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JeyKama

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Everything posted by JeyKama

  1. Would be cool if Legacy worked as a speccable talent tree, with each Legacy level = 1 point. You would have to spec into earlier ranks of the perks (e.g. you'd need the XP bonus rank 1 to spec rank 2) and each rank would have a minimum Legacy level requirement of course. But say for example 5 "points" for each xp bonus, requiring Legacy 5/10/15/20/25 respectively, 10 a rank for each of the "good" perks, like crafting crit chances, sprint buffs and repair bots etc. Maybe pay a hefty sum for a respec. It would be nice for moderate customization, but have an actual tangible use for Legacy levels without having to fork out heavy sums for perks that don't help forever.
  2. I can post a screenshot of my pre-1.2 augmented relic too~ There's been several threads of people trying to crit relics since then with no success, both rakata and campaign, while people have still been successfully critting the armor. So either the entire set of people trying to crit relics have been astronomically unlucky, or no one has bothered to chirp in those threads that they had crit a relic since 1.2, which is possible too. Either way, artifice relics are bop too, as are cybertech grenades and rakata meds (though those aren't quite the same since they require the profession to use). Augmented Rakata belts/bracers are still slightly better or equivalent to their Black Hole flavors for the most part.
  3. Eh, the BoP Rakata pieces are meant to be a profession perk, not a trade item. All other Columi+ level schematics are raid drops, but the Rakata belt/bracers that synthweaving/armormech get are simply learned from trainer, and use non-raid materials. Look at it this way, at least you can still crit your Rakata pieces, unlike Artifice.
  4. If you win the lottery, you can RE the Campaign relics, learn the schematic, and craft BOE versions. Also, you can get lucky REing rank 61 enhancements (from Campaign and Black Hole gear)... the power/surge ones would make you a lot of dps friends, no doubt. Same with the Campaign weapon hilts. Without access to raiding though, it's mostly just augmented lightsabers and epic power/endurance crystals.
  5. As I said, it only really seems adversely affect people who use the mousewheel for cover -and- use the keyboard to run/strafe. Also, spinning the wheel and mouserunning doesn't interrupt cover despite serving the same purpose. I just don't have enough accessible buttons to intuitively bind cover/crouch anywhere else. It seems to be an issue with cover now being interrupted by holding down movement, rather than only upon a movement key being hit again.
  6. It is still somewhat broken with today's patch. The only permutation that was fixed that I can see is that if you are autorunning or mouse-running(R&L buttons) and hit cover, it works. 1) Rolling into cover is still not reliable. It still can either do the roll animation in place and fail to drop cover, or drops cover in place. 2) If holding the forward movement keybind, if you hit cover multiple times (e.g. you have it bound to mousewheel and spin it) it screws up. Forward key + hitting cover once seems ok. If you are autorunning or mouserunning, spinning the mousewheel still works fine, so I dunno what's up. Mostly it just seems very bad for those of us who bound roll cover/crouch to up/down mousewheel though.
  7. tbh, now that most people understand the LR5 mechanics now, running double melee actually seems to make the fight easier. This is of course assuming they are smart enough to stay away from the tank and occasionally run out to aoesmash the adds. You need some pretty quality stacking for an all-range group (if you do it that way) to only have to use the kolto tank sides, and for some reason, ranged people really really hate to stack. Moving for each lightning ball screws range dps a lot more than it does melee dps as well.
  8. While levelling and at lower-50 gear levels I'd just stick to Guss. Once you get Corso or Risha tricked out though, you can really tear through mobs; I usually take out Risha for the normal dailies, and use Corso for soloing the H2s, but they're in columi/rakata stuff.
  9. Lorrick's "Flurry of Bolts" ability does a ton of damage. It's got a really fast channel, but I found it helped a -ton- to at least make an attempt to interrupt it.
