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WhiteKing

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  1. FInally got 100th match on what started as a joke (special mention goes to certain marsupial for support, moral and otherwise) Clarion: Anaris - The Red Eclipse - 268.0 KDR (100 games) Anaris - The Red Eclipse - 43.55% accuracy + (100 games proof) And small update: Overall: Anaris - The Red Eclipse - 15.69 KDR (1464 games) Quarrel: Anaris - The Red Eclipse - 20.04 KDR (409 games)
  2. Small update: Overall: KDR: Anaris - The Red Eclipse - 15.01 KDR (1386 games) Accuracy: Anaris - The Red Eclipse - 48.69% accuracy + (1386 games proof) Average Assists: Anaris - The Red Eclipse - 7.48 Average Assists per Battle (1386 games) Quarrel: Win %: Anaris - The Red Eclipse - 87.80 Win% (369 games) KDR: Anaris - The Red Eclipse - 18.77 KDR (369 games) Accuracy: Anaris - The Red Eclipse - 66.30% Accuracy + (369 games proof) Average Assists: Anaris - The Red Eclipse - 10.44 Average Assists per Battle (369 games)
  3. I find it mildly amusing how people go into defensive when you ask them whether or not they have some self-imposed lines they try not to cross, and provide an example of your own to get a debate going. In every match where a spawn push happened, I asked the team to give the opposition some breathing room. Nobody ever took it as a personal insult, even if they continued the pressure. Which wasn't taken as a personal insult in return. No hate in whispers after match either. If only we knew how much outrage could have been milked from that situation, we could have argued for hours So again, what do you consider to be just rude, or outright wrong? Or do you think that anything goes? Do you have any unwritten rules you try to adhere to? ("nothing in particular" or "people asking me to slow down the curbstomp"; "yes"; "no" are all perfectly valid answers)
  4. Was playing with this idea every now and again, just got out of match against a bunch of beginners where my team, despite my attempts to get them to slow down, rolled them so hard that so many of them quit that wz shut down. What do you consider to be just rude, or outright wrong? Or do you thik that anything goes? The idea behind this is that the game should give something to both sides and the other 15-23 people are not there to provide you entertainment at the expense of their own. So here are some of mine: - Do not push the opposition to spawn (spawn camping is out of the question), no matter how weak or bad they might be Exiting hyperspace and getting instantly blown up is hardly fun for the recieving party. Moreover, if people on the opposing team are inexperienced enough to give you the confidence to do that and are not able to break through it, you are denying them the opportunity to learn even the basic flying lessons. If someone zones in for the first time and gets totally shut down up to the point of frustration, do you think they will want to repeat that experience any time soon? - Do not single out/hunt a person over and over again In other words, don't make it personal. The game modes have clear objectives and despite the fact that deathmatch is about kiling the opposition, there are at least 7 other targets to choose from. Unless the person in question is suicidal enough to come looking for trouble repeatedly, don't go out of your way to purposefuly kill that guy just because [insert rationalization here]. Cover your area, protect a satellite, peel off allies, but don't go chasing one guy all across the map out of some petty reason. - Do not play with your food When facing a clearly inferior opposition, make it clean. Draining all their power with ions and letting them helplessly float in space is probably not the most pleasant experience you can give them. You know they're dead, they probably know they're dead, finish it and move on. - Be generous to new guys If they have enough sense to get a satellite AND guard it, let them. They will get more requisition for upgrages, you can farm the respawning turrets, and you will still win with the other two. Couple extra minutes won't kill you, and the next pop might even come faster if you don't make others lose interest after a steamroll. Do you have any unwritten rules you try to adhere to?
