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Jordach

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Everything posted by Jordach

  1. I guess I dont understand what the problem is. Why shouldnt modders charge for their time and hardwork? From what I just read they dont have to charge, its there choice for it to be free or not. But if I were them I would definitely charge. Some of these mods take 10s or 100s of hours to make and maintain, truthfully im surprised that anyone would do this kind of work for free. I guess if you are in the gaming industry it can be a good CV builder but other than that is alot of time and effort. Personally I have no problem paying for a quality mod or add-on but im also in the group that has no issue with subscription fees and often donates to the mod/addon creators for things I really like and use alot. You get what you pay for, and the gaming community has been spoiled for many years. The larger gaming gets the more of this is going to happen, just like in every other industry.
  2. More extravagant visual effects are great and something we want to do more of for season rewards but creating ones that fit into the lore and aesthetic of the game is a delicate process. We would love to hear your ideas on visual effects and share with us what you would like to see! Wait, wait, wait, so how are pirate themed weapons and a pirate ship lore appropriate. Maybe I could see the ranged weapons since there are "space pirates" but how is a pirate themed lightsaber even close to lore appropriate. (Serious question) Are there Jedi and Sith pirates in the lore? Is there a Jedi or Sith out there in the lore that ever used a pirate themed saber? To my mind your reasoning is very weak for not adding more "bling" to the weapons, since what you are currently rewarding seems very non-lore appropriate anyway.
  3. I was just browsing the GW2 and ESO forums and its amazing how much more interaction there is. The general bad mood in the SWTOR forums fostered by the lack of interaction. Dont get me wrong there is some QQ and hate on the GW2 and ESO forums but not nearly the level there is over here. I dont believe its because those games are better, I believe its because there is so little talk from EAWare people get frustrated and blow up. There are many threads in the other game forums with the community team came in and said "huh, didnt realize x was an issue, let us look into it". Then a few days later a post saying "we looking into it and it works this way because x" or "this is an issue and is now on our list". The QQ slows down tremendously. Here we just get silence. I think most of this is caused by EA. With a company like that, I am sure almost EVERYTHING that is posted on the forums has to go through legal, PR/Marketing, QA, etc. Meaning, they cant really post anything in real time, its probably at least a week until a post gets approved and put on the website if the decide to go through the hassle and cost at all.
  4. Thats BS it has taken me over 2 moths to get full ranked after I got full exhumed. Plus you can do entry level ops with "crap" 186 gear you cant compete in WZs without exhumed, why make the barrier bigger.
  5. I thought I said basic comms in there somewhere. Just like we cant transfer ranked comms, you cant transfer elite or ult comms.
  6. I cant tell if you were serious or just trolling....because what game do you play? Combat is 100% designed and balanced around PVE in this game and PVPers just have to deal with it....
  7. I normally dont post in the forum at all but I just dont understand the double standard. As my title suggests why can PVErs tranfer their beginning comms but PVPers can not. I try to ignore all the talk that BW does not care about the PVP community in this game but its getting hard. I know there are other posts on this (many in the PVP forum) but since its been proven they barely read that, I would rather put ANOTHER post here (should probably have put it in the CM forum, at least it would be read as it was deleted). I am not even mad, I am just getting tired of the double standard and being treated like a second class gamer because I enjoy PVP. I only have myself to blame, the trend is what it is for a reason and I could have left along time ago....sigh.
  8. This. If I were 18 days late on a deliverable with no decent explanation I would be looking over my shoulder for that pink slip. After the sorc debacle I understand they want to be cautious but to me this shows that our questions are not near a priority. If you continue to miss handle the class rep questions like you are now and have in the past than you might as well not bring them back after 2.5 because this is doing more harm than good to your rep in the community.
  9. Please do not wear full recruit into HM FPs and SM OPS. I have a full BH sage healer except the hilt and I have no problem helping under geared tanks move through content and get gear. I que for FPs all day really when I'm on since after thursday I have no more ops to do other then EC HM. But showing up in full recruit is a slap in the face to pvers that started at the beginning, do your dailies and get the gear. I have no problem with beginners using some recruit here and there at the beginning but not the full set. Do your lead in work like we all did.
  10. I dont mind a short que either. However, I do hope BW either decreases the respawn rate of objectives for dailies or increases the amount of instances in daily areas. Daily missions were boring to grind and complete before and now that they are taking an extra 30-60 min is not making them any more fun. Other than that I love my new server (shadowlands) and the population.
  11. I guess I dont fully understand. So your complaining that your have too many useful abilities? Really..... Sent/Maur are one of the best classes huge DPS and great Defensive abilities. I always tell the people in my guild thinking about rerolling that if you want to be a high quality sent/maur be ready to learn to use 20-25 abilities whenever the situation presents itself. If that is not what you looking for roll a commando gunnary or smuggler gunslinger for huge DPS but less abilities to use. I play a sage healer and I would kill be more abilities/buttons to push to help mitigate some damage. I still cant believe someone is complaining about this lol. I guess there is one maur that will be happy when the nerf bat comes a swingin lol.
