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TyeWebb

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Everything posted by TyeWebb

  1. For the wildcard question I'd vote the set bonus question. I think the DoT tracker question really isn't going to get much of a response beyond, "that's a great idea maybe it'll happen one day," and realistically I think, hope, that it is an issue they are already aware of. What I would add to the set bonus question is the PVP healer set bonuses are maybe the worst in the game. I don't know of many high level pvpers who heal that do not run at least the PVE 2 set or even PVE 4 set healer bonuses. The 10% extra to defensive screen really does nothing to increase survivability and realistically survivability isn't much of an issue for us. You've already addressed the 4 set bonus of 5 energy. Meanwhile the PVE set bonuses actually increase my healing output, and with bolster I don't get dinged to bad wearing PVE gear. However this does create the issue of having PVPers being put in a position of needing to PVE in order to be most effective in PVP.
  2. ya just go ask random people on the internet what happened during a poorly described event they weren't present for... oh wait. Checking the combat log would be a better attempt at an answer versus this dumb thread.
  3. Agreed, I was just noticing this as well. My synthweaver has and will have no use for these color crystals. I seem to be getting offered at least 2 if not 3 of these missions everytime, at the same time I just had a set where I was not offered a single mission to get artifact fragments, something I actually need. Even on my artifice these will be of limited use when the item they are used for is even added to the game. Dyes honestly don't sell that well and if its for a fancy new color crystal those won't sell that well for us either because at this point there are so many color crystals out there to select from.
  4. Min/maxed PVP gear is not BiS in outlaws den right now specifically because bolster isn't present and the PVP hilts and barrels are not getting bolstered to PVE gear levels. I believe you are correct that there is bolster present in Ilum even after the event is over. However I believe the bolster happening there is not the same as the warzone bolster as its also trying to bolster people up to lvl 55 as well as expertise. Not completely sure on that but I think its a slightly different system.
  5. Cool. Now what does that have to do with bolster in Outlaws Den? The system is not perfect however it is the system we were given and people need to work with that. Bolster exists in 55 warzones and will for the foreseeable future, currently being able to test gear/bolster outside of warzones is pretty difficult, so having it in some places in the world would be a good thing.
  6. Stop using this thread to talk about how much you dislike bolster, there are countless other thread where you can do that. The reality is bolster is here to stay and people should try to make the best of the situation. Adding bolster to Outlaws Den would be an advancement for PVP in this game since it would give a place for people to go and practice/experiment with gear/builds in an environment equal to warzones and in the future arenas. Having more places where bolster is present might actually help remove some of the black box nature of bolster as well and people can start to understand exactly how it works. Finally all of you arguing against it do realize BiS gear in Outlaws Den would currently include a mix of high level PVE and PVP gear since bolster doesn't exist there.
  7. What's great is that one day there will be a perfect storm of events where someone gets CC'ed through shroud and the capper gets interrupted by someone's relic, RNG justice.
  8. If the ability is working correctly and there is a 5% chance of failure the ability needs to be changed. Competitive games should not be decided based on RNG. To have a situation where you can play it right and do the same thing 20 times and know that 1/20 of those times you are going to lose because of some random roll you have no control over is not good for any competitive game.
  9. This thread is the perfect example of the problem with bolster, its too complicated to understand and there is no transparency about how it works. To the OP this is probably working as intended and has to do with the change to the DR curves, but honestly who the hell knows. I'm actually in favor of the concept of bolster but the execution is just so bad. The fact that bolster cannot be explained to someone in 1-2 sentences is a problem. Still waiting on that math heavy post by Bioware explaining to all of us how exactly bolster works...
  10. Group 1 is good players they should matched with other good players. Group 2 are simply bad players and should be matched with other bad players, they will have more fun, as will other players who won't have to deal with them. Group 1 is not good because of voice chat, strats or group comp they are simply better at the game. People vastly overestimate what is going on if they really think most premades rolling noobs are actually caring about group comps and strats. Most people are just forming a group and playing together because it is more fun and it is a social game. Eight random good players of any comp and no voice chat will crush a group of bad players with voice chat and a perfect group comp. A mentioned in the other thread, voice chat is overrated in this game, common sense and awareness basically replaces voice chat. Too be above average in this game you need 2 things, common sense and the ability to mash buttons at a somewhat reasonable rate. Anyway match players through some sort of invisible rating, regardless if they are in a group or solo, the presence of the group doesn't matter, its the quality of the players.