  5. So I got around to doing Bloodhunt with a guild group. In hindsight, it was probably a bad idea to agree to tank it, but at least I got to compare the output with my pre-3.0 HM ops logs. First boss is actually quite doable if you can tank the adds at the boss for AoEing, with saber reflect I did almost 2000 dps on that fight, which would leave the dps with 3000 each. Probably not something you can expect from pugs, so dps will most likely end up facetanking one or both adds, which will screw over position-based specs. Also having an add under energy dome is not exactly optimal with melee heavy group. It's the second boss which makes me 100% certain that HM Bloodhunt in its current state has no business being in the groupfinder at all, let alone mixed with other 60 HMs. DTPS on that fight is higher than ANY boss in (pre-3.0) HM Dread Palace, 50% higher than (pre-3.0) HM Dread Council and the fight is at least as mechanically heavy, if not more so. And I wasn't even tanking Valk during the last phase. You absolutely cannot expect GF KDY graduates to beat that fight, and doing so in 178 gear would be nothing short of a miracle. Just for illustration, Maul is up to 11k dtps for six seconds (not counting defenses), Execute bleed is ~5500 internal damge per tick on top of everything else that is going on, add pushes, pulls, slows, and stuns as often as 20 seconds apart into the mix...yeah, I would pay good money to see a pug group in recommended gear do it with less than three wipes (becaues as we all know, pr0 playerz can only carry us noobs for so much) on each boss.
  6. Pike: Anaris - The Red Eclipse - 6.87 Average Assists per Battle (535 games) Anaris - The Red Eclipse - 50.19 Hit% + (535 games proof) Spearpoint: Anaris - The Red Eclipse - 4.81 Average Assists per Battle (190 games) Anaris - The Red Eclipse - 44.94 Hit% + (190 games proof) Quarrel: Anaris - The Red Eclipse - 10.06 Average Assists per Battle (101 games) Anaris - The Red Eclipse - 64.70 Hit% + (101 games proof)
  7. Some updates, some new: Updates All ships: Anaris - The Red Eclipse - 12.42 KDR (967 games) Pike: Anaris - The Red Eclipse - 72.33% Win% (535 games) Anaris - The Red Eclipse - 13.28 KDR (535 games) Anaris - The Red Eclipse - 6.3 Average Kills per Battle (535 games) Anaris - The Red Eclipse - 28 080.5 AVerage Damage Dealt (535 games) Spearpoint: Anaris - The Red Eclipse - 13.06 KDR (190 games) New: Spearpoint: Anaris - The Red Eclipse - 3.23 Average Kills per Battle(190 games) Anaris - The Red Eclipse - 17 471.82 Average Damage Deatl(190 games) Quarrel: Anaris - The Red Eclipse - 81.18% Win%(101 games) Anaris - The Red Eclipse - 14.25 KDR(101 games) No hit% category as of yet? Shame...
  8. The thing is, all six FPs are packaged into a single "60 HM FPs" category, while one of them contains hard dps check from a different universe than the rest of them. The problem is not the difficulty in and of itself, but the recommended gear for it (which is the same for the required 8000 and 5200 dps checks) and the fact that GF is basically a lottery. There is a six hundred pages long thread next door that deals with the kind people GF can spit at you. The best you can get is a person who has done the content and is familiar with their spec above the usual random button pressing. You can get the old 60s done with that. Rakata can be entirely done with HK (in Yavin gear) as the second dps. Funnily enough, it can be easier with a companion dps/tank, as several mechanics do not apply to them (companion doesn't get targeted by Rakata Chief's molotovs, doesn't get damaged by second boss's heavy telegraphed attack at all, no damage from bonus boss's unstable barrier) and the cherry on top - I have seen HK roll away from Darok when he got the circle, which was a greater display of skill than some GF starlets are capable of. Compare with first boss of Bloodhunt, where there is zero room for carrying, unless one dps is just mindblowingly good (in which case, the chances of them pugging it are slim in the first place). Requiring a 50%(!!) dps increase without increasing the recommended gear level and putting it together with the rest of the 60 HMs is bad design at best. So yeah, increase the enrage timer, lower the HP of adds, remove one add, make adds spawn at longer intervals, make a separate category for Bloodhunt, anything would work. But as of now, for vast majority of people it will just be a massive NOPE.