  10. Her last is after the final class quest, yeah.
  11. I have a suggestion regarding helm design in this game. Other than a few rare goggle/visor/chinstrap designs, all other helmets are designed to completely cover the head because the character is made bald so hair does not clip through. An alternative might be to design helms that have hair attachments based on the character's hair choice and color those attachments appropriately. e.g. bald characters would have no attachment, but characters with hair would show an abbreviated version (eg a short hair sort of generic look) below the helmline unified to the actual hair color.
  12. 1) the recipe is boe, so you can find it on the GTN if someone decides to sell it. 2) it also drops from the last boss of HM Kaon (well, that I saw with my own eyes) in addition to the world boss. 3) you can possibly learn the schematic REing the dropped versions from world bosses. so no, it's not too bad as it is.
  13. I vaguely remember something about "the Explosive" being datamined from PTR, but I'm not finding anything from Google to back it up :|
  14. Balmorra Bonus series and its heroic quests, for the most part.
  15. Gonna say this one last time - if you dps him fast enough, you will not see System Overload. The time limit is 3 minutes upon engagement. When I get good dps for the boss, we do not see System Overload, because we kill it before 3 minutes - if we suck for whatever reason, we do, because it takes longer than 3 minutes. Go check out some youtube videos of the fight and time it, it's not a fluke when you don't see full-size orbs and fire everywhere. And a 3-stack of incinerate will obliterate a 24k health tank, if not outright kill him. I don't know what stims you're taking that makes your FA absorb the whole of it, but if it does, I don't see why you're having difficulty healing it. Sarcasm aside, maybe your group should forgo repositioning the boss at the start and just go balls to the wall instead, because that might be enough time to beat the timer. Oh right, it enrages absolutely at 15%. I haven't seen it for the past 4-5 times I've healed through it, forgot the mechanic existed.
  16. System Overload: If you hit it every time at 15%, unfortunately that means your dps is too low, but at least they are consistant. We beat him before 3 minutes and never see the overload "phase". It's an enrage mechanic. Not gonna argue about the boss being overtuned, I agree completely. There is still absolutely zero zilch no reason for your tank to eat 3 stacks of Incinerate when you have a shadow that can do it, or you can do it. Let's put it this way, you waste more force healing him through it and then cleansing than it would for you to just interrupt it yourself, because no one else is taking any damage in the first 20 seconds or so and the tank isn't really either at that point. Or make your shadow do it, which is even better. There's no excuse to not interrupt it - if someone has an interrupt, it's their freaking job to use it, and they don't even need to target switch. I don't know what's with your spec that you can't spec for NS efficiency, unless you're the oddball gets Egress. I'm 32/7/2, my shields are as strong as talents can make them, and I still have enough for Valiance and 1/2 Pain Bearer. I won't tell you how to heal, but about this fight, all I can say is that your group needs to find some way to fit in 50k hp worth of dps onto the boss, which means either ignoring the adds to some degree, spreading out and praying that he doesn't fling orbs on your dps too often, farming up some battlemaster weapons and try again, or waiting for Bioware to inevitably nerf the fight.
  17. Well, at the risk of sounding L2P, I run this FP in nearly full Rakata with dps and tanks in similar gear, and we still run into the enrage once in awhile. If you hit that enrage (which you are), then your group is simply not doing enough damage. 1) You need to seriously yell at your tank/dps for ever letting Incinerate go above 1 stack at ANY time. There's no room in that fight to fall behind on force at any time. I can hit it almost every time on my tank without getting a single stack; if your tank needed to eat a full stack to reposition the boss, use a pillar to LOS the boss instead. Personally, repositioning is overrated, since the enrage is so tight. 2) If the only time you move is for Incinerates, that is the perfect opportunity to set up a Salvation - just drop it where your tank is going to stop moving. Don't focus on healing anyone other than the tank - let Salvation heal everything else. If you NEED the extra force, don't be afraid to use NS without Resplendence, just don't do it as a panic reaction. 3) It sounds like you are focusing too much on killing adds. They're mostly ranged and if you are clumped together, they will stay clumped together. A single Mortar Volley + random damage from your commando should clean them up fine without the tank having to bother moving to the alcove. If all else fails, try bringing a good ranged in in lieu of the shadow and see how things go.