  11. The problem is not premades vs PUGS, it is good vs bad players. A PUG of good players will stomp a bad premade. Things I would like to see to make regular warzones more interesting would be an attempt at matchmaking. Players would have an invisible rating that is account wide, if you win rating goes up if you lose rating goes down simple as that. If you are good you'll generally be matched with and against good players. In addition it would be nice if the system tried to even out roles on teams, its pretty dumb when you get in a same faction warzone and one team has 3 healers 3 tanks and 2 DPS and the other team has 8 DPS. These systems don't need to be perfect they just need to try to even things out a bit. In other words the system is not going to wait to start a warzone until it gets each team 2 heals, 2 tanks and 4 DPS its just going to make sure that no team gets 0 heals if the other teams has 2 or 3 heals. People who focus on the premade 'problem' focus on the games they were stomped by a good premade and ignore all the games they were carried by a premade. I have yet to see one of these threads were someone complained about being carried. A quitter debuff won't fix anything for many reasons already mentioned in this thread.
  12. Since this seems to be the general crew skill bug thread and got a yellow post I'll go ahead and post this issue in here. There seems to be an issue at least sometimes for the time to completion for some crew skill missions. Right now I am looking at my choices for Diplomacy Missions. Reforging the Chains 1 Hr 1 min 13 sec 3745 credits (Bountiful) Prioritizing Needs 30m 36 sec 3120 credits (Bountiful) Return on Investment 26 min 41 sec 1920 credits (Moderate) Choices and Consequences 57 min 18 sec 2400 credits (Abundant) The Bacta Cartel 57 min 18 sec 2400 credits (Abundant) Why do the times for 2 bountiful missions vary so much? Why do abundant missions take so long to get I think 1 extra mat versus moderate. This time issue happens with Diplomacy for sure I also think I've seen it with Investigation and Underworld trading. Its almost as if the missions that seem to have low times are acting like companion gift missions which have always taken less time versus the same level mat missions. If this has been mentioned here already sorry for reposting, but didn't see any mention of this issue in the Dev post so I assume it has not been addressed in anyway yet.
  13. There might be something to this, here are some combat log copies from taunts on my Shadow, you'll notice I see pretty much no delay at all. 20:44:45.526 Lindsayfunke activates Mind Control. 20:44:45.527 Lindsayfunke's Mind Control adds effect Taunt to Recognizer. 21:21:12.917 Lindsayfunke activates Mind Control. 21:21:12.918 Lindsayfunke's Mind Control adds effect Taunt to Operator IX. Here is an example of an AoE taunt as well 20:34:47.025 Lindsayfunke activates Mass Mind Control. 20:34:47.026 Lindsayfunke's Mass Mind Control adds effect Taunt to Macro-nanite Suppressor. 20:34:47.027 Lindsayfunke taunts Macro-nanite Suppressor, causing 1595 threat. 20:34:47.027 Lindsayfunke's Mass Mind Control adds effect Taunt to Macro-nanite Suppressor. 20:34:47.027 Lindsayfunke taunts Macro-nanite Suppressor, causing 2678 threat. 20:34:47.028 Lindsayfunke's Mass Mind Control adds effect Taunt to Molecular Decompiler. 20:34:47.028 Lindsayfunke taunts Molecular Decompiler, causing 4139 threat. 20:34:47.028 Lindsayfunke's Mass Mind Control adds effect Taunt to Molecular Decompiler. 20:34:47.029 Lindsayfunke taunts Molecular Decompiler, causing 3788 threat. 20:34:47.029 Lindsayfunke's Mass Mind Control adds effect Taunt to Molecular Decompiler. 20:34:47.029 Lindsayfunke taunts Molecular Decompiler, causing 9423 threat. 20:34:47.030 Lindsayfunke's Mass Mind Control adds effect Taunt to Macro-nanite Suppressor. 20:34:47.030 Lindsayfunke taunts Macro-nanite Suppressor, causing 3875 threat. 20:34:47.030 Lindsayfunke's Mass Mind Control adds effect Taunt to Molecular Decompiler. 20:34:47.031 Lindsayfunke taunts Molecular Decompiler, causing 8028 threat. It looks to me like there is a delay for Vanguards/Powertechs at least compared to Shadows. I have a lowbie Powertech, I think around lvl 25, if I have unlocked the taunt ability on there I will try to mess around with it and see if I see delays like Amantino showed above.
  14. This right here, you can lose quite a bit of DPS on the boss during the adds/jealous male phase. Have people with good AoE handle the adds and single target guys burn the male. When I'm on my gunslinger I can pretty much take care of the adds by myself with a flyby and a couple grenades. Meanwhile the other DPS have nearly killed the jealous male. Splitting up the DPS correctly based upon their strengths during this phase can save quite a bit of time. Another time saver is have people stand in safe places to drop the yellow circle DoT, basically don't ever stand on a flower where a red pool may spawn. We use to have people run away to a safe place far away and then drop the yellow circle, this results in a lot of wasted time. Now as soon as someone gets the DoT its cleansed and dropped right away and people then adjust their positioning if need be.