  9. Yeah, according to Dulfy's numbers you need about 8000 dps combined to beat enrage on the furball. The droid boss on Korriban needs about 5200 to beat the soft enrage, and considering that it's not that uncommon to have it enter extermination mode...I would indeed say that some action might be in order. On an unrelated note, if you queue for a random GF and get Bloodhunt (or have to drop group for whatever reason), check your mission log for the Group finder daily mission (still marked as lvl 55), you should get it after zoning in at the latest. Once you have that, you can uncheck as many FPs as you like and requeue, you will get the daily done despite GF telling you that you are not eligible for reward.
  10. You missed a [Missile Inbound] category. Also, pretty sure all Treek quotes are [stuff Happens]: *koala yapping*, so one down Come to think of it, I can probably fill a few more right off the bat: Qyzen: [stuff Happens]: "*half an hour of lizard grunts*" Blizz: [stuff Happens]: "*jawa jibber-jabber*" Both astromech droids: [stuff Happens]: "* *" Khem Val: [stuff Happens]: "*yadda yadda, Tulak Hord, mumble mumble, canibalism, yap yap*"
  11. Lemme get this straight, Manaan, which is totally doable without any fancy and/or cheesy tactics gets nerfed so that the first boss can be basically facerolled now, while Bloodhunt's first boss which asks for about 8000 group-wide dps to beat enrage (from 178 geared GF randoms, mind you) remains untouched? Now if we could get some rep/imp balance fixes in those two FPs, like the complete absence of stuns/knockbacks in imp version of Tython past the forcefield console, while reps get Spiked and Backhanded by the elite juggs and punted by the weak double saber wielding trash damage of Disturbance from consulars in imp Korriban being ~30% weaker than Lightning strike of sorcerers in rep Korriban sorcerers putting out hard hitting DoT while consulars just stand there and heal and last but not least, the "tiny" discrepancy between the HP totals of bonus bosses in Korriban Incursion
  12. Getting real tired of the first boss in Tython HM myself! Or, rather, mindblowingly incapable people doing that boss. Yesterday, on two separate occasions, one per faction, we got a *ranged* dps insisting on doing the Sir Robin tactic because, as it turned out, they were physically incapable of standing on a spawn spot to place an orbital. Neuro science and rocket surgery be too hard for Hulk! Everyone else must have been a wizard, though, as despite being melee, the other adds got pummeled as they should with the first volley. As a side note, our operative healer prevented a wipe despite dps doing their utmost to get us killed.
  13. The berserk choke is entirely avoidable, just tank the boss near a pillar and LoS him if he is casting during berserk.
  14. OK, with inexperienced people (both with the fight and their class), it may seem too hard. But. I wouldn't say that this is the case. Healed this with commando, 186 gear with crafted enhancements, no set bonus, might have used supercharge once for extra healing. No fancy tanks, basic comms grade gear. The freeze can be cleansed. Moreover, the ticking pre-freeze is removable as a movement impairing effect. Hold the Line, Egressed Force Speed, the works. Of course this requires knowledge of the fight. It is entirely possible to tank with the debuff. Got a log somewhere to prove it, even. I agree that it is mechanics heavy fight and at least one person needs to be able to fill others in. The tank needs to have decent awareness to dance between the probes. However, there is a cheesy tactic that renders this fight pure tank and spank with occasional cleanse, making it arguably the easiest bonus boss out of the four.
  15. ...and the bonus boss has 3,14 times more HP than his imperial counterpart. Mmmmm, pie. At least the droid boss shields attacks in both version of the flashpoint...now if the consular mobs could go ahead and get better gear so their disturbance gets to numbers the lightning strikes have and learn their own 3.5k ticking DoT, that would be great.
  16. Overall Anaris - The Red Eclipse - 10.33 KDR (758 games) Strike Fighter - Pike Anaris - The Red Eclipse - 69.75 Win % (453 games) Anaris - The Red Eclipse - 11.67 KDR (453 games) Anaris - The Red Eclipse - 6.13 Average Kills per Battle (453 games) Anaris - The Red Eclipse - 27 153.32 Average Damage Dealt (453 games) Scout - Spearpoint Anaris - The Red Eclipse - 12.02 KDR (165 games) Almost exclusively solo queue (queued for two matches with someone relatively new to GSF as a moral support, not a roflstomp squadron), done in builds that would probably get me laughed out of here. Any plans to add hit % in the future btw?
