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Shadowclaimer

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Everything posted by Shadowclaimer

  1. The Assassins are bugged in that regard, when we killed the first two the third one never had a shield flash orange or blue, and we just dropped him, although he enraged and became a hard hitting jerk. Bulwark not resetting was quite upsetting, we hit that issue too.
  2. I do agree there is a ton of trash in the instance, as I said I think if the loot is improved and the first boss made into a real boss, it'd improve the experience drastically.
  3. Ran it again tonight, was just as good as the first time. (Except still sucky loot..)
  4. A full set of "Black Talon Armor' for every class drops in there. Headpiece and all. Some of it is random dropped though.
  5. I'm the 1%. I'd rather things take, you know, effort and time and not be handed my gear on a platter. If you can't afford to take an hour of your time to do the dungeon, you don't deserve the loot.
  6. Ran into this issue, had to abandon our run, was quite disappointed. However now I wish I had done the guy above me's idea.
  7. I was confused by that, given he followed the naming scheme and we had gone through a lot of trash before ever arriving at anything boss-like. Kinda wish he was a boss though, could prove a lot more interesting. But thanks for the fact.
  8. Would just like to say this instance was some of the most fun I've had to date in this game. At first it was basic trash clearing but quickly evolved into some of the most epic boss fights I've had. I haven't fought bosses that seem to bring to the table mechanics I've only seen in raids in past MMOs, they were fun, they required massive coordination, and they were difficult as hell, but my God they were thrilling to defeat. It reminded me of the old days when MMOs were difficult. My reviews of bosses: The Detector Easy opening boss, was quick and simple (no real mechanics) however his loot was terrible. Really a dungeon boss should -NEVER- drop a green. I'd suggest giving him some mechanics or something and making him drop better loot. The Assassins A fun mechanic that took a second of scanning buffs to realize, they dropped the best loot item for our party the entire run. They hit really really hard though compared to the rest of the dungeon it seems. Was fun and simple. The Assimilator This fight actually bugged on us hilariously, the spawner kept spawning copies of our Combat Medic until there were like 60 of them (they wouldn't fire on us) we eventually ran out of the room but they followed en masse until they got stuck on a door frame. At this point we AOE'd them all down to keep from having to force a wipe. The Bulwark At first was the hardest fight in there, but the mechanics once figured out were pretty simple. The biggest issue was having someone interrupt his Smash and getting out of his Burst, he also has an absurdly high health pool, but regardless was a fun fight once we had it down pat. He really needs to show the whole center of the room ignite in something when he uses Burst and let the party know what's going on, its almost impossible without consulting guides to know where it hits. The Assembler This fight was easy, possibly too easy. However it only gave us a green (damn you). We LOS'd the turrets and fought the boss, wasn't sure if this was intended or what, but with a ranged tank (Vanguard ftw) it made it cake. He seemed to have a really really small health pool though. The Replicator (Bonus) This one was just plain fun, it went quick but was a blast regardless. For a bonus boss and all the work it took to get the bonus the loot really sucked however. Would be nice if he dropped a little more. Mentor Mentor was quite possibly the coolest boss fight I've ever seen outside of raids, even for being something so overwhelmingly complicated, everyone instantly picked up on what needed to be done. I caught our party members adapting rapidly to things (such as when our combat medic learned you could pull the claw away from a party member by running into it and making it target you instead) and we only had one real wipe on it (we got to the final stage and weren't expecting the instant green beam). Would be nice if he notified who he was focusing with the beam, or there was a way to redirect it (it seemed to hit me lower than the other people). Otherwise, quite possibly the most epic boss I've fought in a long long time in any MMO, well freaking done. I thoroughly enjoyed the instance, I hope in the future when some bugs get resolved (Assimilator for instance) it'll get refined into an amazing feature for future players to enjoy. TLDR: -Greens as boss loot = bad -Detector - Too easy, crap loot -Assassins - Hit a little too hard, fun -Assimilator - Buggy but a blast, very fun -Bulwark - Needs animations, very difficult, very fun -Assembler - Too easy, loot sucked -Replicator - Fun and awesome, little easy, loot sucked -Mentor - Very fun, very epic, wouldn't change a thing really (except maybe a beam focus notification)
  9. 50s' are the major factor, but truthfully I think 30's to 40's tend to be heavily leaned. I'm wearing my full 40 PvP gear, I have over 4,000 more health than another player in my warzone, I also have access to an entire arsenal of abilities and to "rating" stats which are percentage based and are NOT gained when bolstered. Therefor I have a major edge over anyone who is under 30. I think if they're going to split it, 10-20, 20-40, and 50. That won't screw with queue times too badly and it'll be the most evenly split most likely. Be more fair that way (This is coming from a 40+)
  10. Ah that would explain it then, was going to say it felt like we were facing a stacked deck. Then I withdraw my argument for the sake of Sages/Sorcerers being OP (I still stand by them having a larger toolbox than other classes) but at least I understand why some specific Sorcs on our server tend to absolutely annihilate everything and everyone. (and a Bounty Hunter or two) My apologies if I insulted any Sages/Sorcerers, I'm just a man in search of answers.
