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Elvarania

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  1. Thanks for this. Can you (or anyone) please clarify a few things? Is there a stat threshold change, or are they the same? (2964 acc, 2054 alac etc) If we enter MM Ops with 340 R-4 gear (blue and purple), will 340 Rakata gear start to drop immediately? Does Rakata gear have an item rating cut off? Will it only be upgradable to 344 via Ops vendor, or will 344 gear drop from Ops? Do we need R-4 tokens (blue and purple) for anything in preparation for the launch of 7.4? I've heard we need some tokens to upgrade our Virulent gear to Rakata. Presumably Rakata gear is still un-moddable, so are we reverting to gear where we have to mix and match based on different loot specs? (eg using several Pummeler, Demolisher, Force Lord etc pieces) Gist of the questions: for gearing our 340 toons, can we just spam easy MM Ops to get 340+ Rakata gear immediately?
  2. I'd love to see the Outlaw's armour set. It's the only one in game that the Chiss Ascendancy soldiers wear and it's nigh on impossible to find these days! Also, if possible, it would be fantastic to see some of the unobtainable decos put into the game as CM items. There is an extensive list of them here
  3. I am mass crafting prefabs to buy decorations en bulk. I am using a Jedi Knight with Biochem and a Smuggler with Armstech. Both toons have max level companions and the guild crafting perk. The companions are a mix of class companions and seasonal ones. My JK almost always gets crits on every craft. My Smuggler is lucky to crit on 50% of them. Right now I have 1280 more crafted prefabs on my JK than I do on my Smuggler, which started out with the same amount of materials. I have taken several screenshots of late to track the progress because something is clearly off here. Does anyone else have discrepancies between characters? Do the companions have different internal crit chances, despite all being rank 50 and purportedly having a 79% crit chance each?
  4. Can you confirm whether the Dark vs Light bosses are returning to the game? The achievements and subsequent decoration rewards for these bosses are still 'live' in game, but the bosses have been removed. I recall a yellow post saying they would be re-introduced, if so is there an ETA? It's frustrating having a missing achievement for something that is literally unobtainable in game at present.
  5. There are quite a few Stronghold decorations in the decorations listing that are unobtainable in game, for whatever reason. A few examples are: Ood Bnar Memorial Imperial & Republic Travel Station The clickable barrel decos: Coolant, Hazardous, High Voltage etc Withered Tree Could these either be made available or removed from the list? There are some great ones that are simply unobtainable which is very frustrating. Would even be happy to buy these for Cartel Coins.
  6. Name: Eleri Sarah Server: Darth Malgus Points: 77015 Screenshot: https://imgur.com/a/wKesFsF
  7. The guide on Vulkk is erroneous. The mechanic is that if you break the CC (telegraphed by a wire like Vanguard harpoon) the boss will enrage. It has nothing to do with interrupting Full Auto, or anything else you mention. It is interrupting the CC he places, which (inconveniently) doesn't have a debuff icon. You just have to look for the harpoon telegraph. Any CC breaker or movement speed altering effect will break the CC and thus trigger the enrage. So Hold the Line, Transcendence, Force Speed, Shadow tank Project buff etc etc will all trigger it. Basically any movement altering/CC break. The surefire way to avoid the enrage is, when he harpoons someone, just stand still and don't press anything for 3 seconds. It's a bit silly, but it works. I've done the 25 master clears and this was the strategy that worked well in PUGs. Also, remember to have your tank guard the full auto target, and ask them to pop a defensive. That attack hurts. Good luck!