  17. Funny you should mention Gil. Had two different Mando Raiders. The one I was tanking got this sorc healer who was...less than experienced with his role. Didn't start healing until I was well below 50% HP as he was too busy dpsing. Now that wouldn't be so weird in and of itself...but his 32k HP total will give you clue to his gear level. Bosses were largely fine, then we got to Gil. First spinny thing it becomes clear that I will have to kite this guy big time. But even kiting, he couldn't keep up me OR the two snipers. Or himself. Worse yet, he would stand in the way so I had almost zero space to move. Wipe. Fine, I ask them to stand on the same side of room so I can kite and they are stacked (but not too tightly) for AoE heals. Yeah, no, I die within a minute after blowing every CD. Third try I die while healer is busy casting AoE heal for the snipers. I start to think Gil got hands on the steroids the dogs are chewing on, as my jugg is pretty geared and I used to just stay still the whole fight pre-3.0. Which turns out not to be the case when I get the same FP with my vanguard. Had a vanguard tank 35k-ish, so no immediate red flags. Until Braxx. Where he goes for the marked hound, AoE taunts aimed at hounds, Braxx running rampant. I tell him to keep the guy away, healer shows him where to stand, nothing. I give up, taunt the guy (love the new Tactics mobility) and we get through. I point out that if he is new, he should mention that so others can fill him in. "lolz" and "had a lag" were his answer. How very convenient. I check his achievements and sure enough, his first HM. Healer flashes his Elite completion chievo from three months ago (for those who don't keep track, you need to do this FP 25 times on BOTH sides to get it), not sure if he didn't get who was that aimed at or just wanted to brag, but he could deliver, more later. The tank, as expected, knows no shortcuts, pulls every turret, yet claims he done this on HM with his [other class]. Who didn't finish Tatooine and is not even 50, but sure. So we go to boarding party, no corner pull, straight in, tunnel tanks the only mob who does threat drop. I put a volley on the ranged guys to keep them off the healer and we make it through. I give him a chance to come clean, he claims he has 2 accounts. Well, lesson learned, I expected "different server" excuse and this caught me off guard. We get to Gil's console with enough mobs and someone asks if we are doing it. I say that it is not a good idea, considering the tanking quality, but the tank pulls him anyway. Which is about as much tanking effort he will put in the whole fight. So most of the time I am kiting around waiting for Gil to jump to the healer or the slinger and I could have sworn the tank used nothing but hammer shot and explosive round the whole time (some taunts, but you get the point). Miraculously, the healer is able to cope with this and we make it without a single death. After Mavrix bugs out and doesn't jump to the middle at the start, I point this out and get ready to run out, they carry on, several enraged turrets and me jumping to Gil's hole later, we kill Mavrix after I get to tank the turrets hoping for the tank to push Mavrix low enough to wipe us (liars bring out the vengeance, what can I say, I am severly allergic), but it goes alright in the end. I mention in group chat that the tank owes the healer a massive beer and get out. One more for the ignore list.
  18. Well, if healers get nerfed by good 20% or even more in the burst department and a single cademimu/mando raiders dog can dish out 10k damage in three seconds flat, I'd say four threads are demonstrating a decent amount of restraint. I would love to see a group of four first-timers pugging it in 156 free Oricon gear. Multiple wipes on single trash pack are well within the realms of possibility.
