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Undorett

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Posts posted by Undorett

  1. OP: you did more damage to him than that, if you didn't you completely lied about your stats - stop trolling

    The rest of you: Arsenal Merc is not the same as Pyro Merc any more than it is a Bodyguard Merc - learn to read

     

    Arsenal can put out half decent damage if left alone, but if they are being hit by anyone they are probably the weakest class due to how dependent they are on continuing to fire off tracer missile, every other skill worth clicking is on cool down and as soon as you interrupt TM their only recourse is typically to fire rapid shots (free skill, read: no damage), use a costly AOE or knock you back

  2. Almost everyone I have seen is only buying the main stat augments (aim, willpower, strength, and cunning) which are evenly divided by synthweaving and armormech. Armormech has far more things going for it than armstech, like having end game items to RE / craft + crit craft, having schematics for anything above lv39, being able to fill 7 armor slots instead of 2 weapon slots for 3 characters and 1 weapon slot for 1 character, etc. But I think you are partially right...I think they should add in an expertise augment to armstech and move the endurance mod to armormech.
  3. May I suggest NOT making the Elegant ones and instead make the lvl 20 ones? Higher crit rates (assuming elegant ones are still orange @400) and WAY cheaper/faster to harvest mats? I have yet to really meet anybody who really cares what their weapons look like all that much, and you can't preview their look on the GTN anyways, so all people are buying is the "stats". So if YOU want to try to compete against equivelent quality guns that cost 3k to make and can be used 30 levels earlier with your 90k to make guns, I'm gonna guess it isn't going to go that well for you. As somebody else said. L2Economy

     

    Oh, and PS. When you actually ARE doing higher level crafting, run missions for the fluxes. The Calius Saj Leeloo or w/e mission costs like 2k to run, and returns over 30 of those high end fluxes. (According to TorHead, average cost is 61 per). That alone will cut your expenses by ~10500 credits.

     

    I have made over 3m credits from armstech since 1.2 dropped so I will continue doing things my own way showing off how much better the Elegant ones look (including taking into account decking half the guild out in a PVE and PVP augmented gun/guns at no cost to them). Also, at higher level crafting you have to decide if sending your crew member out for a half hour to harvest something you can so easily purchase is worth it over sending him out for something else. So are you the guy that cut my sales of 4-5 guns a day at 150-200k credits down to 90k a sale?

  4. Just because it kicks in, doesn't mean you have to use it. The choice of using it there & then or stacking up your buffs (& maybe getting another one) is part of the game.

     

    What I am pointing out is that using the skill on cool down is no longer as effective due to the mechanics change BW arbitrarily made. In changing the refresh rate of unload by adding another 15% to barrage, it changed more than I feel they meant to change - pre 1.2 you could get 5 stacks to boost Rail Shot on cool down in optimal rotation pretty regularly. Light 'Em Up is already a nearly useless skill outside of PVP in my opinion, as once you have your Heat Signature stacks on the mob they don't come off until one of the two of you dies. Adding doubling the proc rate of say the 1% shield and 6% boost to Rail Shot on Light 'Em Up as well as the Heat Signatures that it already doubles would be more worthy of the location within the skill tree. It would allow us to get to full defense more quickly and allow us to get a damage boost of about 10% out of Rail Shot if you are using it on cool down (5 stack vs 3 stack, 1.3/1.18 ~ 10% boost), and allow you to fire it off about one more time per minute if you are firing it at full stack (firing a rail shot instead of most likely a Tracer Missile that GCD). This would be almost completely negligible in PVE, however it would help slightly with burst / speed to max survivability in PVP without impacting max damage or maximum survivability.

  5. I have thought this since i started PVPing in this game, but never posted it because I think being able to see the opposing team's AOEs is a little "care bear" already. I am all for the original post, but i would also be all for only seeing your team's AOE and not seeing enemy heal or DPS AOEs as well.
  6. An Expertise augment needs to be added to crafting tables.

