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Boroth

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Everything posted by Boroth

  1. Well said, you know it is bad when the great KBN comes and complain.
  2. DF and DP came out 26 months ago, since then we had 2 new ops. Nice gap, eh?
  3. Extremely terrible, an insult to veterans, raiders and pvpers.
  4. Location: 141, 181 Screenshots: http://s30.postimg.org/6u3ebench/Sans_titre.png http://s12.postimg.org/q6y3fmhst/Sans_titre1.png
  5. This only works if you have the QT unlocked, which wasn't for me because I stopped playing Chapter 4 right at the beginning.
  6. Found a workaround http://answers.ea.com/t5/STAR-WARS-The-Old-Republic/KotFE-Chapter-IV-Unable-to-Launch-Spoiler-Alert/m-p/4887661#M2631
  7. Unfortunately our current tank has to leave in 2-3 weeks due to work schedule change. Our last healer left the group because he was 10/10 and didn't want to do progression anymore.
  8. <Alea Jacta Est> cleared HM M&B. We are now 8/10.
  9. I main a sage dps TK for HM progression. They are extremely good (like all classes) in the hand of a skilled player. Main advantage: TK is easy to learn, rotation is easy but gearing is a pain since you aren't supposed to use any crit rating. It has some great tools for an operation group and shouldn't be overlooked. In terms of raw damage, it isn't the highest at the moment but you can still be competitive. I parse around 4600 with mine.
  10. Edited because this message doesn't make any sense.
  11. Eric said in a livestream that the developers creating contents are also fixing bugs, 1 day per week. Does that rustle your jimmies?
  12. It looks like the devs took 2 mins to design it. Am I crazy? And for 1500cc? Stop taking our money and start on actually fixing bugs.
  13. It's always sad to see a friend leave the game, especially in such nebulous conditions. He was a great player, skilled in all roles and a beloved member of our guild. On the behalf of Alea Jacta Est and our raid team, I wish him good luck in his future endeavors.
  14. It's ironic because OP deleted all his toons and left the game yesterday night.
  15. Mike, I don't know what people are talking about. I use my sage/sorc 6 nights a week for HM progression, currently 8/10. I parse excellent numbers with it, I have no trouble whatsoever with survivability and competing with other classes (beside the vanguard dps on Lurker hm lol). The sage dps/healer is an amazing class with tons of neat armor reduction feature as a healer. With the right gear and skills, you will perform very well on all HM end game content, despite what everyone are saying. Also to the people crying nerf, get over it and learn how to play.
  16. Just made this quick thread so we can post our dps/rotation/build. NO WHINING, CONSTRUCTIVE COMMENTS ONLY Pulled 4400 dps, with a full power build, normal priority rotation http://s10.postimg.org/lnoiqvzah/foccanparse312.png Apparently there's a lot of surge bonuses, might try stacking crit. Parsed with 387 surge, 786 acc, 120 alacrity, 3703 WP, 2608 PW
  17. **THIS IS NOT MY WORK, BUT THE ONE OF A GOOD FRIEND WHO IS SADLY NOT SUB ANYMORE** Hi everyone, The purpose of this thread is to discuss some possible improvements that could be made to the scoundrel class. My main toon name is Koyaro on the Jedi Covenant server. I heal, tank, and dps and understand how each role is supposed to be played. Gear used for parsing is Massasi head, chest, greaves, boots, 2-piece new set bonus, optimized Mainhand, optimized Offhand, optimized relics, implants, and belt/bracers. Highest dummy parses using that gear set: 500k dummy: 4478 1 Million Dummy: 4290 1.5 Million Dummy: 4186 Energy Issues in scrapper: None. Sometimes I don’t even use cool head to replenish my energy in a single dummy parse but not every scoundrel dps can say that. I wanted to discuss some of the topics that I’ve seen on the forums and some of the concerns that other folks (whose main is scoundrel/operative) have. This thread will discuss the biggest issue surrounding this class right now…AoE and certain abilities that could use some improvement. This thread will not and should not be used to “whine” or to “cry”. I will be as objective as possible and I ask others to do the same. Before we begin please note that the Original Poster of this thread is not the person whose content you are reading or have read. He is simply a messenger doing a fellow guildie a favor. Please be respectful. Let’s