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nolocalreality

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  1. Yes, you will lose them if you do anything that would lead to being over the cap. Say you had 170 columi comms, and the cap is (I think) 100. If you gain one, you'll go down to 100. If you try to spend 60 on something, you'll get an error and go down to 100. However, if you try to spend 80, it will work and you'll be at 90/100.
  2. So undermanning with marauders + healers has been done, so take the next step. Marauder-only Ops.
  3. Die less. Just kidding. I was looking at the per-piece repair costs of my characters and noticed something - two pieces had the same durability and the same level mods, but one was twice as expensive as the other. The difference was one had the tionese shell, and the other an orange shell. My guess is that repair costs are factored now using (shell cost + mods), and since level 50 purple shells can be vendored for thousands of credits, those pieces will be super expensive to repair. So, if you don't need the bonus from the shell, use the cheapest (vendor price) one you can find. No idea if this is WAI, but I'd guess not.
  4. Maybe a better solution is to add a medal for joining late, so at least you'd get one. There have been several occasions where I've joined a warzone, and immediately seen the end scoreboard.
  5. For some reason, Group Finder still makes you queue for flashpoints for 2 levels after you are supposed to be outside of the level range. Red Reaper is included for 50s who want the daily story mode reward. Happens at all levels. Athiss is supposed to be capped at like 25, but you still have to queue for it at 27 if you want the daily reward.
  6. I think Rail Shot enhancements could be removed from the AP tree to simplify things. Move Puncture (RS armor pen) to the Pyrotech tree where it belongs, and maybe move Iron Fist (RP damage) in it's place. Charged Gauntlets shot cause Immolate crits, not RS. Makes more sense in the tree, and may give a more reliable burst. Bump up HEGC's boost to internal/elemental by a couple percent to make AP damage closer to Pyrotech, and make it more desirable than CGC.
  7. Actually, you are doing it wrong (sorta). For every other trash pull in the game you have a fine strategy, but the very first pull in Red Reaper is a bit of a trap. There's too many mobs to really reliably survive it - but they are already in combat and you can just walk past them. That might be why the healer was upset.
  8. Assassin tanks will have a way easier time on Jarg than either a PT/Jugg. The majority of Jarg's damage is Tech/Elemental, so it ignores armor and defense/shield. Self heals + the ability to resist all tech every 45 seconds is a huge advantage.
  9. Assault Spec 1. Overpowered in PVP, ok in PVE but not a top choice to bring for a DPS slot. 2. I think the damage output is fine, but the utility is low. I feel less useful than other DPS classes, since I don't have a long lasting CC, a threat reducing ability, or any useful group buff/debuffs (like a gunslinger's bubble or a sentinel's buffs). Tactics 1. People think that no one really plays tactics, which might be sorta true. 2. I think that tactics is twice as hard to play as assault, but yields a slight loss in DPS. It's more fun to play, but it's not worth it.
  10. Things I want while healing: Mouseover casting Ability to target people by clicking on their nameplate. I am stunned that this does not work. Target forwarding - if I have the tank targeted and use an attack ability, it should hit whatever he has targeted. Things I want while tanking: More control over flytext. I'd like to be able to tell incoming damage by source (melee/force, etc) and by type (energy/internal, etc). Would help me decide which cooldowns to use on assassin. Having everything as red is not so helpful.
  11. The daily (level 50 areas) of Blelsavis should have a chance to drop the Daily Commendations, instead of the Belsavis ones, which are not so useful at level 50.
  12. You can't really use ambush tactics when every time you head to a different area it's announced in GIANT RED LETTERS to the whole zone
  13. Good list. I'd like to add this about talents - it's very odd that Reflexive Shield is deep in a DPS tree, when it is one of the best tanking traits. Also agree about PVP - we really need some ways to raise our force/tech resists, and better ways to mitigate internal/elemental damage. We can taunt to reduce enemy damage unless they attack us, but if they do attack us we're almost as squishy as whatever DPS/healer they we've going after before. This leads me to more of a taunt-and-hide technique to actually reduce enemy damage. Not very tanky. A minor issue - Assault Plastique and Sticky Grenade have the exact same tooltip (except for damage), even though one is single target and the other AoE. The wording should change to reflect that.
  14. Inflation driven by one trade skill is TERRIBLE for the economy. People with slicing have lots of money. People without it have less. So the best way to get that money is by selling things at inflated prices to slicers. Now your economy boils down to classes of people: 1. slicers 2. people who sell to slicers 3. everyone esle 3 is the problem. Slicing drives inflation and prevents these people from being able to participate in the economy. A new player wants to craft, but might need to buy a few things from the AH? Too bad, slicing has driven prices out of your range. The only way to get enough money is becoming 1 or 2. So now everyone is a slicer or (indirectly) works for the slicers. Bad economy.
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