  19. After 3.0 I either started to get a lot of unsavory people or started losing patience for that kind of thing. First was a Valor 100 sorc healer asking for guard after some trash took a shot at him, which the tank happily provided, because if someone "pulls off of him, they deserve guard". The other dps piped in poiting out that guard is useless, I noticed the valor rank and thought there was no point to this, so I whispered the merc to not peel off the healer so we can see the miracle of guard in action. After several pull where we may or may not have "forgotten" the proper kill order (nothing lethal, just major annoyance) and tank dropping due to DoTs, the sorc tells us to learn to play and bails. Then there was Hammer Station and healer went on the red bridge and did not survive the experience. The tank "lol"s and says he hasn't seen this since launch. Now I am weird this way and I checked his achievements. It was his first run of HM HS, his SM HS was in March and he got lvl 10 achievement in January 2014 (i.e. not a case of late retroactive chievo grant). So I poked a bit, asked if he was on different server (popular lie if people get confronted with achievement time stamps). I pointed out that this is his first HM, he says he ran SM and the game is out for two years. Yes, well. Why do people feel the need to pretend to be more experienced? And usually the kind that leaves a lot to be desired in the execution department. Several dps specced tanks later, yesterday I got into Czerka Meltdown. Guardian tank (actual-tank) has 24k HP, I check his gear, no relics, the rest is tank gear even if it is little low, so since it's Czerka I give him the benefit of the doubt. The other dps (pretend-tank) is in combat technique with some tanking pieces on, he switches to shadow technique so I leave it at that. Then it starts. Four droids at the second terminal, the actual-tank goes straight for...one of the normal droids. Another pull, the pretend-tank takes point, which he will do regularly. I end up tanking a lot on the way to first boss, but since I am running the whatever-shadow-balance-is-called-now, the self-heals are helping and the healer is good, even if they are just around recommended gear. We go for the vrblrhlgrbhtl boss first and it becomes apparent that the actual-tank has no idea how the fight works and the pretend-tank is really fuzzy on it as well. No attempt to move the boss to the shroom, when I taunt as a last resort, it gets taunted back, then the pretend-tank taunts and drags the boss to...the single generator in the area. More of this back and forths, healer can't keep up with the aoe damage and we wipe. Actual-tank said no word so far and most likely doesn't speak english at all. Another attempt, the pretend-tank asks who "tanks the boss to mushroom", to which I reply that the cue is in the verb. And experience the very first enrage of this particular boss at 46-ish% since...ever. I put a votekick (which I haven't done in ages...my ignore lists are filling up, though) on the tank, we get a sentinel, the other shadow bumps up to tank, we get horribly murdered again, I wish them luck and get out.
  20. Except in 2.0 the 50 HMs didn't get any boost. This boost is unrelated to level availibility, it's (according to stream) due to damage tuning pass. If geared in 180 gear it's largely fine, but remember that the recommended gear for them is much lower than 180 (and if that changed, which I am not aware of, why would content that requires 180 gear award 162 gear?). The damage got so out of hand that the original four 55 HMs may very well be impossible to do without deaths, even several on single trash pull, with four people in 156 gear, especially first-timers.
  21. Not only dps pulling ahead, I have experienced a healer getting shredded almost instantly by dogs before Braxx on Mando Raiders simply because his HoT ticked just after tank's saber throw... And it's more of a problem for healers, as they are the ones who have to deal with the damage taken, tanks are still doing their job equally well since they can soak up the most damage before dropping, even if it went up. I am pretty much shelving my healers now (nerfing healing output while increasing the damage is just...mindblowing), but short of getting vastly undergeared AND inexperienced healer it's not as bad for my geared tank. Who, incidentally, is getting stuck in queue for longer periods of time for some reason, but I am sure it has almost nothing to do with the healing nerfs and steroids the mobs are on...
  22. Well, the preliminary answer from the stream is that this is due to damage rework, which would imply intention. That said, I'm not sure they are aware of just how insane the burst damage of trash actually is now. Haven't tried ops, so can't comment on those. Funnily enough, Czerka FPs don't seem to be (as) affected, haven't checked the logs, but as of now, they ironically are most likely the easiest of the six.
