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Dee-Jay

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Everything posted by Dee-Jay

  1. We bashed our head into the guy all night last night to no avail. 2% was our best try but we weren't able to replicate it. Setup was Scoundrel: DPS Vanguard: Tank Guardian: DPS Sage: Healer The Guardian was assigned to Incinerate and didn't miss a single cast in the ~20 tries we threw at him. The Vanguard and Scoundrel shared interrupting the Plasma Arc. Honestly though, we didn't notice a huge difference between interrupting and ignoring the Plasma Arc. I'm still not quite sure about what the abilities does. Still, even with everything interrupted there was an INSANE amount of group damage going around for no apparent reason. The Guardian especially was always loosing health, despite not having any debuffs, not pulling aggro, not standing in statics fields or fire or anything really. His HP just kept dropping for not apparent reason and so did the HP of many other group members. Either there's some sort of bug or there's some hidden mechanic to the boss that accounts for all that group damage. Afaik it's basically: -Kite around the room avoiding static fields -Interrupt Incinerate without fail. -Interrupt Plasma Arc as much as possible -Kill adds when convenient -Avoid fire as much as possible Despite following all those rules, the group damage was ridiculous.
  2. That's a luxury and people should be prepared to work for luxuries. PvP itself has no direct costs associated with it so it doesn't need to award money. Low risk - low interest.
  3. I agree, the extra mitigation was necessary, even it it wasn't mathematically equal.
  4. There's a difference between hard and unfair content. Lost Island for example is ...as usual...unfair towards melee groups. Bioware is just incapable of designing fair encounters when it comes to melee vs. ranged. It's just a world of a difference between the two it's not even funny. It's despicable and infuriating.
  5. True, I love a challenge as much as anyone but the raw, pure melee hate coming out of this instance is just infuriating. We're on try #15 or so at the moment with a pure melee team. Vanguard (tank), Guardian, Sage (healer), Scoundrel. I'm 100% confident we'd have killed this encounter hours ago had we had even a single ranged DPS char. But somehow this encounter (Robot thing) just spouts out myriads of unexplained damage at melees. It feels like another one of those "**** melee" encounters designed by Failware encounter designers that for some reason must HATE melees so bad because everything is a *********** joke with ranged.
  6. This sums it up pretty well. Enraged Defense would be an OK skill if it weren't so ridiculously overpriced. Endue Pain is arguably a better CD and has no cost attached to it whatsoever. Why must Enraged Defense consume 4 Rage +X. It's just stupid. It also means you can't even use it as a survival cooldown most of the time because you lack Rage.
  7. Me neither. With old Focus, I used to be a force to be reckoned with and a powerful asset to any team. With highly optimized gear I could take on people 2v1 and sometimes even 3v.1 and come out on top. Overpowered? Possibly, but then again I did invest a lot to get where I was. Now I just feel like a generic melee character that may...or may not beat another class depending on the situation. No redeeming qualities...average damage and boring play-style thanks to Vigilance. Lackluster cooldowns and over-priced abilities just make Guardian DPS feel underwhelming.
  8. What money do you need to support a PvP character? Recruit set should be affordable as soon as you hit level 50. Everything beyond that doesn't really cost much. Changing Mods and Enhancements around is a luxury, not a necessity and you should be willing to work for that.
  9. After extensive PvP since Thursday I can confidently say I enjoyed PvP a lot more prior to 1.2. Is this because of the class changes? Maybe... Is this because of changes to Expertise? Probably... I'm not really sure what has changed and how it affected the game overall. All I can say for sure is that I'm having a lot less fun since 1.2 compared to before.
  10. Quite a lot if you die a lot. PvE at least has the potential for failure, no matter how small it is, whereas PvP does not. Having a standard bank account will also only net you with 2-3% interest per year because that's a very "low risk" investment. If you want a higher return on investment, you'll need a riskier investment, like shares. They will net you more interest but also an inherent risk of failure. PvP is a "fail safe" environment and thus should only have very limited monetary gains. PvE is not "fail safe" and thus can reward you better.
  11. PvP doesn't cost money, so it shouldn't reward (much) money. I really don't see an issue. Having "zero cost" activities reward you with cash is a flawed design. There's no risk vs. reward. On that note, they also nerfed the cash gained from Space Missions, which makes sense too. If PvPers want to gain cash for Mod-exchanges etc. they'll have to participate in the economy somehow or grind dailies, like everyone else.
  12. Fatal flaw if you think Marauder mitigation is worse than Heavy Armor. With Rebuke uptime close to ~70% in fights, Marauders have the best melee mitigation in game. And that DR affects all damage, not just Kinetic and Physical.
  13. I think they should remove Expertise Adrenals all together they only add even more burst to an already bursty game. Obviously Biochem Adrenals would have to be banned as well.
