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swanthon

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  1. Correction: dipstik meant get the DF Fortunate Redoubt IF you can get the Arkanian Warding relic. If you can't get the Arkanian Warding relic because you've already blown your token from the DF/DP quest, then get the DF Warding relic first.
  2. My raid group learned the new mechanics and killed Corruptor Zero on HM last night, and I see no reason why we won't be able to consistently kill it from here on out, even with the bug. Between the feel of the fight and the Bioware post, I'd just like to point out that I believe the *only* bug is the casts of the mine during laser phase. I don't think the "fake" mines were ever supposed to be a real mechanic, and the increased frequency is indeed a part of the normal fight. They don't clear instantly on the boss but they do clear in about 2 seconds - I think lag could be a real factor if your mines aren't clearing. The hardest part we found was handling the occasional mine during the Anti-gravity field - it's hard to coordinate everyone *not* going back in to the boss and only sending the mine guy. The laser phase bug is annoying but doable. 3 people will die, b-rez one. Finish the fight down 2 dps or 1 dps and 1 healer is preferred, there's no enrage timer. Stealth rez if you can.
  3. 6/10 My marauder is Bleeding Anis.
  4. How do you confirm the conditions were met, aka say that an armor debuff from another class was not used?
  5. You may say certain melee abilities are more useful for holding threat, but as long as you can still hold threat in any situation *without* taking accuracy as a stat, you don't need it. It's overkill. And with proper rotation of taunts, there is no tanking class in this game that has trouble holding threat.
  6. For all tank classes, Accuracy is found on one set piece and Alacrity is found on one set piece in both the Arkanian and Underworld gear. These stats are found on the enhancements. Please remove these useless stats from this gear so the hardest gear to obtain is actual *useful*. For a tank trying to maximize mitigation (highest combo of shield/defense/absorb possible) (which they should be), Best in Slot enhancements are already hard enough to get. (NONE of the pieces buyable with Elite or Ultimate comms have BiS mods or enhancements.) When you add on two of the enhancements out of the set of Arkanian/Underworld gear are completely useless, this just makes the whole thing even harder. Please remove immediately. In case the explanation is needed: Tanks keeping aggro is not an issue at all in this game. Having abilities hit faster (alacrity) or more often (accuracy) only affects ability to keep aggro. (Most tanking cooldowns, taunts, etc are not on the Global Cooldown.) If you really feel the need to make a piece with these stats available for some reason, put it on the Elite/Ultimate comm obtainable gear, not the Arkanian/Underworld. Good riddance.
  7. Do you have any info on what the rest of the file packages do or are for? For instance, for each of the game worlds, I see a "swtoren-us_area" version and an "swtormain_area" version - not sure what the difference is. What are the zed or misc areas comprised of? swtormain_gamedata, swtormain_gfx_assets, swtormain_global are also make me curious. Overall, I'm looking to improve loading screen times for a level 50 player - aka operations, flashpoints, fleet - trying to figure out if I can select certain extra packages to add to the RAM disk to make this happen.
  8. I just wanted to note that if you are using SWTOR Unleased you MUST patch by running SWTOR Unleashed in Retail client mode. Simply running the normal original launcher will freeze during patching (or at least it did for me). The instructions mention the Unleashed Retail client, but it would be helpful if they were updated to specifically say NOT to ever use the regular launcher to patch.
  9. I think the Resolve mechanic on getting chain stunned will still work fine - this lowers Resolve bar filling up on *overlapping* effects/stuns, not on one stun after another like an Op might do. Be careful which spec tree provides certain buffs/abilities when commenting on changes. For example, Sorcs as a whole class are not getting better escape on Force Speed with the no snare/root thing. Only sorcs with at least 17 points in the healing tree are - DPS sorcs really don't get much help here. Same idea goes for evaluating some of the Op and Assassin changes - look carefully at which tree gets the change.
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