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GrimVirus

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  1. Just another small update and a shameless bump (not thats its needed) I played on Yavin 4 with around 30 people and I found it very laggy. Switching the instance to 6 people was definately better. When will EA/BW accept this as an issue and actually fix it
  2. More cash for BW is also good for us. If someone wants to insta-level to level cap - 5 levels, then why not? Does it break your game? no Does it hurt you, your feelings or your bank account in any way? no Easy decision tbh
  3. I would like a purchasable 12x boost but without any restrictions as posted by the OP. The boost should only be on the story missions, as per the 3.0 prerelease. I should be able to get achivements (many start at lvl 1, i dont want to go back and grind them!), do any pvp, any ops, fps and what not. This should be on a per-character basis, not global legacy. Additionally, it would be nice to switch it off again.
  4. I died just before it going down and got absolutely nothing, no loot, no achievement, no quest
  5. Next to the option to select the ravagers OP, you should see a timer counting down. Once this reaches 0, access to the next option (in this case ToS) will be enabled. To make sure, mouse-over the timer.
  6. Opening packs, hoping for rares, selling em off
  7. Makeb/Oricon arent part of the SoR Expansion, they came with the Hutt expansion (correct me if im wrong, i wasnt there)^. But yes, Oricon will rip you to pieces with low gear, it happened to me when I went directly from gaining 55 to Oricon...the normal mobs were possible, the bosses of the quests were not. Get some friends/guild/random, the quests of Oricon give you some nice gear.
  8. If it helps, I second this idea. How its implemented is not my issue, but I would like to see the 12x boost come back. Makes alt-leveling much less a job but more fun
  9. Agreed. I find the choices definately lack some kind of oomph. Everything is pretty boring, even at the last level of choices. More DPS choices would have been great I am very sad about losing Aimed Shot too, that was a pretty neat filler until the flyby started.
  10. I agree with the OP. I returned to swtor because of the 12x boost and 3.0. I stopped playing directly before the Hutt addon and had 2 level 50 Imperials. I now have a lvl 55 republic and 2 level 20s. I really enjoyed leaving out the "trash" and going straight for the bosses. Loved the refreshing amount of XP and speed, especially in the beginning when every class quest meant 1-2 levels. This is great to experiement by rerolling after gaining the adv. class. Where to put the 12x boost if it were to stay is a difficult one. As a sub I would love to just have an option but that would basically make it a Pay2Win, which I dont want to see in this game. I think the LL25 is in the right direction. Also optional for those that dont want "easy-mode" leveling. I liked the idea of advanced advanced legacy class experience boost, so 15 levels that can be unlocked, even though I would rather see this legacy-wide instead of limited to the character. Additionally to the LL25, maybe having leveled up X other characters to max level. I think the best option was hooking it with the class buffs (+300% per class buff, can be deactivated somehow)
  11. GTN is broken as said before. Before patch, searching categories without search text worked fine. Now it doesnt. And yes, i generally go through categories instead of searching for specific items.
