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MadMossy

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Everything posted by MadMossy

  1. So no patch 1.2 this week on the PTS so one can only assume that it will arrive next week. Which with a minimum of 2 weeks testing, would put its release at or around easter weekend. Resurrection anyone!? Amusing if that is the case, but I would think it has more to do with that weekend being PAX East 2012 so BW would want to show off something to the public to show how awesome they are. Stephen Reid recently said that 1.2 is arriving around that time. Despite the fact for many people the game has become stale (im not one of em I just enjoy certain aspects of swtor)
  2. This morning when the servers came back up a patch was deployed. Patch 1.1.5a to be exact. The PTR is now down and according to swtor.com the patch available to test is the same as live. Does not compute!?
  3. The valor cap doesnt prevent you buying anything other than Battlemaster which you cannot obtain until level 50 anyway, so i see no reason why there needs to be a cap on valor pre level 50. By capping Valor rank at 49.99 for anyone that is below level 50 those that wish to PVP constantly can do so and in return will get Valor Rank 50 quicker. The main thing though is that the experience rewarded from doing warzones is low in comparison to the valor. Being able to cap your valor rank every level until rank 15 by doing just 1 warzone is a bit daft and even though you will be able to easily cap your valor rank ever level upto rank 50 by doing as few as 4 games a level. So what I would suggest and I think its perfectly valid is to also award bonus experience for each medal upto a maximum of 4. Make the bonus experience percentage based so that it scales with your level. For example 0 medals = 4000 experience 1 medal(25% bonus) = 5000 experience 2 medals(50% bonus) = 6000 experience 3 medals(75% bonus) = 7000 experience 4 medals(100% bonus) = 8000 experience This would also go along way to keeping people in the warzones because even if they lose the game the bonus experience gained from medals earned would be more than worth it.
  4. Hey folks, Been playing the game since mid december and the early access so have several level 50 characters (assassin, sorcerer, operative and powertech) and many alts, I recently started a new character with the intention of leveling it solely through PVP. The thing is with the recent changes to medals and valor rewards for warzones ive noticed that valor is pretty meaningless while leveling. This is because with my character currently at level 14 your valor rank is capped every level within 1 game, win or lose and the experience awarded to level often requires 10+ games, win or lose to level. As an idea I would have thought that removing the level cap on valor but capping it at valor rank 49.99 before level 50 and also allowing the medals awarded per game to also increase the experience gained on a win/loss. If each medal awarded XP (upto a maximum of 4 medals) then leveling would be a great alternative, it would also give enough insentive to do warzones as a means of leveling because as it stands valor rank is a none issue.
  5. Hey Guys, I know several people have posted videos on how to do the 2+ dailies but none or few to show the 4+ ones other than Lights Out. So here are my collection of videos I captured over the course of a couple days. Excuse my total noobness at video editing its my first attempt, my choice of music isnt much better either as thats all I had available to me on my computer. You will notice that during the Lights Out daily a misterious individual pops on screen for a few seconds, this would be someone using the glitch in order to de-aggro the mobs, it is entirely possible to do this heroic without getting killed and without using the wall glitches. The Old Enemies heroic was pretty tough as you can see by the damage he dishes out to my poor companion, this NPC also heals himself so I have to ensure to interupt him as often as possible. I have solo'd this quest many times on both my Sorcerer and Operative. My gear consists of columi and rakata, my weapon is the only let down at the moment as its a ilevel 128 T1 with custom level 56 mods, its essentially similar stats to the Rakata PVE weapon without the higher min/max damage. Poisonous Strategies http://www.youtube.com/watch?v=ZXryAtRpUOY Freeing the Fallen http://www.youtube.com/watch?v=4zTvAWvSUDs Old Enemies http://www.youtube.com/watch?v=Znag5Hs-PZA Lights Out http://www.youtube.com/watch?v=9tEdk3rhvGY Anyway, hope they are of helpful to people looking to solo these dailies, any questions and/or criticism feel free to post a reply
  6. Guy in my guild worked it all out, obviously it is theory crafting at the moment because we have no combat log to get precise figures from, but if you stack expertise to around 250-300 and then use PVE gear you would be slightly better off than someone in full PVP gear, He worked it out that at 700 Expertise (PVP Gear) vs 0 Expertise (PVE Gear) the PVP user would hit harder and be able to take 21 hits before death (Based on Impale for Jugg) the PVE user would hit for less but be able to take 24 hits before death. Basically they are about equal in terms of damage done/damage taken, the big difference and the one class that cannot get away from using PVP/PVE gear are healers due to the 30% healing penalty in PVP. In this case PVP Gear > PVE Gear in a big way.
