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chillinvillain

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Everything posted by chillinvillain

  1. anyone found one? I bought the modifiable belt from the legacy vendor and (trolololol) can't find an armoring mod to put in it. (edit: i've confirmed former non-set pieces such as Exotech and what not armoring is still Bound to the slot).
  2. there has been no love for armstech since when they unified all the modifications in weapons except for barrels and crystals :\ considering now also, than you cannot preview a weapon and the only thing we might get are cool looking orange weapons, we are still f'ed even if we do get a cool schematic since we definitely won't be crafting anything with super-unique mods.
  3. Yous gots to be trollin. Reasons things that don't get implemented and it's not announced until in the 11th hour: It causes serious issues when trying to update the software on the servers. It causes serious client-side errors. It could cause a game-breaking issue with something like the Game Economy. There is a SERIOUS exploit only noticed during this late time. these are not the reasons; it's because "it's not how they want it". While some people, as you say, might be acting as spoiled children, Bioware is acting like a very, very bad parent.... or an off-market Ponzi Scheme... or an unreliable company... or a bad investment. Companies can aim high all they want, but when a company continually falls short, they should aim lower...and I think many can agree that is what's happened several times since release.
  4. post is on page 32: http://www.swtor.com/community/showthread.php?t=400532&page=32 signed.
  5. Funny, though I feel this may be typical, I leveled with Vector primarily. I never used Temple a single time though, and I only pulled out Lokin if I was having trouble with some mobs. While Kalio wasn't exactly geared for me, I noticed her tanking to be lacking (and I wasn't exactly able to keep her up while DPSing). Vector actually had higher survivability and when I sent him in first he could "tank" better due to his dodge. Maybe I'm crazy but he just seemed to work out a lot better for me. I died less with him mainly because I was killing mobs a LOT quicker.
  6. I'd agree with this. There is a disconnect in what exactly the roll of an operative should be imo. I personally think that it would make more sense for the Sniper to have the healing tree due to them already not having stealth and the fact that you gain no advantage in having stealth as a healer in endgame (In fact, using your vanish nukes all healing done and received). The Utility of the Sniper also far outweighs that an operative. Having a knockback and a "pin" during PVP (along with the other stuns that come with both classes) really makes a difference in PVP. As a 50 healing operative, I sometimes wish I had rolled sniper. BW can't seem to decide what the hell they want Operatives to be functionally. For example, the set-bonus' for Operative healers really don't help and our healing sets are stacked with alacrity (which is more or less pointless for the class as our energy pool burns to fast to make use of alacrity appropriately compared to other healing classes. Additionally we rely heavily on instants for healing, which also negates alacrity). This leads many of us healers having to either buy up the medic sets and switch out modifications with the DPS sets (crit/surge/power are desired stats), or just buy the DPS sets (for me, I use the Enforce DPS set for the set bonus there in PVP). It's going to come down to how you actually want to play, but if you aren't really enjoying it at that level, I'd go ahead and reroll because it's doubtful you'll find anything redeemable in later levels.
  7. So I've been noticing in PVP that occasionally Debilitate is "going off" but not actually stunning people. I've watched to make sure that people aren't just hitting their escape ability, and confirmed that this is not the case. Originally I thought this was a "repeat animation bug" from spamming the button (ex: frag grenade arm spasms) but it will queue the CD so I don't think this is the case. Now there is the slight possibility that this bug is related to resolve and not a unique bug to Debilitate. However when it's happening to me, most often when I'm noticing it, I'm 1v1 and not seeing a white bar for resolve being filled. Being a Medic, I'm not exactly filling this resolve bar quickly and Debilitate is the first stun I'm using. It's not all the time, and it's obviously a bit hard to check repeatability in the madness of PVP. However the circumstances I've seen that seem to reoccur are: Often seems to be against SI/SCs with bubble up. (Not limited to this though.) Noticed when a target is getting out of range of melee. It's as if the ability shouldn't stun them (appropriate) but the CD is burned (not functioning correctly). Noticing it also often occurring when I'm running through the target. Also similar issue possibly to above (should be "Not facing target" but still getting a CD as if it's gone off). Again, I don't want to rule out that this may have something to do with resolve, but has anyone else been noticing something similar?