  23. I remember when 55 HMs hit, I used to farm Hammer Station with my guardian tank, in her augmented campaign gear with some 156 enhancements and hilt thrown in for good measure. ~31k HP iirc. Healers and dps in similar gear were short of 30k HP, and if they were competent, there were no issues, despite not using defensive cooldowns on trash (with the exception of Saber Reflect on the HS wrist laser burst droids). Now, a jugg tank in full dread forged gear is reduced to using saber ward on several Mando Raiders pulls or hope in lucky healer crits. Or get shredded by the dogs. Because they Leap for 5k each, do a melee attack for 1k, and follow up with Maul for another 5k (unshielded/undefended attacks). The pull just before Braxx has five dogs. Let's say two get shielded for half damage and one gets defended, which would be roughly equal to three dogs bypassing defenses. That's 33k damage in 3 seconds. A tank in recommended gear does not have such high defenses in the first place, and even if he did, he would still drop like a sack of dirt. Comparing today's log with pre-3.0 one...well, dogs got some good chow, their damage almost doubled. Back in the day I ran that FP with a friend of mine, guardian in crafted high mitigation gear and about 30k HP, with my sage healer with half arkanian, half 156 gear with no trouble at all. I would NOT recommend trying that now. To be fair, it's not tripple, for the most part it's 1.5x - 2x damage. But the fact that it's mostly burst/aoe damage makes it a bigger problem for the crippled healers. But yeah, I can't imagine running HM Cade in "recommended" gear now, despite doing it in 2.0 with worse gear and less sense of impending doom.
  24. Well, after I got hit for over 16k with Xander's (the guy with the droid on Cademimu) sticky grenade on my operative, I checked my old and new Cade logs...so I can answer the question in the title of the thread, at least for that certain flashpoint. Yes. Yes it did. And not only trash. Xander's Sticky Grenade went from 8500 to 15k on my guardian Grimyk's Thermal Grenade 4857 before, 8000+ after Not much damage from Ortol as dps, his shield pulse stayed the same As for the trash, it's horrifying if you consider the healing nerfs accross the board: Separatist Enforcer's gas grenade dot: 477 before, 1126 now (236% of previous damage) Separatist Enforcer's Blaster Volley: up from 3456 to 5405 (156%) Separatist Officer's Range Attack: up from 734 to 1579 (215%) Separatist Hound's Maul: up from 2736 to 4519 (165%) Separatist Hound's Melee Attack: down from 1113 to 959 (86%) Underworld Thug's Kick: up from 3335 to 6162 (185%) Underworld Thug's Guardian Strike: up from 3011 to 4926 (163%) Separatist Sentinel Droid's Explosive Round: up from 1772 to 2887 (163%) Mercenary Veteran's Vicious Slash: up from 2881 to 6171 (214%) Mercenary Veteran's Overload Saber (first tick): up from 441 to 2852 (646%!!!) Now, some of those numbers may have Unremitting factored in, I tried checking the logs for that, some may have slipped. Also, the numbers are mostly averages from separate fights and some variance exists. But at any rate, NONE of those explains more than (and in some cases WAY more than) 50% increase in damage output of trash mobs, especially the burst and aoe kind. I mean, if an operative healer that was capable of outhealing the sandstorm on HM Czerka Meltdown now has, in the exact same gear, which is also way above the recommended gear for HM Cademimu (unless I missed something huge), trouble keeping people up on trash pulls, something has gone horribly wrong. I realize the 55 HMs were quite the roflstomp with geared people, but if 180 gear feels like doing it the first time with 148 gear, I would not want to be in a group of four people dressed in stock Oriconian freebie gear.
  25. I know how collections work. I also know you can circumvent the unlocking cost for color crystals by shipping them with legacy bound weapon, a token for which you get every time you finish chapter one. It unlocks for an alt once you rip it out of the shell. Despite the fact that the crystal is bound. All it takes is means to get a bound item to an alt. But bound items might be shippable via legacy storage, all we know now is that BoP items won't be, at least not right away. Read that again, BoP items, not bound items. Bound BoE item could very well be transferable. And seeing that all equippable CM gear is BoE, you suddenly have means to get it to an alt.
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