  7. You fail to mention the bit where its actually now possible to stunlock for 5.5 seconds thanks to Jarring Strikes now giving no resolve during the knockdown.... So yes your hidden strike may be hitting for less but you can now do more damage because they cant react.
  8. My take on operative healing is that its functional but missing something that gives it that little bit extra over other healing classes. The Sorc healing has fantastic utility and healing, the merc healer also has good utility and healing, the operative has neither. Either increase our utility by implimenting additional abilities or changing existing ones to benefit a group/operation. IE damage reduction skills etc. Or improve our single target healing and give us reasonable AOE healing. Suggestions for this are, remove TA requirement from KInfusion (it becomes our fast decent heal) Add a HOT component to KInjection when specced as a healer, for example 2.5 heal, 1.5k hot over 9 seconds. Give KP a 30% chance per stack to generate a TA (2 stacks = 60% chance). Increase the healing provided by KP by ~25%. Increase the healing done by RN by ~50% and increase its range to 15m or remove the limitation of only 4 people. Add a new skill Kelto Probe Overload, Causes your Kelto Probes to Overload and explode instantly healing nearby party members for xxxx, Make this cost energy and 1 x TA with a moderate cooldown of maybe 15 seconds. Healing amount depends on number of probes stacked on target. 1 probe = 1100, 2 probes = 2200. Player must have your probes on them to use this ability. Sleep Dart no longer requires stealth and can be used in combat in addition to the damage reduction offered by Sedatives. Shield Probe can now be casted on other players and additionally reduces incoming damage by 10% for 6 seconds. Evasion increases movement speed by 50% for 6 seconds Patient Studies is now a ds/periodic healing effects now generate 1/2 energy on criticals. Diagnostic Scan healing doubled so it becomes ~250-300hp per tick at level 50 rather than the 150 it is currently. Can be channelled on the move so we retain our mobility. All these changes would require being specced in the Medic line and some of the more potent skills would be high up the spec line to avoid hybrid specs taking advantage of certain skills. Those changes and i'd be a very happy Operative Healer.
  9. I feel your pain, I have 3 level 50's neither of which I use for PVP in the warzones because its nothing but premade battlemaster groups. My PVP now cosists of Ilum for the daily in the desperate hope that I may get an item from the bag or on my alts that are below 50. PVP in warzones has become such a ball ache with all the battlemaster/full champ gear pre-mades its made the process of getting PVP gear incredibly slow unless you have it already and run a premade group.
  10. Sorry to break it to you but the Operative/Scoundral have nothing but stunlock/burst and offer zero team support (unless you count an unspecced 3 second cast heal support) BTW I play an Assassin Tank but also have a 50 Powertech BH and Medic Operative and a soon to be 50 Jedi Sage. So I think I have a pretty good grasp of the game and its mechanics.
  11. Someone in my guild did a really good write up on our guild forums about the effects of expertise and pvp/pve gear. Rakata/BM gear is actually very close, with a full set of either, the Battlemaster user would in the end hit slightly harder than the guy in Rakata, but the Rakata user would be able to take more hits before he died. So in the end it is actually very close, the really interesting thing though is that because of the diminishing returns on Expertise, if you were to use Rakata armour and BM ear/implant etc you'd actually be more effective than full BM in PVP as 250 expertise is about when the soft cap starts.
  12. The engine is still modelled on DX9 which we all know has its limitations, an update to DX11 would certainly help to go along way at improving frame rates in situations where there's alot of duplicate geometry.
  13. Where did you see this, if its true then I would be extremely hacked off as I have 3 level 50's and several >20 characters.
  14. Which is exactly why i proposed that expertise be made a PVE stat and not a PVP one, this way pvp would be about skill and not about who has stacked the most expertise.
  15. I don't think people are reading my original post fully, what I propose is that rather than have "expertise" the PVP stat, make it a PVE one. This way when it comes to PVP, those who dominate PVP endgame via high ranking wont completely obliterate players who are new to PVP and thus putting them off it. Instead people who PVE would aquire gear with expertise which would give them an advantage in PVE content only. PVP players would get PVP gear with higher general stats than PVE players get. For example swap the T2 sets around, give the PVP players the Columi set and the Champion set to PVE players. Make Expertise affect PVE only. By this method your average PVE player in "pve champion gear" would have ~17k hp and the same person in "pvp columi gear" would have ~20k hp, an advantage for sure, but not one that would result in a totally one sided fight.
