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Lyandria

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Everything posted by Lyandria

  1. yeah happend to ous too - well not the corpse despawning part but the corpse in lava one just try to time our kill after the jump to his next platform (call for a damage stop if the current platform starts to sink when he's below 5% or somthing) and for that other bug - if he starts jumping and won't stop at the beginning of the fight than you somehow skipped his first jump-phase --> the new platform will appear and start to sink soon after but he stays on the first one - just ignore the new platform and resume the fight as usualy once he stops jumping.
  2. well we've had anything from 90% Inqisitor loot to 90% Sith Warrior Loot - ofc its not fun if gear drops for classes that aren't in your Ops-Group but well honestly gearing is way too fast in swtor anyway so who cares... In addition most Rakata Gear uses worse mods than their Columni counterparts... Nowadays when we run Ops most gear goes to some new player or is used for Mods or as 2ndary Set (Heal/DPS, whatever). And what i'm trying to say is: Top Gear Drops are way to common - if we take a "perfect" 16m Ops Group with 4 of each class - you get 4 Top Tier (Raka) Drops per Boss - now those might not allways be the ones you seek but lets say Half are usefull each ID --> 8 Weeks and your fully geared most even faster... Now sure most groups won't have a perfect class distribution but well that isn't the games fault...
  3. well 16m is a cakewalk anyway - no matter the diffculty and most bugs don't even matter there but true it seems as if the just reverted their "bugfix" and called it a new "bugfix" - its still better than it was though...
  4. while that is true - your a sorc and your gear has a lower end-baseline (on unmodified T2/T3 Gear) than lets say a merc. as a Merc-Heal i have like 18-19k hp atm - Mix of Columni/Rakata pieces (actually have all Rakata Tokens but cba to exchange all those crap Mods in there atm) using 2 End Use/Proc-Relics (could exchange 1 for a Matrix Cube) crafted Ear-Piece and 1 crafted Implant (+ 1 Rakata Implant) - Orange Belt/Bracers (using 58 Armor/58 Mod ~ same as crafted Rakata with augment)
  5. well since Normal had the same amount of hitpoints as Nightmare I guess it was just fixed to the amount the Boss shows in the tooltip when dead (=1.2 million) instead of 2.1 million. Hard has 1.5 million btw
  6. Alle Missionsentdeckungen sind nur einmalig benutzbar (war schon immer so).
  7. yeah this was fun last Raid-Night... Random Aggro was kinda "okish" - but the 4 Despawns at 6%, 4%, 1% and 0%(1570 HP) did it for us (still downed him in our last try of the night but meh...) i believe about 1/3 cancled their subs that night... :/
  8. true, there are loot issues in HMs and Normal OPs - but honestly once you start doing Hard/NM Ops it gets worse... couse after your able to clear boteh Ops in Hard Mode - guess what - each Boss drops 4 T3 Rakata Tokens --> if your really unlucky it takes maybe 3-4 weeks (or as few as 2 if your lucky) to get your full T3 Set and what then? you don't need any more tokens and keep playing to get some Mod/Enhancement Drops to replace those terrible ones currently in the Set --> the loot drops are fail too - way too much drops - its offset in Normal mode atem due to assigne loot but there just isn't much incentive left to do those ops after your T3 geared...
  9. well atm he drops the same as the end boss in that instance --> most probably has the wrong loot table linked. and yes he drops the same mount as the normal Mode Raid-End Bosses.
  10. ahh well so they fixed just the Exotech Med-pack and all other Biochem Exo Recipies are still broken? -.-
  11. for some maybe true but still we didn't exchange any tokens befor we went for SoA for example and we had 2 new 50s with us (both in blue levling gear) and another was rezzed in front of the op entrance and well he just went down anyway. I'm not saying 16m isn't harder in general (e.g. Trash and therefore Phylons - allthough those have been nerved too) - just that most Boss fights are about equal or easier (SoA). the real "hardship" might be just to get 16 ppl that know what to do.