     

    I believe it should be added to the armstech crafting profession, as most people tend to buy their primary stat as an augment and there are more craftable endgame PVP items available for synthweaving and armormech. Also, i think people would generally agree that armstech has the least to offer endgame players. In the interest of full disclosure my main is an armstech, but between my wife and i, we have all 14 crew skills covered.

  7. This. Considering they cost maybe 3k per augmented item to make on average, selling for 20-30k is pretty decent profit. Try to sell for much more than that and people will just make their own.

     

    It costs quite a bit more than this on "The Ebon Hawk"

    Making one augmented gun will take me on average 6 tries. I am not home right now but that is 4 purchased items, 12 (8 of one 4 of the other) green items, and 4 blue items per try. So 24 of the purchased vials (500 credits each), 72 green materials (GTN normally 4k/10 or 400 each), 24 blue items (for armstech they are cheaper than other classes so around 8k/4), and i can sell the failed guns back at about 2k/gun to a vendor.

    24x500 + 72x400 + 2000x24 - 5x~2000 = about 78,800 per gun for the cost to build - this doesn't include the 1.5hrs of crew time spent on crafting that could be used to harvest materials or gifts to sell on the GTN.

     

    If you say i can just harvest those materials myself and then it is 100% profit, you are right. However, i could just sell those materials for the prices listed above to some other schmuck and he can make/sell them at a loss. I personally don't bother selling augmented guns for under 90k, people can go look for them elsewhere.

  8. I think there might be some confusion here between two different abilities/skills, so let me attempt to clarify, and if you still believe it's not working this way, I'll have someone from the Combat team take a look.

     

    • The Tracer Missile ability stacks a debuff on your target. Without the skill "Light 'Em Up", it takes 5 shots to build the stack to 5. With the skill, it takes 3 shots (as each shot now grants 2 stacks). I just logged in to check, and it still does work this way.
       
    • The skill "Tracer Lock" grants a buff on yourself, increasing the damage your next Rail Shot will do. This is not affected by "Light 'Em Up," and I don't believe it ever has been.

     

    Can you please look at both your buff and your target's debuff and confirm this is working the way it should be? The debuff should stack twice as fast as the buff, neither of which have been changed. If you guys have more questions, let me know and I'll get someone to take a look.

     

    Thanks!

     

    While Light 'Em Up has never effected Tracer Lock, with the changes that went in during 1.2 (having us fire off a barrage unload basically every 5 seconds and lowering the damage of tracer) it should...getting 5 stacks of Tracer Lock is impossible before the skill is ready to fire again...at most we get 3 and the skill may as well be on a 25s cool down.

  9. Um, thats one of the worst encounter design I've ever heard of. Who'ld want to be a tank if that means duying over and over? That's a nice repair bill for them and I don't see anything fun in duying and being resurrected multiple times during the fight because thats the way they designed the fight.

     

    As our raid MT it was one of my favorite encounter designs...5 deaths was way less than most encounters lol.

  10. This came up awhile back and I think it is brought up by us EQ2 people. Fights there had "enrage timers" that were not just a mob enraging at a certain time. They were mechanics of the fight that would overcome you if you did not complete the fight in a specified time, most of them being unique to that fight. It was creative (like the Rathgar fight posted before), but it achieved the same goal. I think those of us who are accustomed to this type of encounter just miss it and dislike the little red buff on the mob that happens after a certain time in each fight. Add a raid where there are no red buff enrage timers, but there are things like adds spawning on a decaying timer, spawn in higher quantities on a stable timer, spawn in increasing difficulty on a stable timer (start with easy, then strong, then elite, etc), add buffs to players one by one that make it so they cannot damage the mob, give a mob increasing armor over the course of a fight to where you cannot even damage it at a certain point, etc. They are all ways of requiring a DPS check, but they feel different than the stupid red buff.
  11. hmmm... well, the two stats you will want to pile up on are primarily endurance and strength, with a high armor rating following close after. search the trade network for some high endurance and high strength mods, and i would suggest buying pvp gear ASAP.

     

    Thanks, but these stats come on everything Jugs get. I am wondering what secondary stats such as shield, defense, absorption, critical chance, surge, accuracy, and power I should be trying to min/max for a spec best suited to the goals above as well as the spec itself.

