fluff.
  4. Which is a silly thing to say. It matters if you ever take AoE damage, ever get hate, or ever have to round up adds, which is all the time in every group situation. If you can wear Medium or Heavy and choose to wear light, your healers will hate you.
  5. Which is only acceptable if you're an Assassin. As a Juggernaut or Powertech, you're going to get smashed if you wear light armor.
  6. Are you kidding? 5% is a huge difference. You know how much armor it takes to make up for a 5% damage reduction? That's greater than the difference between green armor and purple armor.
  7. Not with regards to armor rating. Light Armor inherently has less armor per armor rating than Medium Armor, same with Medium versus Heavy Armor. Try it by placing an armoring mod into light armor, then place an identical armoring into heavy armor. Even though it says (Rating XYZ), you'll notice the amount of armor it gives you is different. I'd be worried if this meant you were wearing light armor on a Juggernaut, especially if you were a tank.
  8. I'm a level 36 Juggernaut. I've had all my non-essentials, toggles (stances), out of combat heal, and buffs on my right quickbar since the beginning of the game, and it's almost full now. I have all my defensive cooldowns, heals, and stims on my left quickbar, which is half full. This leaves my two Center Quickbars for all my essentials. I have one space left on my bottom center quickbar. All these abilities are useful. I use each one every fight for a different reason. Even my level 1 Vicious Slash is a useful ability when I have too much Rage and need to dump it off. I can tell you which key is each ability off the top of my head because I have everything hotkeyed, but for brevity I won't. My abilities never go away, and I still have three more to get: Intimidating Roar, Crushing Blow, and Intercede... all of which are very useful and need to be on my main toolbar! I'm going to have to move things off my toolbar, but unfortunately, none of my abilities ever become obsolete. Some even make comebacks, hilariously enough - the aforementioned Vicious Slash is a perfect example. With rage generation at a premium in the later levels, Vicious Slash is extremely useful for single target rage dumping. Sweeping Slash is weaker, so it can't replace it with that, even though its purpose is exactly the same. I can't get rid of Sweeping Slash, though, because it's AoE instead of ST. For me, the two biggest offenders on my toolbars are Pommel Strike and Savage Kick. Pommel Strike is by far the more useful of the two, but is on a 1m cooldown. Basically any mob Strong or below gets whacked in the face for buttloads of damage anytime it gets stunned. Savage Kick is more unwieldy, but is only on a 15 second cooldown. It does similar damage, except it can only be used on Slowed or Immobilized targets (not stunned). Still only works on Strong or below. I can't get rid of them - I just GOT them and they're great when they work. However, they certainly could be merged into one ability to simplify things and make room on my toolbars. I often forget to use Savage Kick because it's too unwieldy, but when I remember, it sometimes oneshots standard mobs. It needs to be rolled into one ability that becomes AVAILABLE when either skill's effect is present, but has its damage doubled when both are present. Hell, just roll Savage Kick's damage into Force Charge at that level. They have an identical cooldown, neither has a rage cost, and Savage Kick can be combo'd into directly from a Force Charge. I do like having a lot of useful abilities with no clear rotation. It's fun! However, I don't like having so many of them that I run out of room even with only the essentials on my two center bars.
  9. Jaesa doesn't have a backbone as a darksider, she just becomes really creepy, impatient, and murderous. She enjoys pointless villainy a little too much, since she refuses to shut up about how much fun she's having while we're in combat, which somehow manages to be more annoying than Vette. That's the reason I turned back to Vette and refuse to take Jaesa out again, having officially ruined her. I wish I could make her lightside so that she could appreciate the more honorable side of my character, even if he is Dark III now. I'm not going to romance her anyway, and she was way cuter before she turned her eyes orange and started wearing goofy purple star wars makeup.
