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EthanLight

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Everything posted by EthanLight

  1. There are still several slots unrepresented in synthweaving's early patterns for Light Armor that are covered for both Medium and Heavy. Where Heavy and Medium have base green schems for legs for level 13, a belt for level 17, gloves for level 19, and boots for level 21, the light armor section has none of these. I doubt these are the only discrepancies, but they're the most immediate and obvious. Others with Synthweaving I'm sure will be happy to represent the upper tiers. Pre-emptive strike: This has nothing to do with item-learned schematics or reverse-engineering. You don't get green (premium) patterns from either of those things. It would be nice to see this corrected soon. Leveling gear is the only reason I took SWing and AM; I intend to level all the advanced classes at some point or another, and I find the customization system to be a huge pain in the neck.
  2. Then don't wear it. Is everything that ever drops for you ever supposed to be an upgrade? P.S.: I imagine the implication made was that the game is still of pre-release quality. Learn to read between the lines.
  3. Yeah, and here's some more stuff, too: Immortal, 4th tier: Revenge has a 50% chance (for 2 points) to reduce the rage cost of Smash (and Force Scream) by 1 every time you actively mitigate damage (Shield/Defend/Resist) Vengeance, same tier: Ruin makes Smash free for a single point. Period. Immortal 5th tier is all stunny-stun-stun, with a little damage shield every 12~ seconds. Vengeance 5th tier gives you some decent burst, 4% increase endurance, and turns Intercede into a self-defensive cooldown (that can be used every 20 seconds, I might add). (Edit: I wonder if the moderate threat decrease is also applied to the Jugg? The language says it should, but people/developers say things they don't mean all the time.) Unstoppable (Vengeance skill) turns Charge into a defensive cooldown too... Really, the more I look at this, the sillier it gets.
  4. Do you see that happening? I've never noticed it but I've never watched all that carefully. It certainly seems like a possibility if not a damned good idea. You sacrifice a pinch cooldown for much better sustained defenses. In fact, this looks completely backwards: Immortal tree, 6th tier: Dark Blood reduces elemental and internal damage by 4%. Vengeance tree, 6th tier: Deafening Defense reduces ALL damage taken by 4%. And given that Immortal Juggs are complaining about sustained threat, it would seem like the loss of a situational cooldown in exchange for both improved overall threat and survivability would be a bit of a no-brainer. So... Expect a nerf if it catches on. :|
  5. Yeah, that's a thing, the Sorcerer bit. I don't get it myself. Lot of wannabe Palpatines I guess? Two things about 50 PvP for Snipers: 1) As you probably already know, you're pretty much cannon fodder until you've got a decent amount of expertise because there's plenty of people that have been at 50 for a decently longer time than you. 2) Mobility is an issue. Lethality is your best bet in PvP because less of your major abilities will require cover. I can't speak to Engineering, but if you want to do Markman, your best bet is to find a point on a given map where you can assert control without being easily reached. A good example is the upper ramps in the Huttball map. You're not going to be doing piles of damage, but you'll be able to pick things off without them walking right up to you. Bonus points if you camp between the flame vents and make people walk through it to find you. It's not great, but... For the time being, just gotta make the best of it. :| I haven't seen the actual spec anywhere, but when I played around with a skill calculator I came up with that exactly. I guess the appeal is extra Snipes? Does that mess with stat priority at all? I can see why the lack of Imperial Assassin devalues crit just a tad.
  6. Any chance you can point me to this MM/Eng build? I'd be very interested in seeing it. I have a guess (either Followthrough/Imperial Methodology, or just dropping the Rapid Fire ability that I think has dubious value anyway for Interrogation Probe) but want to see what other people are looking at.
  7. That may be true if the intent is to kill, but there is certainly something to be said for bullying a target into backing out of battle and regrouping. You'd obviously prefer to kill it, but if you can single-handedly slow a healer down while a group pursues the enemy ball-holder, you're definitely making a difference. Not saying that's what happened here, just saying.
  8. A couple of things that I think need clearing up: - According to tooltips, alacrity absolutely does not decrease the cooldown of any abilities. If you've got some evidence that shows its effect on the cooldown of abilities despite tooltips, I'd be interested in seeing it. - Accuracy, as best I can discern, does not affect a target's armor. Yes, I know the tooltip says "reduces defense", but defense is an actual thing, and completely separate from the "armor" stat. I can prove this positively: I have gear with augment slots, and Accuracy augments. The damage (per attack) that I'm actually doing to a target is no different before or after putting the accuracy augments in. Accuracy reduces a target's ability to dodge, deflect, and parry attacks, and decreases resistances. I think Leonique meant to touch on this but I wanted to clarify that what he put forth isn't in addition to the supposed armor reduction, it is a correction. - The 20% ranged defense increase is not at all affected by your attacker's position relative to you; The "cover cone" applies only to the "Cover" damage negation mechanic (i.e. Floating combat text says "Cover"). As far as Alacrity and the GCD are concerned, there's a fellow over on the Inq Sorcerer forum that puts forth that Alacrity only effects the GCD invoked by abilities whose activation times dip below the length of the standard GCD (1.5 seconds). He's apparently a member of the SithWarrior community, who have posted their findings there. It would make sense; The value of Alacrity would be basically nil for any class whose main abilities have short activation times (though I agree that it still has no value to Snipers, regardless). I haven't taken the time to test this myself, but the topic is here if you care to look into it: http://www.swtor.com/community/showthread.php?t=157437 Overall helpful information, just a few things I think need to be re-examined/corrected.
  9. I love that you wave off everybody who doesn't agree with your narrow viewpoint of the subject and proclaim them a moron. Dismissal: The bastion of the mentally outmatched. (Pfft, whatever!)
  10. At the risk of looking overly sensational, did any of the fixes outlined in the 1.1 patch notes actually go into the game? I ask because in the time I spent playing last night, I noticed: 1) Edit: This is supposedly a new bug. 2) Still have the UI telling me my companion wants to talk to me when he/she doesn't 3) I teleported to where a friend was having a conversation I was spectating on. Granted, this is a small sampling of the fixes that were pushed yesterday, but I don't have the time or ability to test them all. Any other alleged changes not actually happen that anyone else noticed?
  11. What is unreasonable about disliking being trounced by people in top-of-the-line gear that has a crucial stat (expertise) that -- by being unavailable to anyone below 50 -- puts the last nail in the coffin containing your faint hope of outfoxing a player with every ability and skill that remains between you and max level? If you say anything other than "nothing", then I'll just assure you that sub-50 players have just as little sympathy for you and your problems as you do them and theirs.
  12. I really don't think it can be said that anybody's needing on gear for the greater good, so this is kind of moot. If you really want to push this argument, you should probably be working from "inconsiderate".
  13. You can't ninja through Need Before Greed unless an arrangement has been made prior regarding rolls. If everybody can Need and no one is instructed not to, then it is not possible to either forcibly take the item or gain it through an unfair advantage. You can certainly argue that needing on an item when you don't need it makes you a *******, but obviously not everyone agrees on what qualifies as an actual "need".
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