  12. I have a Jug at level 42 and am starting to get ready for what I want to do when I get to level 50. I want to spec to be the most useful in PVP. I won’t be using this character in PVE at all unless there is an item I need from PVE for PVP as I raid and group on another character. Could someone help me with the best spec and gear set for me? I read a lot that full on tank spec and tank gear is a poor way to go for PVP, but I do not want to be fragile either.

     

    I love running the ball in huttball, using the invincible moves to be able to not die / not get knocked back and bring the ball to the goal.

    I want to stay in tank stance and use taunts for PVP so that I can guard healers and keep the group from going down.

    I want to be able to do enough damage to take out other players in say a 2v2 situation I find myself in often

    I would like to be able to go toe to toe with classes and win in a 1v1 situation, but I doubt that will be possible.

     

    So what goals here are realistic? I know that if I went full on tank mode I would be best for the first two goals, and full on DPS spec would get me the best for the last two goals. What sort of spec and gear setup will give me “enough” defensiveness for the first two goals (I feel like they are the more important class objectives), and get me closest to the second two goals?

     

    I am completely willing to spend credits to personalize gear to get the most out of the character. What stat levels and set bonuses are the most important and I can go for those customizing gear along the way.

     

    Thanks for the help

  13. Could someone please sum up the general usefulness of crew skills to the end game player? I know that pre 1.2 most useful stuff was only usable by the person who crafted it making Biochem the premere crew skill, armormech and synthweaver could make end game belts and wrists with augment slots making it the best, etc.

     

    Since 1.2 came out, we now have many options for orange gear that can be traded with augment slots. As an end game raider / pvp player and entrepreneur, I want to help out my raid and pvp teams as much as possible and try to turn a profit or at least break even after giving everything out to my guild. So what out there can be created by crafters for “best in slot” gear now that 1.2 has arrived?

     

    Below is a list of the BIS gear thoughts I have gathered from the forums so far:

    -Weapon: Armstech or Artificer Orange + augment

    -Offhand (non gun / lightsaber): Unknown – can the new raid dropped, Black hole, or War Hero ones be reverse engineered recrafted to gain an augment slot? If so, can they be sold or traded once they are recrafted?

    -Helm, BP, and Legs: Armormech or Synthweaver Orange + augment

    - Gloves and Boots: Unknown – can the new raid dropped, Black hole, or War Hero ones be reverse engineered recrafted to gain an augment slot? If so, can they be sold or traded once they are recrafted? Would they come out as just orange pieces?

    - Belt and Bracer: Unknown – can the new raid dropped, Black hole, or War Hero ones be reverse engineered and recrafted to gain an augment slot? If so, can they be sold or traded once they are recrafted?

    -Ear, Relics, Implants: Unknown – can the new raid dropped, Black hole, or War Hero ones be reverse engineered and recrafted to gain an augment slot? If so, can they be sold or traded once they are recrafted?

    -Biochem consumable goodies are still must haves on raids and PVP

     

    I ask this because I am an armstech. I would like to know who I need to hit up for tradable goods in our raid or on the pvp team to get some upgrades. Everyone has hit me up for orange guns with mod slots which I was happy to provide. I just hope I am not in the same place I was before 1.2 where all the really good things were bind on craft for all the other crafters and I am left in the cold.

  14. I thought all tier 2 *unmoddable* purples were capable of being REd for the actual item. I would have assumed that extended to bracers. I bought a Black Hole implant off the comm vendor and it *did* have a tooltip that said 20% chance. It was successful and I've made several (no augment slots yet). I wouldn't RE it without confirmation if it isn't showing a tooltip.

     

    Are the ones you craft able to be sold to other players after you know the schematic?

  15. BH sustained DPS isn't out of whack when compared to other characters, now that we have a parser its easily seen. There was complaining for months that Tracer Missile was hitting too hard for such an easy I win button, but they needed to move the damage somewhere when they nerfed it. They lowered the sustainable DPS of the BH and gave it more burst, just like everyone begged for on the forums.
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