  12. Unfortunately the only crafting skill that I believe is truly advantageous at endgame is Biochem. I play a sage healer and the rakata medpac, stim and the 4o adrenals I have are awesome. I couldnt imagine having to spend thousands of credits every raid to buy the prototype/exotech and that is if they are on the GTN. Synthweaving/armstech/armorermech could be could come 1.3 since they can make the augment kits. Like you said all the other skills can make things that after a few weeks of raiding you have something equal or better. Unless you end up crit crafting a rakata piece but I tried that and after wasting 10 biometric alloy on rakata bracers and still I didnt get a crit I gave up. All this is obviously just my opinion however, BW has some work to do making all crafting skills worthwhile at endgame.
  13. Just one suggestion for the final boss, we kit him behind the right pillar and crate closest to the door you come in from. That way the turrets cant hit you and all the droids (adds) that spawn group together for AOE attacks. Once you down the boss you can take out the turrets. Also make sure you interrupt his cannon attack, i cant remember what its called though, might be suppressive fire (it does a ton of damage uninterrupted). For the droid make sure you do everything you can to avoid unnecessary damage. Meaning as soon as the red reticule pops up you move, dont finish an attack then more, just move. It will make it easier for your healer to just keep dumping heals on the tank esp since the scoundrel doesn't have an AoE heal (i might be wrong here about not having AoE but I think I'm right). Other than that just make sure as DPS you are using your Relic powers and adrenals every CD and you should put out enough dps. Also, while you get your comms you can be columi earpieces, relics and implants on the GTN (they are expensive but its an option). I did this since I don't have hours to do dailies every day so it took me over a month to get enough comms for the implants and ear rakata.
  14. Some people might truly be elitist and shun the less geared. However, I am not elitist but I only have a few hours every couple of days to play and would love to use the LFG tool when quildies aren't available. I also don't want to bang my head against the wall wasting time because someone grouped for content that they don't have the gear for. I'm not saying they are bad but they need to grind the dailies and taral V and possibly story EV before trying to do the harder FPs and OPs. Its the same thing that I and many others had to do. I have helped gear many players in my guild and server and dont mind helping anyone who asks and would never turn away a group from the LFG tool however, I would try to get the group to do something else to help the less geared player. Now that is asking alot from potentially 2 others that dont want/need whatever lower level FP we would need to run and I would understand if they dropped. You cant hate on players just because they dont want to waste time doing something that even if they can complete it will take twice as long and be twice as expensive (repair bills).
  15. Bah, dont worry about that too much really. If you enjoy healing you will enjoy the endgame. I am not saying i like post 1.2 better for PVE but it definitely added a bigger difficulty curve and something new to try and master. When you get to endgame it might be alittle tough at first, if you have geared players I would suggest running HM FPs with them at first. Now that im almost full columi you can still pull ungeared players through the HM FPs, esp ungeared DPS. Best advice is to get those rakata implants from dailies as soon as possible, the crit and surge they give you really do help your end game burst. My healing trance hits for 900-950 non crit and 1500-1575 crit per tick and my salvation is now hitting 700 a tick when it crits. And at 32% crit it happens quite a bit. Willpower is ~1680. I would also suggest going Force master headgear and force mystic everything else, that way you get the 4 piece set bonus but you get more willpower. Force master headgear has like 118 will and 80 something endurance; mystic has 80 something willpower and 118 endurance. Secondary stats are almost exactly the same (they may be the same but I cant remember). Dont let these forums scare you off from endgame healing, we just cant mash 4 buttons anymore and be completely effective. We are still the best group healers out there.
  16. My only thoughts to Edon's post is that as a healer DPSing is not what I planned to do. However now that my group and i are geared alot of HM FPs unless its a Boss I pretty much just bubble and then DPS. Ops, every know and then i might through a weaken mind but normally there is always something better for me to be doing, even if its just bubbling out big DPSers. Unfortunately with the nerf any DPS we do really can hurt the team as a whole, but if you do DSP my suggestion would be to stick to tele throw, weaken mind, distrubance, since these us the least force, project uses a lot of force very quickly. My suggestion (please dont take this the wrong way its only a thought) to you might be to run a DPS sage or commando, and off heal, there have been quite a few times when I will die and until im rezed the only thing that kept us going was a DPS sage or commando throwing some heals until im back.
  17. Thanks, i never really looked at the numbers (although I should have). I think i will have to change that part of my rotation. Thanks for the help.