  16. I know its seems almost contradictory to have a stat like Expertise in a game for PVP all it does is segrigate players into smaller communities rather than unite them. The best PVP to date imho has been Dark Age of Camelot, there was no "PVP" stat, although other factors destroyed that game for me in the end the PVP was never one of them. Giving PVE players the extra stat for maybe a 5% increase to damage/5% less chance to be critical hit/5% extra healer would not make them significantly stronger in PVE over a PVP player but at the same time, would alloy a PVE player to compete in PVP but still obviously be at a minor disadvantage to a player who is geared up in PVP equipment.
  17. Ok here's the deal, I have 3 level 50 characters, all of which have been pvp'd extensively and are atleast rank 30, these classes are bounty hunter, sith assassin and operative (which has only recently dinged 50). Now my BH and Assassin both have there fair share of champion gear and it was leveling the 3rd character which by the way the moment I respecced to Concealment at level 42 I was adamant that a nurf would be incoming soon and it has. Anyway the issue is that level 10-49 PVP is a blast because there is no expertise to compete with everyone is on an even footing. At level 50 unless you get extremely lucky with Champion Bags (which in itself is a total ball ache) your generally going to be up against people with well in excess of 500 expertise and I can tell you now an Operative is far from overpowered when your up against that sort of mitigation. So my idea is, if level 10-49 PVP is so much fun, why have expertise, but the problem is we need a way to seperate PVE and PVP gear. Why not put expertise on PVE gear and make it a PVE stat. Instead of it granting a damage increase/decrease to players, have it do the same for PVE, this is essentially a reversal of gear currently, PVP players get the boosted stats and PVE players get the extra expertise stat. PVP players could still PVE just fine and vice versa the difference being is a PVP player who has spent time and effort getting to a high rank will have higher stats than the PVE players who have the same tier items, but they wont completely annihilate them in a fight thats completely one sided. Makes perfect sense to me, it almost makes me wonder why it hasnt been thought of or done before.
  18. Thats the issue I had in the group I ran, 2 melee dps basically made it impossible to do the droid, everything else was fine though other than it being too long and far too much trash.
  19. Just finished it on Hard, interesting fight mechanics for the boss encounters, KR-82 is too hard for a melee group, (group was me assassin tank, assassin dps, jugger dps and sorc healer) we wiped several times before giving up the adds just did too much aoe damage. Over all experience, too long and too much trash, first boss encounter was fun, the giant rakghoul was again a fun fight once we figured it out, the final boss was very easy even when enranged he hit like a wimp.
  20. Don't get me wrong, i love it, do well in pvp as well but it does need minor adjustments to make it as effective as Concealment.
  21. Playing a lethality operative myself and something thats always baffled me.... We have a rifle... but very few of our abilities go beyond 10m that has to be the shortest range ever on a protectile weapon. I also think that several of the abilities for Lethality need adjustments, Cull and Weakening Blast both need a 30m range to go along side the other skills used by the tree (Corrosive Dart and Corrosive Grenade) and to allow Weakening Blast to generate 1 TA, I'd also suggest lowering its cooldown so its inline with Shiv. This would opening a true mid range tree for Agents, so we have a healing line, a melee line and a ranged line.
  22. Hopefully when they finally add something to the game that makes it worth while they will let people change there legacy name for free one time only.
  23. Tanking is generally broken in this game, because shields do not work against a large portion of the damage done tanks do not feel like tanks at all, we just feel like a low dps high heath squishy thing. My assuptions are that if shielding does not work in PVP then chances are it doesnt in PVE either because mobs also do tech and force attacks which is why you may notice you do better against certain mob types.
  24. My opinion on it all. Add a 3rd bag, this bag would contain centurion tokens (1 token buys 1 item) and centurion commendations minimum 25 commendations buys 1 item. No valor rank required Champion bags, have a chance to contain 1 champion token to buy 1 champion item, contain champion commendations, 25 commendations buys you 1 item (based on 3 commendations per bag), minimum valor rank 30 to wear champion. Battlesmaster, have a chance to contain 1 battlemaster token to buy 1 battlemaster item, contain battlemaster commendations, 25 buys you an item, minimum valor rank 60 to wear battlemaster. Problem solved, there is now a natural gear progression and we would no longer see valor rank 1 people in multiple pieces of tier 2 pvp gear. As a consequence of this anyone below rank 30 would no longer be able to use their tier 2 pvp gear, so compensate them with centurion tokens based on how many champion items they had, 3 items = 3 centurion tokens. By retaining the "chance" to contain a token people wont be getting gear with every bag they open and over the course of a week, just doing the 2 weekly quests and daily quests would get enough commendations to buy atleast 2 items based on all items costing ~25 commendations (gloves/boots cost less than legs/chest etc, but everyone should be able to buy atleast 1 item should they obtain 20 bags in 1 week). If a bag contains a token you should not get commendations as well.
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