Demarcc
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Just an FYI. Vet mode may be buggy. Me and the wife ran foundry in Vet for the part and no joy .. was'ent there. The quest tracker indicated that it was on the console however it was missing. Left and immediately ran it again in story, took all of 10mins to blast through, and the part was there as indicated. Sooooo tldr : run it in story.
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Can any HM be duo'd?
Demarcc replied to Regnor's topic in Flashpoints, Operations, and Heroic Missions
Possible? Yes. Worthwhile? Nope. At the gear level to do this you wont need anything that the instances provide. Now if your just in it for the fun and challenge then yup go ahead. I've duo'd a couple on my Smuggler (Sawbones - Fully modded Rakata) with Corso as a tank (Rakata / Columi) with a friend. The challenge was fun .. but everything is pretty much vendor trash. -
I'm pretty tolerant. I spacebar thought everything these days but I dont ***** if other dont. It may be thier first time or maby they just enjoy it. Fair play to them. Not really an issue to me since an extra few mins on a flashpoint run is nothing in the grand scheme of things. Of course since I dont run Flashpoints anymore this is really no longer an issue to me. Theres nothing in a flashpoint worth my time doing and pretty much my entire guild is in Rakata including our alts .sigh. Having said that, again I have nps with people who want to watch them, grab a beer or soda, or light myself a smoke. Its not as if FPs are hard or stressful anyway so whats the point getting wound up about it. Did make a habbit of getting people on vent tho for FPs .. makes it alot more fun if I dont have to type crap all the time !
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Nightmare Annihilation Droid XRR-3
Demarcc replied to Jooji's topic in Flashpoints, Operations, and Heroic Missions
Oh I should note that we dont *hide* at any point on this fight. After the group knockback we stack on his butt and heal through the damage. Its a massive DPS loss to run and hide. We use the standard set up 1 tank, 2 healers, 5 DPS for 8 man (Although as said we have 1 DPS in tank gear and stance to fill an OT roll) 16 man we use 2 tanks (Just b/c we have two .. dont need 2 for EV, though you will for KP) 4 healers and 10 DPS. We do always take 1 sage, our other healer is usually a smuggler (me) or another smugg. For 16 we use sage, smugg, smugg and either another smugg or sage depending on who's on. (We lack commando healers ) Sages are not required, but in all honesty they make any AoE damage period easier. We've done HM's with no sage .. never tried a NiM without a sage tho .. may have to do that sometime, pretty confident I could heal NiM on on smugg / smugg duo -
Nightmare Annihilation Droid XRR-3
Demarcc replied to Jooji's topic in Flashpoints, Operations, and Heroic Missions
Person above me is correct. Cannonade is NOT random. The attack (Cannonade) always hits the second treat target. The barrels glow red when hes about to do it as well. The attack hits pretty hard AND leaves a DoT on the target. Having an "OT"" type character works best. Does not have to be a Tank .. just someone able to take a hit. Personally we use a DPS guardian. The only *iffey* period is when the tank suffers the knockback, which is an aggro dump. This puts the offtank on top threat and will bump one of your healers/DPS to second threat and the target of Cannonade. Your tank HAS to position himself in such a way that the knockback does not range him from the boss for a taunt. (Ours gets knocked into the side wall behind the boss) as soon as the knockback occurs he taunts (regaining top threat) and Cannonade is then targeted on our OT again. Just so I am clear .. the *OT* is a character able to maintain 2nd threat and absorb the hits. It does not *have* to be a tank. A trooper/BH will do, DPS guardian/Jug is fine. As long as your healers know who will be the target you can drop a bubble on them as soon so the guns glow red and you'll be fine. Make sure your healers keep this OT at full health too to take the hits, remember the dot! Also your OT knowing his is taking these hits can use CD's when barrels glow red if hes not confident he has the health to take the hit. Once you master this the cannonade is predictable damage and wont cause you any more issues. GL ! -
My dog's been watching me play MMO's all his 12 year life. I believe he's more qualified than most of Biowares staff. They should hire him and smear peanut butter on a key board for him to write up some patch notes. Lets be honest .. he could'ent do much worse right?