  8. So tell me... Are weapon previews now available? (if not, what exactly is going to set apart all these orange weapons we're crafting)
  9. I do hate how Evasion really doesn't compare to Force Shroud.
  10. chillinvillain

    Ilum Ideas

    We were talking in general a week or two ago on Ilum about changes that would make it more fun and engaging. There were several ideas that came up and I thought I'd share them here: One of the big things that came up is there really isn't much of a sustainable reward to keep you on Ilum other than the bonus valor buff. There are control points, but it just isn't enough. One thing I was reminded of that I think would work nicely would be to look to PlanetSide and Aion to make some more engaging objectives. Capturable Spawns - Spawn points, within the world that could be bound to like normal bases. In PlanetSide there were guard towers that could be captured and functioned as a deployment hub for further assaults on the larger bases. Capping these towers was an integral part of an assault on a base. If there were some capturable little spawn points near to the objectives on the planet, it could make for something else "worth fighting for". However, with the current iteration of the objectives on-world there wouldn't be a whole lot of incentive... . Which moves us on to the assault points. The idea behind them right now is okay but there is a lot more that could be done with them. Seeing as how they are assault points, you'd think there might be a little more action than 3 walkers/crawlers herp derping around, walking in place, and shooting randomly. I think there might be some potential in the idea behind Aion's base assaults. Aion, despite many flaws, had (imo) a very good system of integrating a PVE system in a PVP world. For summary sake, basically bases became "active" [attackable] and within the base there we many elites and a large guardian boss that had to be taken out in order to take the base. It was a multi-raid operation, there were rewards (think like PVP tokens/Valor equivalent) for capping a base, and the enemy faction would show up and defend the bases. The assault was often difficult and involved a lot of teamwork to take down. That being said, I don't think anything as drastic or involved as this would be appropriate for Ilum, but the concept is good. I think there should be some ground troops at least that deploy when you take a point. I think also that these troops should be elite. I'd also like to maybe see a couple champions thrown in there. Taking a point should (as it did in early iterations of the planet) give an immediate reward of some kind, and killing the troops should also go towards your daily objectives. Now lets take that even a step forward (This looking back to PlanetSide a bit too). Lets say you kill off the ground troops, destroy the opposing faction's armor, and capture the point. It would make sense that they'd want to reinforce the point a bit. So lets say they drop in some additional armor (long range shelling towards the enemy base?) and the deployed troops activate a shield around the site. Now this shield would prevent enemy players for accessing and retaking the site immediately. I think having a generator or two that needs to be destroyed first in order to gain access to assault the point might be a good idea. These changes would bring about an advantage to taking and holding the capturable spawn points on the planet. The total lack of any sort of strategy in the world PVP area right now is one of the biggest problems I think. . Lastly I'd like to propose some sort Universe-spanning reward for capturing points. While the valor buff is nice (and should stay), controlling such a pivotal planet (or parts of it) should bring with it a benefit for the entire faction. Rewards such as, modest decreases in vendor prices/lowering the cut the GTN takes when you successfully sell something/Crystals or Schems only purchasable if Ilum is fully controlled, would give incentive for the entire population to get involved. The most obvious problem here is that there are several instances of the planet, so it may need a bit more thought on how exactly to get these universal benefits if there are 2 or 3 instances of the planet running. I leave that to others to think about though. Anyway, those are some ideas I think would make Ilum a tad more interesting and engaging. Crit/Comments/Ideas? (sorry if this should be combined with a mass thread already in existence)
  11. The BH for us was completely unbeatable and we quit out after 3 attempts (I'm talking a full rakata/columi group trying to gear out one of our new 50s). The Ship would not back up after the 3rd recall (tried all 3 turrets) and would gain full DPS buff stack. We were getting a little unlucky on some interrupts...but at 400% damage on HM that became a wipe real quick. just horrible, horrible QC for this game.
  12. I'm withholding 90% of my rage atm, but I don't know how a person like Georg could possibly come out and say such bold statements like their "team clears all modes regularly without issues" and then this kind of thing makes it to live. I feel like I've been a pretty good supporter of the game, and above average supporter pre-release. We are almost two months in and it feels like Bioware is really just continually taking ***** on us by not testing releases then promising things they don't deliver on via patch notes. Add a disclaimer to the notes if you're going to continue to fail at QCing them because customer's aren't a huge fan when companies don't deliver on advertised value/worth/features. Growing pains are over, really, the first fully implemented instance should be fixed. Instead it's more ****ed up than a month ago. Burn the candle at both ends. Fix it.