  11. Ok there are two kinds of people in this thread that are enraging. 1) Those who say World PvP is all ganking and obviously show a complete lack of understanding of the subject. 2) Those who say it needs no reward who obviously don't realize people don't world PvP just for rewards, but it going unrewarded is just kinda lame. The point the OP is making is that taking part in World PvP (of near equal level I should note, not grey ganking) should reward the player in some way. Commendations, a bag of something, Valor, anything. Right now its the only thing in the game with no attached reward. However to the OP, rewards are coming. World RvR is something they're wanting to do extensively later, so expect rewards soon.
  12. Is Expertise that helpful? If so I can understand why they're giving 50's a bracket now haha (Also Commando Healing is awesome but lacks an absorb shield, something that means many less medals sadly)
  13. You get nifty titles. In all seriousness I believe its required for higher end PvP gear.
  14. I know for a fact three of us stunned him whenever he started casting something green. By the time his absorb dropped he was back up. We had no Smuggler or (I don't think) an Assassin (couldn't differentiate an assassin, we had two Jedi that's about all I can tell). I was a Vanguard Tank and my fiance' was a Combat Medic. We were throwing all our CC at him. (me and her are 41). He had time to stop and /say to us the whole time we were trying to kill him as well. I'm unsure what the deal was but he was nigh unstoppable. I know for a fact I was throwing out my interrupts anytime something popped up, but being on a 10-15 second cooldown is worthless when he can instantly start channeling again, and the instant absorb shields were absorbing way more than 2k (my 2500 Shockstrike crits weren't breaking it instantly) It could've just been a lack of DPS but regardless, he killed one person (one of the Jedis) and held the other three of us off for a very very long time. I'm just curious as to what was going on and why he was so unstoppable. It is possible there was a "hidden healer" so to speak that we weren't seeing, but this was a back area of Voidstar and we had chased them down the corridor as defense so it was 4v1.
  15. That is a bug actually, think the same happens with Full Auto as well.
  16. It hasn't counted for me a few times, did you score at all? If both teams tied it might say victory without counting as one.
  17. Funny my 50 combat medic's only thing it seems to have better than a Sorc is a 25% damage reduction for 20 seconds. Which I'm pretty sure is negated by an absurd absorb shield, and the DPS of a Sorc spec'd heals easily outdoes the Medic. There's a reason Sorcerers and Sages are flavors of the month, and there's a reason only Sorcerers and Sages are defending the class majorly. I just saw a 50 Sorcerer hold off 4, FOUR! higher people in a Warzone because he had a channeled heal that even when interupted, was just started again, whenever we'd get him low he'd absorb shield and run. We had his resolve gone every second we could, we were casting interrupts left and right. It would be one thing if this was one game, but if you seriously look at Warzone leaderboards. You'll notice a disturbing trend of "team with more Sorcs/Sages wins" and how they are always top in every score. (except deaths)
  18. Homogenizing the game is a poor excuse, it does no such thing. A little "diversity" goes a long way to screwing with the balance of the game and in the end snowballs instead. It doesn't add the flavor you'd like to pretend it does, it just gives one side a clear cut edge in some regards. The game needs to be mirrored if they want legitimate competitive PvP, period. Class differences are more than enough without having factional differences. If I remember correctly this is why Races weren't given racial stats and abilities as well, the wanted the game to be mirrored well.
  19. Yea those I was afraid of for that reason, instead it should probably be the alternative to the guarding one, you get it for healing someone's full health value total on them.
  20. That's true, maybe they should just gauge that you gain so much valor/commendations per x healing in incremental steps? Then instead of medals you're just constantly gaining as you play.
  21. This isn't a guild wars thread, its a TOR thread, keep it on subject people. And the OP is right, perfect mirrors. I do recall there being a moderator post awhile back about a slight difference (think it was a cooldown) on an IA/Smuggler ability that was different and they said they were supposed to be perfectly mirrored, so maybe it was just an oversight in this regard? Regardless, it all needs to be perfectly mirrored for RvR to be competitive. Warhammer failed this miserably (Hello Bright Wizards), don't make the same mistake again.
  22. I would be fine with this as well. I'll addendum objectives to also give medals to nearby allies as well. My issue is that as a Tank I'm raking in 9 medals a match, whereas my dedicated healbot (my fiance') is behind me healing me nonstop and only getting 2-3, due to the absorb shield ones only working for Sages/Sorcerers. Kinda a bum thing.
