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Hxxr

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Everything posted by Hxxr

  1. I really cross my fingers for this. More complex content for smaller groups is something literally everyone I play with is hoping for. Some people embraced Tera for this or quit WoW after a devestating content patch where a new tier of small-group dungeons was actually easier than the one before. Out of the 6 Dungeons two could become T1 Flashpoints to give the more casual (I dare say less skilled) crowd more options, 3 could be morphed into T2 instances with extended mechanics and maybe one even could be something that's just done to challenge players ... a nightmare 4-man instance that gives no gear upgrade at all and just has a chance to drop various pets, vehicles and rare orange items.
  2. In game barber shop ... I believe they said they're working on it a while ago. Maybe it will come in 1.4 ... it would be an excellent money sink and customization option at the same time. I just hope thay limit it to make-up and hairstyle (incl beards ofc) ... meaybe even eyecolor as colored lenses don't seem to absurd in the setting ... tattoos and scars should be permanent however in order not to break with SW lore.
  3. Yes, while 1.3 was meant to specificly augment leveling alts and a few options that are useful to all characters there's still a bit of a void when it comes to level 50 stuff. And of cource higher tier legacy level perks. There is no real point in having a legacy level beyond 25 i believe. One thing that could be introduced is faster speeder training (a new tier) or just more 110% speeders and - just like social items - there could be legacy sets that require a certain level. There are a lot of intresting looking blues and greens that don't have an orange option yet, so it would be easy content imho. A /hood option would also be appreciated by almost all Sith players out there I guess.
  4. A. It's the most challenging content available right not. B. In order to fully customize the looks of your gear you need Campaign items. They only drop in HM EC. C. Only way to get Q61 weapons - especially interesting for dual wielding classes as they need the offhand drop too because Bioware forgot to put OH weapons up for sale.
  5. Highlighted the interesting part. Casual or not, baddies is a whole different discussion. If your bad at something in genereal or mess up you don't deserve to be rewarded. Whining about content being to easy is a new one. Anyway it seems like there are enough players who feel like they need more challange than faceroll their way through the game. It's not a gear check. Can be done in Tionese gear without any problem (excluding the bonus boss that actually is a gear check) - skill check ... well casual players don't have to be bad, right? To many bad people hide behind the 'casual' label. This is bad for pretty much all players and the community itself. You're talking to a mirror now, right?
  6. This is very important and also the reason why I went out of the buissiness of selling stim packs a few months back and sold quick-growth agents directly for a much larger return. The OPs reasoning and calculations are not only correct they are the only right way to find the mk-6 kits minimum value.
  7. If you respect the mechanics and got adequate gear Lost Island is no problem. Unless of course you bring two melee damage dealers, then the first boss might be a bit a pita.
  8. If you're neither a healer nor a tank you have to wait quite a while. This isn't unique to SW:ToR ... WoW already proved that LFG tools make damage dealers waste a lot of time.
  9. I think they chose right - to do a few flashpoints with different mechanics for different factions. For me it's an (the only actually) to want to play both sides. With different mechanics usually comes different difficulty. And as someone already said, just because both FP were available at level 10 doesn't mean that the hard mode versions mirror each other.
  10. They startet as high as 300k, dropped 150k very fast on the same day and ended up at ~110k when I logged out after my tuesday raid. Now MK-6 kits are sitting at 80k. Havn't sold any other than the very beginning and got enough kits for the two alts I actively play. I feel like Artifice and Cybertech are the best crew skills to obtain materials as crits on mods and enhancements will give you more items for your resources. However having stacked up on bio mats implants are where most of the materials come from for me.
  11. Hxxr