  10. I second this as a TEMPORARY solution, but hope that the problem be addressed in a more meaningful way so that it doesn't take skill out of tanking, but also doesn't leave it impossibly difficult to tank multiple mobs as a Juggernaut. Personally, I never lose hate when I'm tanking a single large target, like a Boss; then again I have incredible gear for my level. It's AoE tanking that always gives me trouble. Having to split my focus between several targets, meaning I have to split my hate by tabbing around, means half the mobs are running all over the place, especially the ranged mobs. What I propose is that Smash become a High Threat ability in Soresu Form, that Sweeping Slash come MUCH earlier, like in the high 10s earlier, and that Sweeping Slash be added to the list of abilities with their rage cost reduced by Revenge, making it a good ability to burn through Revenge stacks when Scream and Smash are on cooldown. The 20s and low 30s are hell for Juggernaut tanking, because we just can't handle that many mobs at once. We are too focused on single target combat, and before 34, our only AoE is fairly weak and on a 15 second cooldown. Given how weak an attack Sweeping Slash is, but nevertheless how useful it is given our lack of other options and its lack of cooldown, I see no reason for it to come so near the end. However, we also need help with runners and ranged mobs, and currently Taunt is not the answer, because all it does is apply a band aid. It gets you the attention for a few seconds, but then you still have to chase the mob down to get hate cemented, or else you'll lose it right away again, even if you have enough Rage for a Force Scream. Saber Throw works, but comes very late. Our AoE Taunt has a good range, but still doesn't force mobs to come into melee range where we can cement that hate. Force Scream and talented Force Choke are great abilities that help bring a ranged mob back, but oftentimes, their range is just barely too short, forcing me to run after the mob anyway. I therefore propose we also increase the range of Scream and Choke from 10m abilities to 15m. That small change would do WONDERS for ranged mob tanking, since I find that most of the time, mobs are not so far away that a Charge is justified, but are instead JUST out of range of Force Scream and Force Choke, forcing me to run a little bit in order to land them before turning back to my corral of mobs. It also gives me more time to react when a runner starts to go after the ranged DPS. I find that the 15m range of Threatening Scream is perfect for on the fly attacks, thus our short ranged abilities need to match it. One thing that would make tanking SO much easier, however, would be to fix the damn targeting system. Tab targeting is INCREDIBLY inconsistent and seems to pick mobs at total random, making it very difficult to tab through targets correctly, and very difficult to pick specific mobs out of the pack. It is also extremely difficult to tell which mob is currently being targeted by you, with only an easily-obscured, easily overlooked red triangle at the very top of the indicator to tell you. The triangle doesn't flash, it doesn't blink, it doesn't highlight in any other way. Your current target needs to SCREAM "I am your target! These other guys are not your target!" At the moment, the only time you can see your target clearly marked is if you're way out in the distance, where a rotating circle highlights them, but fades away as you get in range. At least give us the option to leave that on at close range, or set the distance at which it fades, or set how much it fades if at all." Click targeting is even worse, as clickboxes are also incredibly inconsistent. Some mobs have clickboxes 10 feet higher than their models, making it difficult to target mobs behind them that need to be taunted, and making it impossible to tell that you're about to taunt the wrong mob until it's much too late. This is especially apparent with four-legged creatures, particularly ones with long bodies, which are low to the ground, but have a high point on their back. Humanoids and bipedal droids, on the other hand, have tiny clickboxes that need such pinpoint accuracy with their models as to make it impossible to click them when they're on the move, which is when they need to be clicked the most. First things first, Tab Targets need to follow a strict list, based on who you can see at the given moment. When tabbing forward, with normal tab, it tabs through targets that are visually to the right of your current target. When tabbing backward, with Shift+Tab, it targets the mob visually to the left of the current target. It ignores mobs you cannot currently see. This is how it worked in City of Heroes, and it was a damn fine system. You could SEE how many tabs you needed to pick your target, vastly increasing the speed at which you could acquire a specific one. As for clickboxes, they need to be made more consistent with their models, but not TOO consistent with their models; smaller models need to have roughly cube shaped clickboxes that have a bit of leeway, so clicking between the legs of a humanoid or just to the side of them will still get them, but for large models, they need to not so strictly cube shaped that a single raised point will throw the whole thing off, and make it hard to click anything else. We also need to be able to see which mob we are targeting more clearly, and which mob we are ABOUT to click needs to be more readable. City of Heroes yet again did a good job with this as well, since mousing over a target would make its target box fade in halfway, highlighting it but not as much as the current target. Something like this needs to happen here too. In short, I don't feel that tanking is broken at all, but is full of headaches that could be easily addressed by small changes, rather than sweeping changes. A flat buff to threat would make it too easy for bad tanks to tank single mobs, while not adequately fixing our weak points and not giving us necessary tools to get better. I feel these changes would do perfectly.