  13. Everything you said is probably true. It also still describes why sorcs are better healers to pal around with in WZs and in PvE and have a bubble they can cast on others. lol case and point though, Sorcs can regularly hit >100k dmg and >200k healing. An operative, as far as I've seen and been able to do, cannot. This is not theory, you can see it in pretty much any given WZ.
  14. EV normal is definitely geared toward fresh 50s. Champ gear is good to run in, and I'd recommend everyone getting any orange gear up to date with their mods so they are around Rating 124. You can get all those mods from heroic dailies: http://www.youtube.com/watch?v=3zahgza3FAw&feature=player_embedded other than that, running HMs to pregear, and having people research the fights ahead of time is really all that's needed
  15. ^---this, many of my guildies had their morals wrecked between this and beating out head against The Wall [G4-BC] on Monday.
  16. I've heard that the Phase 2 bug is happening in Nightmare. Encountered first hand him bugging out in P3 HM. For your second comment, i'm pretty sure he randomly targets people with a lightning attack and that's what you're noticing. Anyway, we aren't going to get an emergency patch like PVP does...despite this being more or less breaking the encounter. FTR, every patch is breaking stuff and it is really starting to look like sloppy coding imo. Maybe they are reusing some variables that they shouldn't be or hack-n-slashing code from other parts of the games, but when they are modding stuff, they obviously are not testing it properly.
  17. Youtube || Reddit Link Made this to help newer 50s gear out their orange gear, getting them up to 124-126 rating. Helps a hell-of-a lot in both PVP and PVE, and will really help you get through some HMs and WZs in order to gear up further.
  18. Don't really find it to useful personally, but as for gear, i guess if I really wanted to gear it up, I could throw on some mods... that tend to be insanely expensive. I've started winning greed rolls on unneed columni/rakata gear so Kalio already has like 2 pieces of rakata, Lokin is full columni except for head (he's got an exotech head though) so gearing Scorpio REALLY isn't worth it.
  19. you cannot be talking about in WZ's, you know healing is reduced in PVP right?
  20. So just logged in to do a quick little test and I would strongly recommend not speccing out of jarring strike because with the damage nerf, the non-crits are lower fairly drastic on Hidden Strike (especially against geared opponents). It's become more of a utility ability, and I'm seeing it being more or less useless without having jarring strike (if you're specced concealment). Overall I didn't notice any uber drastic changes, but there was very little 1v1s I got to do so far (only me and another Op which was coming down to 300HP on who died lol). Kills didn't come as quick obviously, but my damage didn't seem to drop a whole lot overall (in the hutballs was still breaking 200k). I did notice my kill count dropped a bit, but I'm also attributing this to it was Huttball and I just wasn't around a whole lot of people for about half the matchs because they were really good at staying a group (ended up being their downfall though, as we won both). So they were <30 on kills (normally >30 pernerf), still got 25 kill both times though. Ummm...have already noted at least one prior Op that I knew who was concealment has specced Lethality...and energy still typical issue. That's about all I've got so far, will be trying to record a couple matches so I can better analyze. Again, I'd strongly recommend playing a couple WZs before dropping JS. I'd like to hear other's experiences too.
  21. Guildmate had a very similar build but was saying he didn't really have the the damage he was looking for. Anything you'd recommend (been thinking of hybriding up but really trying to build something that would be beneficial in PvP and PvE).
  22. Jugs get 4.5-5k AOEs when specced right. Got two [well geared] in my guild I've seen first hand and had it happen to me by Pubs.
  23. While I know this wont happen, having some full sets going on of PVE and PVP gear (as many do, or at least a 4/5 set bonus) it would be nice to have a trade in option imo. Hell I'd pay a pretty decent amount to go to a "Unassembler" so I could grab Tech or Medic gear. Again, I know it's not going to happen and many of those who switch are going to be grinding new sets of gear (if they haven't been building alt sets already)...but perhaps we can dream.
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