  23. Medal System Overhaul/Suggestions Overview Points -Kills should give credit to the killer, assisters, and any healers that healed the killer -Medals should be more common but reward less, allowing players to be rewarded on the fly for various activities -Each MVP vote should count as an extra medal, and it should be required to vote your MVP before leaving. Loss or not, some player did well and deserves recognition. -Removal of Absorb Medals, only one healer subclass gets absorb abilities and the other is basically screwed when it comes to these, resulting in Sages/Sorcerers getting extra medals over Commandos/Scoundrels (and their Empire Equivalents) -Removal of Heavy Hit Medals, these one shot of "hit for 2500, 5000, etc." are kinda worthless and guaranteed every round to those with good gear, creating a snowball effect, as cool as they are they lack a real purpose ===Medals=== =Basic= Warrior I - Obtain 1 Kill Warrior II - Obtain 10 Kills Warrior III - Obtain 25 Kills Warrior IV - Obtain 50 Kills Warrior V - Obtain 100 Kills Assault I - Deal 50,000 Damage Assault II - Deal 100,000 Damage Assault III - Deal 200,000 Damage Assault IV - Deal 300,000 Damage Assault V - Deal 500,000 Damage Guardian I - Guard 5,000 Damage Guardian II - Guard 10,000 Damage Guardian III - Guard 25,000 Damage Guardian IV - Guard 50,000 Damage Guardian V - Guard 100,000 Damage Medic I - Heal 50,000 Damage Medic II - Heal 100,000 Damage Medic III - Heal 200,000 Damage Medic IV - Heal 300,000 Damage Medic V - Heal 500,000 Damage Slayer I - Get a killing blow Slayer II - Get five killing blows Slayer III - Get ten killing blows Savior I - Heal an ally below 5% health Savior II - Heal five allies below 5% health Savior III - Heal ten allies below 5% health Protector I - Absorb enough damage to kill an ally Protector II - Absorb enough damage to kill an ally five times Protector III - Absorb enough damage to kill an ally ten times =Huttball= Quarterback I - Successfully pass the Huttball over x distance Quarterback II - Successfully pass the Huttball over x distance three times Quarterback III - Successfully pass the Huttball over x distance five times Touchdown I - Successfully score the Huttball Touchdown II - Successfully score the Huttball two times Touchdown III - Successfully score the Huttball three times Sacked I - Get a kill on an enemy ball carrier Sacked II - Get a kill on an enemy ball carrier three times Sacked III - Get a kill on an enemy ball carrier five times Shutdown I - Get a kill on an enemy ball carrier within inches of scoring Shutdown II - Get a kill on an enemy ball carrier within inches of scoring twice Shutdown III - Get a kill on an enemy ball carrier within inches of scoring three times =Voidstar= Demolitionist I - Place a bomb on Voidstar Demolitionist II - Place two bombs on Voidstar Demolitionist III - Place three bombs on Voidstar Bomb Squad I - Defuse a bomb on Voidstar Bomb Squad II - Defuse two bombs on Voidstar Bomb Squad III - Defuse three bombs on Voidstar Short Fuse I - Kill an enemy within seconds of interrupting their attempted bomb placement/defusal Short Fuse II - Kill two enemies within seconds of interrupting their attempted bomb placement/defusal Short Fuse III - Kill three enemies within seconds of interrupting their attempted bomb placement/defusal =Civil War= Control I - Capture a turret control network Control II - Capture two turret control networks Control III - Capture three turret control networks Interruption I - Kill an enemy within seconds of interrupting an attempted turret capture Interruption II - Kill 2 enemies within seconds of interrupting an attempted turret capture Interruption III - Kill 3 enemies within seconds of interrupting an attempted turret capture Point Defense I - Kill an enemy near a control point Point Defense II - Kill 5 enemies near a control point Point Defense III - Kill 10 enemies near a control point
  24. I saluted another trooper at the Republic Fleet and he responded with "Glad to have you aboard sir." and I smiled. Was quite awesome yet simple. I've had some other minor run-ins like that that tell me RP is alive and well in this game.
  25. Oh I'm not calling the class broken per say, just boring as hell. I'm curious as to what I can do differently, unless there's some magical Rage consumption ability that does a ton of damage I'm missing (I was informed Force Scream needs to be in my rotations more, which does help some) but regardless the class still feels slow and stale at level 22. I run up to an enemy, use Battering/Assault and build Rage, spam Vicious Slash until they die (and make sure to use my cooldowns when they're up). Its slow and tedious. Maybe its just Annihilation that sucks, but it feels the same in instances too (when I'm supposed to shine as a spec). High health enemies still feel slow and repetitive. I'm either blaming the animations (Vicious Slash spam looks slow and doesn't seem "Vicious") or just the general rotations of Marauders feeling meh. I'm curious as to what you do so differently that makes the class seem better and not so spammy. Because if I'm not using Vicious Slash to consume my rage, what am I using?
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