  14. I agree that somehow Bioware piled way too many abilities on to a each class without them adding much depth to game-play. It's almost like every class has 2-3 generic AoE attacks, and Warriors alone have something like 10-12 different melee attacks. But adding all the legacy and companion skills as well as Relics, Potions and Power ups into the mix just makes the matter even worse.
  15. Why would this be a big deal in any case? Never heard of anyone being brought to a warzone solely because of their buff.
  16. I personally hate it, I'm not having nearly as much fun as prior to patch 1.2 even though the game runs a lot better. But that's mainly because by favorite spec was nerfed into the ground to the point of non-viability. I don't like the changes to Expertise either as the extra mitigation was actually quite necessary to off-set the offensive stat inflation. But Bioware wanted to fix something that wasn't broke....and now it's broken.
  17. Optimizing your gear is always worth the effort. The only real change regarding gear optimization is that PvE gear no longer has a place in PvP. You'll want all your gear slots to have at least some sort of Expertise. Other than that, stats still work the same way they used to. DR on Surge seemed to have been reduced slightly as well. The real question is though if Focus DPS is still the way to go for PvP. I'm still messing around with different specs and haven't reached a conclusive verdict just yet.
  18. I was wondering which of the three new relics is best for a Jedi Guardian. I don't expect any big difference but I'm wondering if one has an edge in some way. (61) Campaign Relic of the Cerulean Nova Binds on Equip Relic Total Stats: +84 Endurance Requires Level 50 On Hit: Damaging attacks have a 30% chance to deal 246 additional energy damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects. (61) Campaign Relic of the Kinetic Tempest Binds on Equip Relic Total Stats: +84 Endurance Requires Level 50 On Hit: Damaging attacks have a 30% chance to deal 246 additional kinetic damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects. (61) Campaign Relic of Elemental Transcendance Binds on Equip Relic Total Stats: +84 Endurance Requires Level 50 On Hit: Damaging attacks have a 30% chance to deal 184 additional elemental damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects. (61) Campaign Relic of Dark Radiance Binds on Equip Relic Total Stats: +84 Endurance Requires Level 50 On Hit: Damaging attacks have a 30% chance to deal 184 additional internal damage to the target. This effect can only occur once every 4.5 seconds, and shares this limit with similar damage-dealing effects. I realize that Energy and Kinetic damage are mitigated by armor whereas internal and elemental damage are not. The tipping point between the two seems to be @ 25% armor mitigation.
  19. The idea of Legacy isn't to just give you everything NOW. It's a series of long-term goals for players who've achieved everything there is.
  20. Asking for rotations in PvP is always a little odd and misplaced. It's entirely situational what abilities I use.
  21. Well the thing about these forums is that Bioware seems to ignore complaints about PvP imbalances deliberately. I mean I can understand not giving weight to each single QQ post. But if you have multiple 50+ page discussions lasting multiple days about how Shadow/Assassins tanks are too good, don't you think there might be some merit to those complaints? I agree that isolated QQ should be ignored. But constant QQ normally does hint that something is out of whack. Often it's not directly what the players are complaining about (players QQ about symptoms, not causes) but intelligent feedback can often point to the cause. Patch 1.2 balance changes seems to be largely based on the personal playing experience of their 3 person-PvP designer team and their personal interpretation of warzone statistics rather than actual player feedback.
  22. But clearing a whole operation without a single useful drop is frustrating as well. At least a"non double" loot system would ensure a limited range of drops throughout the operation. It would also be a further incentive to mix groups now that class buffs are widely available. I mean in 8 man raids, do bosses really need to drop two identical tokens? The chances that these will be needed are pretty slim after a second clear.
  23. Here's what I rolling with currently: http://www.torhead.com/skill-calc#101RRZbMZGr0ddfRMfz.1 Basic idea is to play Focus in Sorensu form. -Skip all the talents that require Shii-Sho form -pick up everything else -Roll either with 1 point in "Intimidation" for free "Chilling Screams" -or go for "Dreadnought" with only 1 point in "Battle Cry" I personally prefer the free "Chilling Screams" and "Force Screams" because Rage generation sucks in Sorensu form. If you feel like it, you can also play with a Shield generator rather than a Focus. You'll lose a bit of damage for a little extra survivability.
  24. Working as intended. The lead designers themselves admitted a while back that the only tangible imbalance between mirror classes lies in the different animations. This is intentional design as it has a negligible impact on PvP performance, according to them. And I'm inclined to agree. As some point you just have to accept minor differences. Big and fat player characters also tend to get targeted more often than smaller characters as players naturally perceive them as a greater threat. But you don't hear anyone QQing about that.
  25. We told Bioware this multiple times prior to 1.2. They chose to ignore it.
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