  11. This I will agree with, however. Datacrons are free, unlimited bonuses, so they would actually be helpful.
  12. Replace "most gear" with "all gear". No item does or will ever have Aim and Cunning on it at the same time, unless it is an orange item with mismatched mods that have been placed into it by someone who doesn't know what he's doing. Aim and Cunning are "Primary Stats," and are thus mutually exclusive with one another when you find items and mods. The only way to get Cunning on an item is to not have Aim, Strength, or Willpower. In the case of mods, all mods with a Primary stat attached always have Endurance as its other stat, never a second primary stat. Some mods might have more of one than the other, but never a second primary stat. It is therefore pointless, and dare I say, damaging to newcomers to speak as you do. Don't confuse newbies by saying it's okay to have some cunning as long as it has aim on it, because that will never happen. A Bounty Hunter should never use Cunning just as a Warrior should never use Willpower, for the exact same reasons in both cases: no item in the game mixes two primary stats at the same time, the 'off-stats' are redundant with bonuses the primary stats already give their class, and leads to new players rolling Need on gear that isn't designed for them, taking it away from someone who genuinely needs it.
  13. Yep. Both these extremes happened in FFXI. At the outset, Ranged DPS was MILES above melee DPS, supposedly because they used resources for their abilities while melee did not. Rangers paid money for ammo, so they were god tier, while BLMs used mana with no inherent regeneration (you had to take a knee to recover MP, which took ages). Most raid groups used mainly them for their primary DPS, while melees stood around building TP so that the mages could further increase their damage by bursting off their skillchains--two weapon skills (limit breaks) used back to back to create warps in reality that vastly increased the damage of any same-typed spell timed to go off when the chain animation finished. Parties made entirely of black mages were fast and easy because black mages had the sole monopoly on AoE damage, so they could drop dozens of EXP mobs at once. Eventually, that got nerfed so that more mobs = less damage, and mobs getting hit with spells in rapid succession would give that monster rapidly increasing magic resistance. Given the fact that leveling in FFXI involved forming groups to set out to a random location to endlessly bash away at whatever overleveled mobs you could find, finding the best mob to get exp chains off of was left to min/maxers and theorycrafters, and the masses would follow that one formula to the end of time. In that regard, SE made a combination of errors with their third expansion that totally ruined BLMs completely. First, they created a continent where, with a very cheap NPC-acquired buff active, EXP gain was astronomical. So far so good. They placed, on this new continent, a very easily-killed but annoying type of monster that stole food effects, erased melees' TP at random (promoting weaponskill spam, preventing coordinated skillchains), and learned any spell you threw at it while having insane resistances against all magic. (This sounds intimidating--it was a freaking normal-sized Toucan). Black mages were literally less than useless against these mobs. The chances of being fully resisted was very high, the most damage you could ever do with a 7-second cast time spell was no more than a SINGLE melee autoattack, and even then, that monster now knew your spell and would cast it at the tank, who would probably get one-shotted by it. These annoying mobs were found to be the fastest way to level by far for everyone else, sadly, so melee DPS, tanks, healers, buffbots, and Rangers would rocket to max level, while BLMs died out altogether. The only way Black Mages could level was with full groups of other black mages in the middle of freaking nowhere, and with their abilities nerfed to hell, it was subpar and difficult to coordinate. One mistake and the entire group died, with no rez in sight for miles, and with a 10% max EXP loss and potential to level down on defeat. This lasted the entire final third of the leveling game, which required more experience points than all the previous levels combined. Oh, and experience gain never went up in FFXI, while experience TNL rose sharply after level 60. If you killed a monster that conned +3 or more, it gave you 200 experience points, didn't matter if you were level 1 or level 74. It was horrible. The worst part of it was, BLMs were still useful endgame. They just had no way to get there because you were at the mercy of parties to do ANYTHING in FFXI, even leveling. Soloing didn't exist.
  14. That loot can only be put to its best use by certain people. They get higher claim because it's the most efficient way to get everyone geared up in good stuff. If tanks get tank gear, healers get healer gear, so on and so forth, the next time you run, no one has to die. If everyone got whatever dropped, the tank only has a 1/4 chance of getting his own gear even if it dropped, which means everyone's going to be subpar for a long time. It's a give and take. You give the tank his gear in return for him giving you your gear. It's a social contract that benefits everyone in the long run, because no matter what, players in better gear is always better than companions in better gear. It matters the most in endgame content. If someone rolled Need on endgame gear for his companion, when companions can't even run endgame content, or worse, rolled Need for endgame gear to sell it, it holds your entire raid group back from completing better (harder) content.