  12. hmm, actually i tend to disagree a bit. We startet out trying 16m and converted to 2 x 8m (couse of the EV Robot Double Damage Bug in 16m back in the day). But last ID we switsched back and imo for us it was like this: Trash is harder in 16m (well the Drones anyway) but apart from that the Bosses are way easy.... - we just 1-shot every EV Boss in 16m Hard... and don't get me startet on SoA - the encounter in itself is buggy as hell but atm its a joke in 16m - we basically 14 manned him (1 died in P1 and was rezzed to the Ini-Entrance and 2 others were new 50s in leveling Blues...) and we easily downed him before enrage... in 8m losong 1 or 2 ppl is usually "try again" Kaggara its a bit more challenging in 16m vs 8m - true but well nothing hard there either....
  13. Is it intentional that there are many mods/enhancments etc... around that either have different names but the same stats or the same name and different stats? And if why is that so? e.g. Advanced Agile Mod 25/A/B (all with same stats) or Advanced Agile Mod 23 (one with ilv 51 -Armor - and one with iLv 52 - Weapons)
  14. Trash: 16 man is harder than 8 man Bosses: imo about the same but some have poor scaling - e.g.: Bonetrasher 16 is imo harder than 8 (since more ppl can make mistakes that affect the whole raid) SoA 16 is easier than 8 since you can bring more dps and you don't have double the meachnics to worry about (3 Balls in P2 and only 2 Balss in P3 + Mindtraps have same life as they do in 8 man)
  15. actually i disagree a bit Armstech - true - useless Biochem - even after the Nerf still the best crewskill around - if your an PVE endgame player (The dropped Biochem Recipies are now worth something!) - for PvP depends on your cash stockpile but still useful. Artifice - apart from Augment Relics not that usefull atm (make and relearn) S/A- same as artifice Cybertech - ok but not that good after the grenade nerf. as far as the Biochem nerf goes in general: imo the only way to go - was just unreasobale before, seeing as the dropped Raid-Recipies were worse than vendor bought ones...
  16. I'd still adive to not change any mods in that weapon though - wouldn't be fun if only mods inserted would get "fixed" (seeing as this is a Mod Issue)
  17. This happens when the Debuff put on the player when he attacks a boss doesn't drop off after a Boss reset. Solution: Keep the same target or reset the instance. Other Bugs: Bonetrasher: When someone is kicked into the poison and dies there and gets rezzed the dot stays on that player and he instantly dies after the Rezz. Solution: If you have aggro stay near the middle (but face him away from the rest of the op)
  18. actually it has nothing to do with auto-loot - happend to us too last night. if the Loot is set to "Free for all" and everyone passes on all loot drops the next guy regardless of "auto-loot" setting will loot everything. btw the reason you don't use "Master Looter" on Operations is that if you do - no Crafting Mats drop from any Boss... --> Get Everyone to Disable Auto-Loot (and Area Loot as well just to be sure) Let the Leader open the Loot and just start the Roll-Process for each Item seperatly. True
  19. for gearing up - not worth it true - for progress after you beat all the 8 ppl content heall yaeh
  20. we only ever had that occour to us once - and that was when we had both sides finish at the same time... what we usually do is left, right, right left (aka finish north first, then south, then south and last North). Allways wait for the Red screen message to show up bevore starting to click the last one on the other side. and if you didn't do it yet - then i suggest you note down what you have to klick for each level to finish on each side bevore yoo start the encounter.
  21. all loot in HMs in genral is random (class not slot). Only the last Boss drops a T2 Gear Token. Some T1 pieces (set and none-set) may drop from bosses bevore that. and neither has to be for any class in your party (rng might like you though).
  22. hmm, that could be tricky considering the mod system: Does that include allready removed mods or just the item as a whole? aka does the game track where a mod has been removed from? btw speaking of mods - there are a couple of mods that have the exact same name but different stats (eg mods from Tionesse Armor and Mods from T1 Weapons) - i'm guessing the weapon Mods should have been named Masterwork (they are iLv 52) and are mislabled as Advanced (iLv 51) see above - replacing the vendor weapons with correct ones should be really easy true - replacing existing ones correctly might be a lil challenging (depending on the exact implementation of the mod system).
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