  18. The orange power+41 schematic dropped from the Primal Destroyer for me. Might just be a heroic world drop thing now, like the Magenta 41 crystals.
  19. Some other details about Lorrick: The grenade cone he does in P1 only lands in melee range, so if the tank is quick on their feet (or better, force sprint) they can actually run away from it and outrange a good number of stacks. The stun he does in P2 is interruptable, so anyone with a kick can stop it.
  20. The balls landing at full size means that your dps isn't good enough. LR-5 has a soft enrage mechanic at exactly 3 minutes where he doesn't kill you, but the environment does. That being said, I've done this fight with 2x melee, 1 melee/1 range, and 2 ranged, and the only time this fight is truly "impossible" is if you do not have a reliable ranged interrupt (i.e. not the healer) for incinerate while the boss is being moved.
  21. His soft enrage (when the lightning spawns full size at a fast rate and the lava pulses nonstop) happens at 3 minutes, so that means you need more DPS. I've run this FP with several group comps (2 melee, 1 of each, 2 range) and the only comp that was extremely unmanageable was if you had a group with 0 ranged interrupts (eg. vanguard tank + 2 sentinals, or guardian + 2 commandos, whatever). The chance of the boss has to be moved out of lighting, then pauses to rapid fire the healer, then incinerates the tank (all the while sitting in lightning and the tank has to be at range) is extremely high over the course of the fight, which of course results in the tank getting gibbed. Sure, you might ask the healer to interrupt in that case, but the honestly the healer has to play sisyphus with peoples' hp in that fight without the aid of any kind of macro. The rest of the bosses are great other than the second boss occasionally taking a step back before doing his smash... I can't imagine running the instance in less than full columi (including weapons), much less pugging any member of the party. It's ironically well-tuned for mostly full-Rakata though.
  22. It's also important to note about LR-5, which no one's guide ever seems to do, is that it has a 3-minute "soft" enrage mechanic, where it belts out full-sized energy fields at a retarded rate and nonstop fire from the grates. Bringing even one melee is a huge liability for that fight in terms of meeting the enrage, kind of dumb.
  23. Blackguard gear is all world drop BOE. I never saw the belt or bracers, but the rest of the set is 42-50, so "farming" it would be like farming the Jedi Battlelord set.
  24. Vanguards can solo it fine in sub-Tionese gear, as long as it's blue 50s and your weapon is up to date - the OP in question is fine. Make sure Elara's carbonite spray is turned off, burn down a silver as fast as you can, pop CDs and CC the gold elite if necessary, kill the other silver, then just whittle down the gold. If you're in trouble at any point you can just run out of the phase - whatever you killed in the groups stays dead and the rest de-aggro. You can also just reset the phases if the boss elites prove too difficult - this doesn't reset your quest counters, so you can just farm the first two groups a few times (and yoinking the weapon crate next to the boss guy) if you wanted.
  25. IMO, the smuggler story lacked a lot of impact - sure, you're just a guy/gal with a ship, but while the Jedi and grunts are killing off key figures, you're... chasing treasure? I guess later you get to be an underworld kingpin, but when you see no tangible evidence of your riches and illegal glory, it doesn't work out as a story device. What the smuggler lacks in epic story though, it makes up in epic moments of win. Tons of them. I think my favorite still is when the smug is delivering the robot to Aldaraan, casually leans against it, and then learns what's inside it. Smugs do a lot of leaning, and when they do, it's awesome, because none of the other republic guys lean. The best story moment though, is still the end of Act 2 for Jedi Knights (even if the whole thing was written as a fanboy pleaser)
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