  15. I see your attitude and see nothing but arrogance. I am a tank just like you. Every day, every group, I go above and beyond the call. Is there any other setting for a tank? Of course not. It's our job to go above and beyond. I stay behind and run Heroics AGAIN if a latecomer missed a step. I do all the things you say you do. Unlike you, I don't use that as an excuse to be selfish in other aspects of the game. Needing on gear for companions is selfish. To say that companions matter just as much as people, then get mad at people for taking a game too seriously, is contradictory. Companions are nothing but code in the system, and the difference in performance you gain from giving them exceptional gear is minimal because they lack the tools, talents, and abilities that players do. To take them more seriously than the people who helped you on that Flashpoint is taking a game quite seriously. What's more, you're taking your own contribution to that game far too seriously. It reeks of cynicism and arrogance. I don't care how good a tank you are, you still need a healer, and you still need real DPS players to finish a flashpoint, because you can't tell a companion not to stand in the fire, companions can't focus-fire, companions can't CC and off-tank, and even with really good gear, companions can't outheal 4 Flashpoint bosses for as long as you need them to. Everyone has a job, and taking hits and getting killed is ours. The philosophy of a tank is completely incompatible with your worldview - we take hits because if we're the one taking hits, everyone does a better job, just like if everyone who can use a piece of gear to its maximum effect gets that piece of gear, everyone does better. The willingness to give your life for the group isn't exceptional behavior for a tank, it's bare minimum. If you aren't willing to accept that as part of your job description, you aren't a real tank. You think you can lord over DPS because our job is "important"? Any fight with adds requires good DPS players as well. The first boss of Mandalorian Raiders has Champion-level adds with no aggro tables - we as tanks are completely useless against those adds. Believe it or not, our job isn't always the most important one. Everyone works as a team, and everyone contributes. Your companions don't contribute to flash points and never will. Giving them gear designed to be used IN flashpoints is gravy, which is why we certainly do not "need" on that gear.
  16. Which is why the default Greed option exists. If no one rolls need on that piece of gear, everyone has that equal shot. However, if someone in the Flashpoint needs an item for their player character - not their companions - that is what the Need option is for. It exists as that third option so that your only options aren't "roll" and "pass". Say people actually WANT the tank to get the best Tank gear, but want a shot at it just in case the tank doesn't actually need it. That's what Need is for. No one really needs blues and up for anything other than Flashpoints. Questing Greens are all you need to get by on both yourself and companions. What good will giving your companions Flashpoint gear do, really? Companions don't get talent trees, get a very limited set of abilities that caps out at level 35, and are basically worth half a character. The difference between proper-leveled greens and blues is not going to give you that much of an edge. The only reason for keeping companions in blues is vanity - which is why the Greed option is appropriate. On a player character, however, Flashpoint gear is exceptional and makes a large difference. Flashpoint gear is designed to be gear that players can wear all the way up to their next flashpoint and still be good to adequate. Flashpoint gear, being meant for use IN flashpoints, means that companions have no good reason to use it unless no one can use a certain piece. This is why the Greed option exists: if a dupe drops, and you don't know it's a dupe, you don't have to pass when you didn't have to.
  17. Half my guild is lightside Empire by choice. Nope, the Empire's storylines are just better. People want to see the Empire win for once.
  18. This. City of Heroes had the Help channel which all characters had on by default, and it communicated to the entire server. People used it as a LFG channel to great effect. This game needs one of those.
  19. That's what WoW was to me, even though there were millions of people online at any one time. The game is what you make of it. Just the other day I saw a guy advertising his purple crafts in trade chat. They were good ones for my level, so I bought some. Then I made more money and bought some more. Now the guy is on my friends list so I'll remember him next time I need a new hilt. It's little things like that that make you enjoy the multiplayer part of the game.
  20. Hmm... well, I actually really like it. I played on my brother's pre-release and then got my own account so now we both play the game. I thought WoW was nothing but genericsauce grinding, and yes I read the "stories." The whole thing felt bland and corny. Nothing could keep me playing WoW, not even though I started in Cata when all the cool things were happening. SWTOR takes what WoW did and makes it fun for me to play. I'm a part of a community, I enjoy playing my melee tank class even though I was forced to reroll him because of account issues, and the story has me hooked. The fact that BGs and instances aren't new is actually a good thing for me -- I feel like I already know how to play this game, so I'm not spending so much time learning and I'm spending all my time playing and having fun. The lack of autoattack meant nothing to me, since I played City of Heroes primarily, which has no autoattack. I feel like this game was made for me. WoW was the most financially successful MMORPG ever. Fact. The best, though? That's your opinion.
  21. The story is good for me, and I find the game itself enjoyable as well. What's not to like? Too many spoiled kids in this thread if you ask me.
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