  8. On small wall hooks in Mek-Sha, if you place a new decoration rather than removing the original one, the old one remains and the new decoration sits on top of it. Here is an example
  9. I hope my feedback can be valuable to the team going forward. Firstly, I must say I am pleased to hear this. Since the announcement in the original 7.0 livestream and subsequent radio silence, I have not expected a master mode R-4 at all. This post confirms my suspicions, and I am relieved. Current R-4 is a buggy nightmare with wildly varying difficulty levels, and mechanics which force regular raiding teams into specific compositions. I am all for diversity and expanding gameplay, but when a boss forces your tanks or healers to play DPS to overcome the boss mechanics (and this is on top of the bugs like disappearing bosses or mechanics not even showing as debuffs) then it does not make for a happy raid experience. That being said, mechanically, R-4 was interesting and a step in the right direction. The entire operation requests everyone to perform mechanics appropriately to overcome the encounter, especially if they want the mastery achievements. What wasn't great, however, was the bizarre scale in difficulty. IP-CPT is challenging but fair, whilst Watchdog and Kanoth are among some of the easiest operation bosses in the game. Dominique is then 10 minutes of dull add clearing, with 2 minutes of intense burn phase that is heavily RNG dependent (red circles killing adds, Recursive RNG etc). It definitely does encourage smart play, especially with tank swapping to save DCDs, but the bugs make the fight very frustrating. I echo others here when our raid team decided that, after killing Dominique, we only return to farm Kanoth for a chance at the wings. I would welcome the wings being purchasable for say, 1-200 blue tokens, but I understand that that will likely not happen to encourage re-playability. Dominique is such a frustrating fight that doing her simply for the very small stat boost the purple tokens give is not much incentive at all. I also suspect that the wildly varying difficulty of IP vs Watchdog was to ensure that another 'Nefra situation' didn't occur with R-4 as it did with Dread Fortress. Do I even need to mention the 'Thrallway'? It is great to hear that the team is prioritising 'additional challenging 8-player encounters'. One takes this inference to mean a new operation, and I would really encourage the team to learn from the errors in R-4. If a new operation is released, please don't force us into group compositions that upset raid teams, but please do continue to implement mechanics that require the whole group to perform, rather than just the tanks. But most importantly, please don't release a bug ridden mess and go radio silent for a year when it cannot be fixed. It was obvious a long time ago that no R-4 master mode was being released, so more transparency with the community would be great. I appreciate there's probably a lot more too it, though. Finally, I appreciate the master mode PvE community is probably a very small %age of the player base, but whilst delivering master mode Flashpoints, World and Lair bosses is absolutely fantastic (I love them all, and any content is good content!), please do not be fooled in thinking that these will satiate the raiding community. Oh, and regarding the Flashpoint, all of my comments about bugs apply for Ruins of Nul. As an achievement enjoyer, that FP was a total pain to slog through 25 times. The mountain stairway, urghhh. However, Secrets of the Enclave was a pleasure, mechanically, nostalgically and aesthetically. Would love to see more in the vein of the latter. Hope this feedback helps!
  10. The in-combat run animation for Sith Assasssin is still bugged. The legs reset so it looks like the character is stumbling around. Normal run animation works fine in-combat during Force Speed, and works fine out of combat. The run animation in-combat on my Shadow characters are fine. This has been a bug for well over 5 years now.
  11. The animation for Kolto Waves is bugged. The actual AoE circle is 10% smaller than the telegraphed AoE circle when positioning. However, the 'true' AoE circle still heals targets that are a few meters outside the circle. This is very offputting when trying to position Kolto Waves on groups of people as the actual healing animation is smaller than the telegraphed circle before casting.
  12. Oh, for sure, it's a big DPS nerf. I don't disagree with that. I think that the other passive damage increases will compensate for it a little. BUT, if there was a choice of the two, I would rather keep the damage nerf but retain the 10 Centering stacks to keep the rotation the same. Otherwise it's just going to make the class feel, as you say, clunky and unreliable for no apparent reason. The best thing they can do, as many others here have echoed, is just leave Melting Centre unchanged
  13. I agree with this. Nerf the damage, sure, but retain the 10 stacks of Centering it will build, otherwise you are not 'smoothing' the rotation at all, you are elongating it. Judging by the majority of posts here are focused on Annihilation/Concentration and not many other proposed changes, you should be able to tell the community is very adverse to this change.
  14. The nerf is not the 4x Force Melt damage (which is compensated by minor passive damage increase on other abilities). The nerf is the 10 Centering that activating Force Melt builds. Currently in the rotation, we use Zen before a filler and Force Melt so the 6 Zen stacks activate on 2 Cauterize/Overload and 4 Force Melt stacks. We cannot build Centering during Zen, so the passive 10 stacks contribute towards the next 20 we generate after Zen, meaning that once Force Melt comes off its 12s cooldown, we have 30 stacks of Centering and Zen is ready to be used again. The nerf here that is masquerading as a buff is that we will not be able to use Zen for each use of Melt, unless we either delay/elongate the rotation, or just use Zen for Cauterize and Overload. It makes the rotation much less precise and results in a DPS loss that is, as many others have said here, unnecessary. This is even more poignant because the OP states the changes are to 'smoothen' the rotation. What they are intending will do the opposite. What needs to be nerfed is the group-wide healing, for sure. Sentinels will always be in-demand due to their raid buff and Transcendence, but Concentration is often unviable in PvE due to Zealous Leap landing you in bad stuff, and Combat requires Hidden Power and full Focus to utilise it correctly. Therefore Watchman is the go-to spec but some people definitely use it to compensate for poor healing. Therefore a healing nerf is to be expected, but not a nerf to the rotation and thus our DPS.
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