  18. I dont use rescue that often in ops or HMs. Fortunately the tanks we have a pretty good and dont drop aggro all that much and they are geared (around 22k HP) which makes my job sooo much easier. I really end up using it on those bosses that drop their aggro table after a knockback or something of that nature. In our groups it seems that the commando's and sents are almost always the DPS that steal the aggro. I dont worry so much about pulling them since commando's can attack from anywhere and sents can almost immediately force leap back to target. Every now and then we hit an enrage timer but that has more to do with the group messing up and all being hit be a knockback of some nature and stopping DPS almost entirely for 5-10 secs. Or a few times we tried to run an 8man HM with an off tank and just couldnt get the last 5% (when we did this we also ran with 2 half geared DPS, if everyone were full columi and we could have run with an off-tank, this wasnt strategy it is was just trying to get another tank some experience). We dont really hit enrage timers when I pull one dps maybe at most twice per fight (normally its once or none really). On 8 or 16man normal rescuing should not be an issue. Also one thing to remember is that a good tank will know when and how to use their defense CDs. I dont care how good the healer is, in a HM ops if the tank is not proficient in their class it will be very hard to complete the ops. Pre 1.2 we could heal alot of people through stupid, but now it is much more of a group effort. HM FPs are easier with good use of CC. Plus having a gunslinger with there giant bubble is a life saver when taking big damage. as far as healing the DPS to full I completely agree with one exception. For fights like the first droid in HM EV where he has that big missile barrage that hits pretty much everyone, if you can get the group to as close to full as possible then by the time its over the group should be around 50% instead of 25% or lower (also having them stand in the salvation and making sure everyone is bubbled is key too). Our class now is much more about prevention, if a player esp a tank gets down into the 10-25% range it can be very hard for us to recover although not impossible, definitely not easy.
  19. Hi everyone, this is pretty much my first post. I just got down healing HM EV. I am almost full columi. I was designated tank heals and secondary group. I am not the best healer but competent. I have given up on pvp, kill fest is just not fun for me, but I believe we are still very viable in PVE. This is what I do and maybe it will help some of you (any suggestions for me would be great too). First off, force armor is now my best friend. If i see my tank tanking a big hit or about to I force armor, force potency then deliverance, will crit for about 5k, then rejuv, then trance, that normally get him back to 100 even if he was around 40-50% when i started. More than ever you have to know the fights not and be ready for when that boss is going to AoE or missile barrage, etc. Most bosses give clues before setting these off. Also for tank healing, i use salvation in the beginning as a preventative (also hits melee normally too). For this I dont care about over healing, it will ward off a lot of little damage allowing you to help with group and save up force or DPS depending on the fight. At this point when he is at 100 or close 80-100% I look at the group and make sure they dont need any help. if they do its normally a rejuv on the tank then a salvation on the group. Our melee and ranged stay in two separate groups to make aoe easier. I also pop force armor on any dps taking significant damage. Depending on the fight I am normally in the ranged group so that aoe will allow me to hit to NS. If i am not then its a rejuv on me then a NS, maybe two if im confident i wont take damage soon. Overall, i try not to use deliverance without force potency or force armor. I will use benevolence to top people off or to save from imminent death (of course use with rejuv whenever possible). My main heal is rejuv plus healing trance. or just healing trance, having crit around 32% and multiplier around 70% has really helped me since the patch. My alacrity is around 9%. But with alacrity relics and adrenals, if I need to pop something off faster I can use one of them. My last piece of advice is more the HM FPs but can be used in Ops. If a DPS pulls aggro for any reason, your best bet is to force armor and use rescue. Then heal. If you dont pull the aggro off you will basically have to try healing 2 tanks. And we just dont have the burst for that any more. I hope this helps people, if you have any questions or suggestions for me, please hit me up.
  20. Gotcha, never played wow, this is my first MMO. I can see how that would happen though. thanks.
  21. All, thanks for the input. My only comment so far, is that unlike most of the people on these forums I am not a hardcore amazing player. Me and my mates are having plenty of difficulty getting through storymode content and getting everyone geared. Que the hate mail that we are bad players and so on but we have fun. We also have about 150 members in the guild so every few weeks we have a brand new batch of 50s that want to get geared but obviously are not joining the main raid group. I just want to try and help everyone to get gear while still personally being able to do my thing. As it stands I either have to do my ops thing or help others. Lastly why would splitting the lockout cause more raiding for you. If you don't want to do both than don't. Just because the option is there for others doesn't mean you have to take it. I guess its all moot once we start doing HM content because then I wont lock out the storymode stuff. Anyway, thanks for listening.
  22. My suggestion would be to separate the lockouts so that you can run a 8man and a 16 man normal in the same week. In my guild we have 16 members who enjoying running the 16man story mode ops on EV and KP (almost geared enough to start HMs). However, we have a new batch of 50s that we would like to start raiding but because we really only have 16 guys that know the fights and could lead an ops one or 2 would have to leave to run an 8man. Mainly for us it comes down to healers since of our 16 the only two that want/ have the time to lead a 8man to help gear others are healers. And if we get locked out then the 16man wont have enough healers to run (yes, the others are being a bit selfish but its a game and many have real life stuff that keeps them away for more than one or two nights a week) I have no idea if this would have unintended negative consequences, but from my point of you it would only make the game more enjoyable for me and my guildmates. But I wanted to open this up to you all and get your point of view. Thanks for any input.
  23. Yesterday force in balance and project could do will over 1k damage in pvp, now I do the exact same damage as i do in PVE around 600. Republic has been getting slaughtered in PVP all day today, in my last match the guy with the highest kills was 11 and there was only one other person in double digits (normally im around 27, i had 4). Mean while the imperials were almost all in double digit kills and putting out huge amounts of damage. Is something broken? Is it not bolstering properly? Im a level 33 shadow on elysium server.
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