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Not sure where your getting this from. I think you mis-read his posts. He specifically said healers were pretty much fine and the bad DPS are the issue. He also said (in the post that you replied to) that most Marauders are just bad (Which I agree with) but those that ARE good are very powerful (Which I also agree with) The only single class I fear in WZ's are the *good* Marauders on my server. When they come after me (they always do) I CC and run .. I have no other options. Standing there trying to heal is suicide. I cant kill them before they destroy me .. so running is all I can do. Bad Marauders make me LOL when they dont interrupt anything ..
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Im at 58 valour now, when I get to 60 should I use the BM comms to get armour?
Demarcc replied to Darklynx_UK's topic in PvP
Actually in the Anglo-Norman (Ie English) version Valor does indeed have a U in it. Valour. Go look it up sometime. Same with Colour .. has a U in it as well. I've never seen Armor with a U, Amour is a different word that means a totally different thing. Turret with a N? Never heard of anyone spelling Turret with an N so not sure where that comes from. The OP's sig indicates that hes English, So stop being a smart ***, Valour is an acceptable spelling in English. -
Some of the sith on my server (specifically Marauders) have taken to yelling *oww my nuts* when they leap on me. My first reaction when a marauder leaps at me is kick and run, I dont wanna be anywhere near them (sawbones healer) I guess I'm pretty consistent with my nut kicks. Spec'd for the 30s CD and run speed boost too .. so chasing me around to kill me they will receive several nut kicks as I run around the field healing away and doing my utmost to stay the hell away from them !
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RvR in Warhammer was a sad joke. I bought the game looking foward to the RvR, Initially there was to be NO RvR in warhammer, it was going to be a pure WZ based game for PvP. the outcry on the Alpha forums lead to oRvR being added later in the games development. That the developers of DAoC handed out the POS that was Warhammer to us was an insult. We expected better. The DAoC community near on-mass joined the Warhammer band wagon, and most of us left within the first two months. Its was a pale shadow of DAoC and a dissapointment. The fact that RvR was only added due to tester feedback should have been telling, I guess we just put too much faith in Mythic (based on DAoC)
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Camp Check?
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You cant have a stun that does not grant resolve. Too open to abuse. You could have JKs force charging people over and over in teams to keep people 100% stunned. Improbable? yes, but the ability would be there. Imagine 3 JKs on a team who coordinated a no resolve stun on someone. A 12s CD skill that stuns for 2s with no resolve? They could keep someone stun locked 50% of the time, 6s Stun locks = GG. That they are doing this is kinda silly, it will limit JKs mobility in games if they are playing smart and watching resolve. Maby thats the intention?
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Ya thats gonna seriously screw you guys in huttball. You'd have to be very careful using your charge skill so as not to white bar people at the wrong time. Hey look on the bright side ! I dont have a gap closer ... so at least you still have the option to use it ! (Although I can see why your upset)
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It took a second read on part ya ... i'm guessing english is like his 4th language? I wont ***** tho .. My french is dire and I have even worse spanish and german skills. Anyone that can write something I can at least understand in another language is one up on me !
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I find reslove does what it says it does. That in itself is an issue b/c its not a great system but it does work as advertized. The worst part about resolve is I understand how it works, but apparently 90% of the muppets in WZ's dont .. the amount of times i've seen people white barred right infront of a hazard or goal line (Negating the ability to stun them in the hazard or pull / punt them from the goal line) makes me sad.
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From my understanding hes saying *put up or shut up* ... either go make a game of your own .. or stop qqing. At least thats the impression i got.
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Sadly I agree. MMOs just aint what they used to be. I played UO for years, EQ1 for years, DAoC for years. (by years I mean 4+ on each one) .. these days I get a new game, sub for 3mos (4mo's playtime if you include the free month) then I am usually done and off to the next game. Cant say thats a terrible thing, as long as i get my 4mo's its a decent investment. Has been the same with all the recently released titles. Rift i did all the raids etc and quit. SWtoR I've already done all the raids, done the PvP got all the titles. Its my opinion that these games are too damm easy these days. EQ it took me months to hit level cap, SWtoR took me about a week. Saying that I'll buy Tera, and TSW and GW2 and play them each for 3-4 months .. hopefully one of them will hold my interest longer than 3-4 mo's and I'll find a a new home. Until then i'm a game hopping fool looking for a home !
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I think his point is that as soon as they hit 50 they can wear the BM pieces they have been buying while doing the 1-49 PvP. Since there is no valor requirement on the gear you can buy it at any level (if you have the comms) just not be able to equip it until you hit 50. All in all .. great change !