    Artifice

    Crafting crystals was pretty nice when the +41 ones got introduced a while back. Making Magenta crystals is fun and rewarding. The real money and use however is in getting lucky when reverse engeneering high end Enhancements and learning them as a schematic, which takes forever if your Artificer is an alt. Sadly it's incredibly luck dependant, unreliable and you have to get materials dropping in EC.
  12. The game uses a two roll system, something important when looking at the values of tank stats. The more defense chance you have the less value shield rating (and by that absorb as well) will have. Shield rating will increase the value of absorb rating and vice versa. This is before considering diminishing returns which play the most important roll when optimizing gear as you'll get into DR quickly on all three stats once you start getting Q61 items. Third and last thing to look out for are class talents and skills. Assassin gets additional benefit from absorb rating having an inherently high shield chance and Powertech gets more out of shield rating out of the same reasons. Juggernaut is the one tank that should look for the most balanced stats. Once you're fully geared with T4 this however doesn't matter anymore as you'll be deep inside the DR zone and have to optimize in a way that you spend your stats in the most efficient way. In short: The discussion is useless when considering end-game gearing because nothing but DR curves matter.
  13. I can still pull aggro without difficulty ... before tanking without taunt on cooldown wasn't really possible for the first one or two minutes. Taunt is still the largest contributor to threat for tanks but it doesn't have to be used preemptively as frequently. A nice change imho - especially for trash (and stuff like Kephess adds) where AoE threat of damage dealers is a lot greater than the tank's threat and the long cooldown on area taunts.
  14. The damage gap of Vibroswords is smaller, average is the same (eg. Q51 +7 min & + 7 max damage). So in the end it doesn't matter what you use.
  15. I have to agree. There are a lot of nice looking armor pieces for Jedi that you can wear without looking ridiculous. 'Cyan' is a pretty good color to go for Jedi imho. And green. Green's awesome for anyone.
  16. If anything it's a buff. Even with a potential heat vent every 3 seconds it was anything but guaranteed. In addition to that if you need to burst targets (eg. bombers on Kephess) you can recuperate from 40+ heat very quickly now while it was almost imposible before. Also all current tier encounters (EC & NMP, excluding Toth & Zorn) have movement or damage stop phases that are forseeable ... which means if you play right you can overheat a bit by purpose and will still be at 0-10 once you have to fight again. It really adds more depth to the gameplay and DPS once you factor this in.
  17. Impale is not a force attack. All force attacks are 'kinetic, energy, internal or elemental' damage and have yellow numbers. White damage is 'weapon damage', which is the other form of damage. Keep in mind that while kinetic/energy is mitigated and internal/elemental isn't both categories are force/tech attacks.
  18. All specs are equal in threat. Threat really is generated by taunts and attacks only matter in the first 20-30 seconds (or after threat drops). The big difference between the specs is single target stun, more Rage generation & 4% shield chance vs. 4% kinetic/energy mitigation and Enraged Defense as defensive cooldown.
  19. 18/23/0 is still an awesome spec. I play Juggernaut as my active twink and do Ops and FPs with the character. Yes, not Denova hard mode yet but the mechanics are pretty much the same and the additional defensive CD is very nice, even if you have to follow up with taunts in order to not lose aggro.
  20. 6% melee damage in trade for nothing but 30% more threat on Smash and Sweeping Strike isn't that great. Why Blade Barricade got reduced I do not know - if it wouldn't have been nerfed the patch might have been more favorable. Backhand is a pretty good change, as is the threat modifier buff obviously. Crushing Blow ... don't know what to say here other than wonder if Bioware is insane. 18/23/0 was a great spec before and is clearly superior now, for damage as well as single- and multi-target threat. Changes that still need to be done for tank juggernauts are many. Crushing Blow needs more single target potential (as simple as a +damage modifier if it hits only one target), overall damage has to be buffed to a level where the other tanks are right now and Enraged Defense must not drop threat if used in Soresu form. Deafening Defense is probably also a contender for the Immortal tree as it's clearly a tank oriented talent. Maybe Tier 2 might be a good spot for it so damage dealer's survivability isn't going to get nerfed by moving the talent.
  21. I did love twinking. Made 1 of each archetype to get to know the story, different playstyle and class buffs. So for me personally most of the new perks are a bit late and just needed for my republic character that levels very slowly at the moment. But all the people saying credits are an issue ... doing dailies, working crew skills and the GTN it's really easy to make several million per day since Tuesday. Income will go down once the patch has settled, but knowledge and information are the key. It was common intel that the market for augments and MK-6 kits will be huge so everyone not stacking up on material and products ... it's your own fault. It was quite obvious how the market will evolve once 1.3 goes live ... Biochem 5 mats drop down to abyssmal low and augments skyrocket. Everyone not working this obvious facts, I feel sorry for you. You just got shafted, but not by Bioware but yourself. If credits are your concern you have to work for it and this means gather information for 20 minutes not grind all day. I personally have 4 characters (2 Bioanalysis & Slicing, 1 Artifice and 1 Armormech) and work a lot at home, running statistics and reading articles all day, so for 3 Minutes every ~40 minutes I log through all the characters and renew the crew mission. After showering at morning and before I go to sleep I put up all the goods I want to sell for 12 hours (not 24). And that's it. For grinding dailies I just do the Corellia mission weekly with two characters. Maybe this might help some people who struggle to get their income up.
  22. Gunnery/Arsenal suffers severely from any form of movement, not that much more than other ranged ACs but there's a difference. The gap in dps however probably comes from the need to switch targets frequently (or Zorn dispelling himself, which effectively is the same here) combined with the need to build multiple stacks in order to do damage ... Arsenal is simply the one spec that has the longest ramp up time and got severely nerfed in 1.2. 1.3 is around the corner and maybe things will be looking up with better Rail Shots and more reliable heat venting, but the basic problem is still the unresolved Tracer Spam ... I'm still all for lower cooldowns on HSM & Rail Shot, would solve almost all problems of this spec in one move. One good way to raid EC as a Merc is get assigned to Toth and play Pyrotech - especially with the improved Railshot - not so much because of the overall dps but the burst you deal in 12-15 seconds is actually quite nice, which is very helpful for most encounters. Sadly as long as you're assigned to dps Zorn this isn't an option as losing Incindiary Missile debuffs at each leap just rips a hole in your heat management.
  23. I blame the console generation that moved into online PC gaming. They had cheats there, why not try it in another genre?
  24. Good thing only Arsenal has an armor debuff ... intresting that you overlooked this flaw after that condecending opening post. Don't get me wrong, I myself am doing great compared to the rest of the raid and we just did story mode EC and nightmare KP and I was top dps on every fight. But that's just because my DPS are actually at the limit while the other's wasn't. I don't give a damn about actual parses when discussing balance, it's the potential that's important because then player skill - good or bad - doesn't factor in. And potential should be equal if possible. If anything we should be on the high end ... we got the worst utility and least forgiving resource mechanic.
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