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cvak

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Everything posted by cvak

  1. It's both a slight dps nerf as well as a utility nerf, as without it, vg's have it a little more difficult to keep the same dps uptime on bosses. From a balance perspective, this nerf puts VG's closer to the other melee classes as well as Biowares intention that the VG class should be optimally played at a 4-10 m range. That you could stand back together with your ranged dps pals every now and then and take little to no dps penalty was not a part of that intention, especially when at the same time, the sent waiting beside you just stood there waving his light sticks in the air trying to scare the boss away. Also, you might have missed it, but commando off-healing got severely nerfed in 3.0. I main commando during ops and back during DF/DP NiM I sometimes would switch to heals mid fight if something went wrong, but come 3.0 this is no longer possible since dps commandos no longer have a spammable heal ability. We still have heals, but they're all on long enough cooldowns to be anything but an extra medpack.
  2. If you can do those numbers on a dummy you're most likely fine, rotation wise. The difficult part is keeping those numbers up during a fight, as a lot of the new fights are quite movement intensive. Depending on class and role, it might because of that even be better to run a simpler discipline tree with lower top dps potential when starting into HM ops, so you can actually pay attention to the fight, rather than do pewpewtopdps2015 for 1 minute and then die horribly because of tunnel vision, or mess up the rotation every time something happens and do crap dps.
  3. This, so very much this. I have previously had the "privilege" of being in diff leading positions in a semi-casual guild, who every now and then tried to do some HM content (when there already was NiM versions up, I might add). It was not until then that I fully realized just how bad the average casual player is, compared to the not-so-casual one. The above example by rsuhandy about taking 3 seconds every time they have to move is spot on. Additionally; queuing abilities? If they know about it it's turned off because they dont want to "use skills by mistake". Rotations? Oh please. You need NiM-tiered people to be sure people know proper rotations. Reading up on tactics? Hell no. Learning something without reading someone elses tactics? -> No show. Remembering positions? Half the time. Interrupt orders? Only if someone else reminds them 3 times during the fight. Reading stuff on screen or looking for visual ques? Even NiM people miss those sometimes. Moving out of bad stuff? Again, only if someone else says their name and tells them to move, and then it also takes 2 seconds. Or if you're telling them to move inside the circle on OP-9, 10 seconds minimum. So, to conclude, if you think everyone can pull 3k+ with current gear, you have no idea how spoiled you are when it comes to your ops group. I know I am with mine.
  4. While I'm not certain making 8+man tactical flashpoints is a great idea, I can at least agree with you on one thing, and that is that the gearing speed post 3.0 is much, much slower compared to pre 3.0. However, if I remember correctly, this was also the case when 2.0 launched. I'm not sure if this is a good or bad thing for the game, although from a personal p.o.v. I'm having difficulties finding enough things to do in the game, and a few friends have said similar things. Stuff reset, you go in and play for a few days, then you go play another game until servers has reset again.
  5. I have yet to bump into ONE person in game (and I frequent two rather big guilds) who has said anything negative about the slot machine nerf. And while they were up everyone was of the mindset "use them before they're nerfed". Honestly, who are these f***** ******* that just can't stop spamming the forums about this? Please go outside, because I think you guys need it.
  6. You're of course allowed to feel like that, but if you took the time to think about this for more than 2 seconds, you'd realize that this would be really bad for the game. Why? Because it would force most of the very active and dedicated userbase to quit swtor. Maybe you think that's a good thing, and for some time, maybe it will be. However, with a lot of people who spend a lot of CC and time gone, you will suddenly find yourself with a much more empty game. Who are the people writing guides? Who are the people beta testing? Who are the people crafting all that sht you need but can't be bothered to spend months getting the RE:s for? Who are the people taking active roles in guilds? Who are the people most often leading ops groups, both in guild and pugs? In theory, banning everyone who used this exploit might sound nice, the same way throwing everyone who used drugs into jail and throwing away the key might sound nice. I mean, then there would be very little organized crime since all their customers are gone! The issue with both scenarios is that it will cause a lot of more harm than it will do good. No MMO can survive long term without an active, core user base.
  7. You must be blind to think this is not an issue. The new operations are comparatively difficult and as such currently have pretty high gear checks. If a guild or raiding group within a guild are to do something, they of course want to pick their best and most geared players. To think that you automatically will get an invite to say a HM raid even though you don't have full 192 yet is a bit unrealistic. If you want to play, you have to have the gear, especially since most players aren't good enough to be in say Zorz no matter what gear they have. If a lot of other people used the exploit (either because they felt they deserved it due to the current state of the game, or that they just didnt care), that means you will find yourself at the bottom of the gear list if you do not also do it. You can then choose to try to find a different guild (on my server I think people in all major guilds have used it), to use the exploit yourself, or be content not getting invited as often any more. EDIT: Additionally, its also very much present in set raiding teams, esp for those that use parsec/starparse or similar. Why? Try being constant lowest heals/dps and being content with it. Even if you are, the rest of your group will not be as soon as you die due to lack of heals/dps.
  8. I agree with above posters. Bulo 8m HM is very much doable with 2 melee dps. The tricky part (for all involved) is taking note who those pesky load lifters are going for and moving accordingly.
  9. ^This. Using a once in a blue moon parse as a benchmark for how well (or bad) a class is performing is just stupid. Not only do we need the 1.5 mil dummy, but also, we should ask for several parses.