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"All good PvPers" Speak for yourself. Valor 72, full battlemaster "the hard way" and I welcome the changes. Player vs player should be just that .. not player vs gear. Good PvP players will love the even playing field to really shine, bad PvPer's will be show up to be gear whoring muppets. I hate gear grinds in PvP, heck I'm not found of gear grinds in PvE either. Cosmetic *looks cool* stuff should be the rewards for rank / progression. Not stat points. IMO.
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The Upper hand mechanic is actually pretty forgiving for healers since we have many way to generate upper hand. Every Underworld Med cast is 1 UH, we have a chance on each hot tick crit to gain an UH (Limited to 1 / 6s) If we use EMP on a target with less than 30% health we gain 1 UH proc. Coupled with the 1.2 notes which mean we will be able to hold 3 UH procs with longer durations .. would'ent worry about the secondary mechanic, its very easy to manage.
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Hehe your first MMO is it? Healers in this game die far easier than most other games i've played. WoW? EQ? AC? DAoC? All of these games healers were FAR harder to kill. I've been playing these games since M59 and UO .. healers in this game are not hard to kill generally. Commando / BH healers are hard to kill (for 12s) if some idiot white bars them before shield .. the rest? mahaha easy.
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His shield gives him 12s 25% damage reduction but also makes him immune to interrupts for those 12s. If you have white barred him and he uses his shield you have no way of stopping his heals. (Since hes white barred - full resolve - hes immune to all stuns / knockbacks etc) Forcing him to use the shield before the white bar (ie burst DPSing him) will mean that during the 12s you can use hard CC's - Stuns / mezzs to stop the heals. Hence, with other healers you use interrupts / hard CC's with your cooldown refreshes in mind, with commando / merc healers you always want to use interrupts while his shield is down and try to save your hard CC's for when his shield is up (assuming you have not white barred him) Remember Interrupts are not stopped by resolve, other hard stops (Hard CC) are effected by resolve. So in the case of healers assessing what type of healer you facing and how to get around thier defenses is important. Its my opinion that many people here dont know how the different healers work and do silly things like white bar commandos then ***** because they shield and free cast without possibility of interrupt for 12s ....
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I disagree with you on some points. Point 1. Since resources are pretty much a non-issue in this game there should be (and are) alpha classes that can and will kill healers 1v1. Good ops/scoundrels and Marauder/sents will kill a healer 1v1 in a reasonable amount of time. Other DPS classes can pressure a healer to go into self preservation mode, and thats the trade off. Everyone agrees that healers are a force multiplier, meaning that if left alone they add more to thier team Via healing than say 1 DPS adds via DPS. If 1 DPS can remove that force multiplier from the opposing team thats a GOOD trade off. Alot of DPS dont realize that locking down a healer is in alot of cases as good as killing them. They contribute nothing to thier team. Point 2. I agree. People claiming healers *tank* better than tanks are mistaken. A healer can *tank* better than a DPS in a small scale, ie 1v1 or 2v2 ... A healer (good healer) can suvive a short while vs two good DPS, note - a short while, ie as long as CDs are up and being used. I mean all CDS .. CC's, escape tools etc. Soon as CDs are over 2 DPS should (Assuming they aint terrible) tear a healer to shreads in seconds. Any situation where someone is being focus fired a tank is FAR *tankier* than a healer. Healers fold in seconds under focused attacks. Point 3. Hide behind tanks? Naw. Healers should not only be viable if hiding behind a tank. Tanks are force Multipliers as well. A tank healer combo is very difficult to kill. (A tad too difficult IMO, Guard + taunt is OP imo) but you cant tie classes together like that and balance them in that way. You cant balance a healer based on the assumption that they will always have a tank guarding them. Same way you cant balance a DPS'rs output with the assumption that they will always have another DPS'r assisting them. You dont balance classes based on other classes being present. The synergys deffinatly need looking into (Guard + taunt) IMO as they are too strong, but you cant balance a healers suvivability based on them having a tank with guard / taunts present.
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I dont think smash needs a nerf. If they were to up some of the other abilitys then i could see a smash nerf. As it is the smash spec is pretty much a 1 trick pony and one thats avoidable if you know whats coming, no reason to nerf it atm.