  15. You are correct on the guard threat reduction/distance issue, its either unlimited or really, really far. I believe all the other information there is still correct.
  16. I would suggest before people reply to this thread they read and understand how threat works in SWTOR, its pretty clear from many of the responses so far quite a few people have no idea about the basics of threat. http://mmo-mechanics.com/news.php?article=kors-laboratory-threat My 2 cents, I consider guard's primary role to be a threat reducer, so I will 1st guard someone who is pulling threat off me. If there are no threat issues, I guard the person most likely to take the most damage of the group, if that person happens to be the healer so be it. In terms of the whole idea of guarding a healer, if you are guarding a healer for the threat reduction, you are doing it wrong. Tanks and DPS should have no trouble generating far more threat than a healer. A healer should not have aggro on any mobs a few seconds after a fight starts. If the healer does have aggro on mobs after the 1st few seconds its an issue of a tank who doesn't know how to pick up and tank groups and/or issues of DPS who do not understand kill order.
  17. Fearful actually happens a split second before the leap. If ranged are getting fearful they need to work on their positioning and distance right before the leap happens. When I'm on my gunslinger I always make sure to be between 30-35 meters away right before the leap so I'm certain I will not get fearful. Its better to lose a little DPS and not get fearful versus getting that extra hit in but picking up fearful. I don't really remember if they do an aggro drop after the jump, but either way the tank swap/taunt should be happening quickly enough that it doesn't really matter.
  18. There was thread about this before and basically you are correct there is no consensus, there are reasonable points made for just about every possible kill order. http://www.swtor.com/community/showthread.php?t=528356 I don't think it much matters, as long as everyone in the group agrees on something. I just go with whatever is 1st suggested in the group.
  19. Infiltration Spec 1. How do you think your Shadow spec is perceived by other classes? PVE - They would rather have a sentinel, if they could select to have another melee DPS. PVP - Teammates wish I was either full Kinetic or hybrid kinetic/balance. Enemies see a squishy target, that is more of an annoyance and not an actual threat. 2. How do you perceive your own spec? PVE - I can pull my weight DPS wise in Ops, however I know I'm not doing the DPS other classes are doing and I'm also not bringing any nice utility or buffs to the group. I'm not a liability to the group but I'm not an asset either. PVP - In organized PVP I am a liability to the team. DPS and survivability is subpar, and I bring no must have utility.
  20. Thank the heavens you showed up to settle this debate which has been raging on for months. Check the dates and understand the context of posts before you reply to them trying to come across as the answer guy. Hopefully they just close this thread so another genius like you doesn't show up in 2 more months to bring it back from the dead.
  21. As others have said you are more than fine gear wise for any of the Tier 1 HM FPs. You'd even be fine for HM Lost Island, but you'd probably want a good/experienced group for that one that can explain the fights to you. A couple weeks ago we ran HM LI with a DPS Guardian in full WH who had never made it past the droid. It went pretty smooth, I think we wiped on the droid once or twice and 1 shot everything else. I would just suggest reading up on some guides to learn the fights a little bit and you'll be fine.
  22. Your DPS need be going all out on him right after the burn and he is glowing red. DPS need to popping cool downs, relics all that stuff and ideally any DPS you have up top solving the puzzle need to DPS during these phases. Others have suggested just using the right burner and not moving the Fabricator which I guess works in Normal mode, but you might want to practice moving him between say the right and middle, because in HM you will have to move him. During the parts where the puzzle is being solved and Fabricator doesn't have the debuff on him, the DPS below can clear out the stun droids to make life easier on everyone, don't worry about the explosive droids. If you have a smuggler healer put them down below maybe, most of their heals are instants so the stun droids are less of an issue for them. It kind of sounds like your problem isn't so much DPS though it sounds like you guys are wiping from damage before an enrage. Are you using both your tanks? A debuff gets put on the tank, so your tanks need to be switching back and forth, off the top of my head I don't remember when exactly but its something around when they get 5 stacks of the debuff on them. Also everyone below needs to watch out for a targeted attack Fabricator does to people randomly. They will see a little targeting icon on their head, when that happens ideally they should move away from everyone else because the attack does AOE damage, one of those going off in the middle of everyone puts a lot of pressure on the healer. If this attack happens while Fabricator is debuffed they should probably just ignore it and continue to DPS, but at other times they should make an effort to get away from the group. Edit: Protip, when you guys do get him down, don't go charging wildly into the next room, its some pretty tough trash, many a raid has dropped Fabricator no problem and wiped to the trash in the next room.
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