  10. I wont disagree that he's bugged, because that red cross srsly needs some fixing. That said, you can reduce the amount of times the cross bugs out by making sure he doesn't do it near the edges where the terrain is more uneven. This means that people need to be proactive after his smash/roar and hurry towards the center so that they don't get jumped whilst being in the corner. As long as he does his cross in the middle of the room, it has yet to bug out for us. However, it can still show up at different places for different people, which is nice. So when your raid leader screams they're standing outside the cross (but on correct side), they might be thinking their raid leader needs to put on his glasses again. My guild haven't progressed past walkers in SoR HM yet, but as far as SM goes, it's not only Underlurker that is in need of a fix: * 1st and 4th boss (and to some extent, last) can be done with half the team asleep. * Walkers probably shouldn't force exact kill timing on SM difficulty, as this forces the entire raid to be on voice chat. Not a huge issue for guilds, but it effectively stops any and all pug groups of ever completing the encounter. Feels more like a HM mechanic. * Revanite commanders is the most boring fight in the history of swtor. Only the last 30 seconds (when all are down at once) pose any kind of challenge. Yesterday our main tank started the encounter, then went and made himself a cup of tea. Granted, he's British, but that shouldn't be possible in a group on the border of being under geared.
  11. Commando healers really doesn't need both 30 % aoe reduction and moving heals, since they're already the strongest healer. TL;DR: No.
  12. Fascinate, come here and tell us your rotation! Or Hotwired, or just anyone that actually knows stuff. Please?
  13. Same in my guild. Almost everyone has reduced their graphic settings after 3.0, which have helped some in pve, but doesn't seem to do much for pvp. Most are just sitting and waiting "for bw to fix this", but judging by a mail conversation posted over in customer service, bw doesn't even seem to think there's a problem. And lets not even talk 16 man ops, who were ***** pre 3.0. We're simply not doing them anymore.
  14. TL;DR: No. A bit longer answer: No mmo could function with permanent 12x. People would play for 2 months, be done with everything and unsub. One year later and the game would die. From an economy p.o.v., 12x is suicide.
  15. Could you please tell what an average (not top crits) parse would be, as in, ballpark numbers, as well as your apm?
  16. Ah heck, now that rotation looks exactly 0 like the old one. Tried it out, with one modification: IR -> MB -> CB -> MB -> Filler x3 -> FA -> Filler x1 -> IR -> MB -> CB -> MB ->... The one I put together wasn't like that, but I'm not going to post it since it made use of a hard casted CB to proc MB, which after thinking about it, is bad in a movement heavy fight. Using the above, the only penalty of movement is when casting serrated bolt, which can be mitigated by using tech override. Using the forced march passive, everything else can be casted on the move, aka the complete opposite of pre 3.0 assault.
  17. Boltstorm is an upgraded version of full auto only available in one discipline. So as above poster said, if you are in a discipline that gets boltstorm, you remove full auto from your normal hot key.
  18. I've gotten my dps up a bit now. The rotation is a bit funky compared to the clear style of pre 3.0, but if you go at it in an exact shedule, I at least get 3.7k now in BiS 186, which due to the nerf I probably should be happy with. Or would, if one of our shadows hadn't pulled 3.9, but oh well. So anyway, on to the topic. I'm using FA to proc one of the 2 mag bolts, but I can't see the reason to use instant CB to proc the other one. My reason for this is that if you use instant CB the proc chance is at the beginning of the 1.5 ability window, whereas if you hard cast it, it will happen in the end and due to the very slight latecy, you can then proc it again with like 0.02 seconds of becoming available. TL;DR: Using BOTH FA and instant CB to proc mag bolt seems bad. One of them works as you can delay usage, but not proc, of MB.
  19. I tried at first using everything in a 15 second window, but if you are to do that you can't fit either full auto, nor 2 auto attacks. See super thought out paint picture: http://imgur.com/tEXrHeR Are you delaying mag procs? Or just using 1 CB and praying it will proc it (and thusly half of the time delay it)? Because the **** in the picture drains your energy at a rate that makes you think you're in the wrong cell.
  20. So, come 3.0 commandos now have a skill window or 4 instead of 3 between each mag shot, which severely guts our energy regen. This is to some part offset by the usage of supercharge, which puts up a dot and gives 10 energy back. However, to my understanding, what we got back doesn't make up for the energy lost, meaning post 3.0 assault dps goes energy starved very quickly. Personally, I've managed to stay long term stable by skipping assault plastique from the rotation, but that also guts my dps. I can of course use it every now and then whenever recharge is up, and a free full auto every 1m30s also helps some, but I still feel I cannot possible keep afloat if I am to use all my skills. Has anyone found something that works? Weren't bw supposed to ease energy management for us? Please tell me I'm just stupid (I did hit 4k dummy pre 3.0 though, so I at least knew the old rotation).
  21. Because he didn't spend the day pvping.
  22. Yes, but for Makeb you had seeker and binocular missions to help you, too. In SoR, you don't.
  23. Couldn't you have made sure there were enough quests to actually get you to 60? Or were the xp from forged alliances included in the calculations, thusly screwing over all of us that did it when you actually released it? I even had full Oricon weekly quests that I turned in at the start for a 3rd of a level, meaning that if I hadn't used xp boost, nor that, I would barely be hitting lvl 58 when I killed the final boss. Is this really intended?
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