  12. Check the description of the legacy buff...it clearly says that you get it after finishing Act 2
  13. Disclaimer: I am a Marauder, in a guild that has KP and EV HM on farm and justed started EC on HM. This thread is not to rant about the difficulty of the OP's...I like hard missions, and thats not the problem, also, this isnt the thread to whine about how hard X is, so please refrain from that here, there are enough threads out there for that. I have constantly noticed that the bosses in Operations have a hate for melee and their abilities shows for this. Using the Combat Log to parse damage and compare this with other players in the raid (using the MOX Parser) I noticed that Ranged deal generally the same amount of damage as a Melee. Obviously in specific situations melee will be better than ranged, but I will be talking about the bosses themselves. Lets break down the Bosses quick: EV - Annihilation Droid: Melee: Sweeping Strike (AoE Melee knockback/damage), Shockwave (AoE Melee stun/damage) Ranged: - Everyone: Rocket Burst (single target), Missile Salvo (all within LoS), Mine Drop Once Missile Salvo starts, everyone gets out of his Line of Sight. Our guild lets ranged stand outside while standing in an AoE Heal and doing damage to the boss. EV - Gharj: Melee: Pounce (AoE Melee Damage), Frenzy (AoE Melee Damage) Ranged: - Everyone: ? (AoE Raid Knockback) EV - Puzzle Boss: No need to really go on this boss. Ranged just have the advantage that they can start nuking the mobs earlier/faster and not move away from the console when they need to click on it. EV - Council: No need to go on this boss, pretty simple and everyone has their own. No adv/disadv. for either. EV - SOA: No real special melee/ranged abilities, but: Mind Traps: Ranged can start earlier on these (especially if force charge isnt up) Balls: Might be a small disadvantage for ranged, especially if not stacking in the middle as they might have to run further to get their ball if they are standing on the outside. Pillar drop: Ive noticed I cannot force charge (jump) to SOA once his shield is down, so that would mean running, and ranged have the advantage to start earlier dps'ing. (yes yes, melee should be ready for the shield drop anyway ) KP - Bonethrasher: Melee: Swipe (cone melee damage), Backhand (AoE melee knockback/damage), Stomp (AoE melee damage) Ranged: - If standing correctly, ranged shouldnt be affected too much by his abilities, thats why i put them all under melee. Ranged can take down the adds (if you can finally target the buggers -.-) faster and earlier, stopping Bonethrasher from soft-enraging. KP - Jarg & Sorno: Since Jarg and Sorno are melee and ranged, they would damage all kinds of classes. Also the grapple doesnt help anyone. I call a draw for this boss. KP - Foreman Crusher: Melee: After frenzy aggro drop and knockback to closest character Ranged: Rock Throw (single target damage, not within melee range) Everyone: Knockback (raidwide knockback/damage) KP - G4-B3 Heavy Fabricator Nothing special here. Ranged might be able to take the stun droids a bit faster and be able to kill the proximity mines without taking damage. KP - Karagga: Everyone: Burning Oil (damaging area on ground), Exhaust (rear cone damage), Missile Barrage (raidwide damage), Tunneling Drill (raidwide damage), Gravity Well (single target damage + possible damage raidwide), Mouse Droids (possible raidwide damage) I always thought Tunneling Drill was only melee, but it seems not. Another draw. EC - Toth & Zorn: Melee: Stomp (AoE "25m" damage), Fearful (AoE "25m" debuff) Everyone: Force Scream (raidwide damage), Rock Throw (AoE "30m" damage) If ranged stand properly (30m away, i.e. max range) for either boss, they dont get affected by stomp, fearful or rock throw. Melee just get crapped on with the stomp and possible fearful. EC - Tanks: Only real "pain" here is the Double Destruction which melee MUST take to save the tank. Everything else happens raidwide. EC - Minesweeper: Nothing special here, ranged can take down the small mobs with single target/aoe, melee cant as they cant run on the mines to help ;-) EC - Kephess: Ranged can start faster on the Baradium Bombers, can start taking the Trandoshan Warrior faster, and dont need to run so much after the boss in the last phase when dropping the purple circles every 5sec. All in all, I think melee have a disadvantage with the OP's bosses. Considering melee and ranged do a similar amount of damage, but melee is more of a burden on the healers due to boss abilities...why not fill a raid with ranged instead of melee dps? (obviously tanks still need to be melee) As said before, I dont want ranged to be nerfed, not at all. I would rather like to see future bosses be more even on the melee/ranged dps distribution. Sure, it will need a mechanic to not seriously hinder the healers as well. Or up the damage of melee within OP's (dunno if this is possible, but I think in PVP the melee do quite fine). I am sure many do well with melee DPS, so do we, but I just noticed yesterday (Toth & Zorn on HM) that melee have a disadvantage and a raid might do better if replaced with ranged dps. Oh and if none of this is shared with your opinion...I have 2 lightsabers and should be better than someone with "normal" guns This is starwars...lightsabers kill everything and should be overpowered *cough*
  14. First event Bioware makes and some people have nothing better to do than moan around. I personally love the new event, the story behind it, new quests, new items, new mobs and a fun twist with being infected is just awesome. Also, it is SO much more better than the typical "oh its christmas/easter/beginning of spring/random-real-world-event, so lets slap our mobs in some cheap costumes, throw around some decorations and call it an event" Bioware, WELL DONE! And I am looking forward to whats coming next
  15. 12xx max damage on mainhand? thats sick o.O what gear are you using?
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