begin I wanted to discuss the following abilities in particular and not too much detail. The first is quick shot. Quickshot: This ability costs 15 energy and is supposed to damage a target between 3100-4100 weapon damage. I decided to spam quick shot until I ran out of energy and these are my results: 2200, 2529, 4100, 4300, 2910,2148, 2639, 3002, and 2529 again. Average total ~2900 damage. Some people use quickshot in their rotation, however, using it once will likely yield ~2500 damage and not the number on the tooltip. My only suggestion here is to reduce its energy cost to ~12 if it’s going to average less than its actual tooltip number. Backblast: Pre-3.0, backblast was able to be used from the front side after shoot first/KO was nerfed. It would be ideal for this to occur again. My suggestion here would be: open with backblast from stealth immediately ends the cooldown of your next backblast and allows the player to shoot from the front. After that it can go on cooldown as it has been. Again, your next backblast is off cooldown and can be used from the front side only after using the previous backblast from stealth. Thermal Grenade: Thermal grenade costs 20 energy. This is the scoundrel’s best hope of an “AoE” but it cost 20 energy. Perhaps lowering its energy consumption to 15 would make this ability more beneficial. Right now it costs too much for what it does. Blaster Volley: Perhaps no other “AoE” ability in this game has sparked so much hatred among scoundrel players. Not only does this ability require and consume an upperhand, it also consumes 15 energy. And it does not end there. You have to position yourself absolutely perfectly in order to hit mobs. At times, however, I find myself using LoS on the adds, grouping them together, perfectly positioning myself to hit them with volley and yet somehow the attack doesn’t hit 3 or 4 of them. This doesn’t happen often but it does happen when using blaster volley. The attack does not hit all the mobs even though they are well within the 10-meter conal it requires. My suggestions here are as follows: -Make Blaster Volley no longer consume upperhand but keep energy consumption -Make blaster volley no longer consume energy but keep its upperhand -Make blaster volley’s conal bigger -Redesign to act in similar fashion to Sweeping Gunfire -Add a conal (an actual conal) to the attack to provide a better view of positioning and to see whether adds will be hit or not. -Add a circle (repeat of above suggestion except not a conal, but a circle.) Here’s a little story: A buddy of mine within the game invited me to two-man Legacy of the Rakata Hard Mode (pre-nerf, pre anything). I went with him. I used treek as tank and he used his companion a dps comp. He was a scoundrel heals and I was scrappy. Because we knew we did not have the best/most powerful AoE’s in the game we used stealth to our advantage and CC’ed certain adds so we took our time killing the adds. 1st Boss: Zero issues completed it easy style. 2nd boss (Bonus Boss) Before we knew about the vase/urn trick we were going outside to hide on unstable barrier attack from boss. This spawns adds. We both had to use all our energy to get rid of the adds with our AoE attacks which made the boss fight longer not because it was two of us, but because we had to replenish our energy while attacking the boss. After about 8 minutes the fight was over. 3rd boss (The one with all the adds. The one all classes with good AoEs love to do.) This boss gave us heavy trouble. It took us 4 tries overall. Here are the trials: 1st trial: Treek tank, koyaro scrappy, buddy heals, buddy’s companion dps (with ability to AoE). Add management took longer than any other class would have taken. Consumed all our energy and on phase 3 boss killed us (phase 3 is third wave of adds). This fight doesn’t have phases but I’m using phases as waves. 2nd trial: Treek heals, guss tuno heals, ruffian dps for my buddy, and I stayed scrappy. Because ruffian is better for adds we handled them a bit better but they still lasted too long. Each trial, it took us about 30-35 seconds to get rid of all the adds using our AoEs. Using a sage for example it would take less than 15 seconds. Made it third wave again before boss damage wiped us. 3rd trial: We both went ruffian. And failed again at third wave of adds as boss damage was too much to overcome. 4th trial: Buddy went on his main shadow dps. I specced to heals. Treek tanked, and buddy’s companion was dps. We cleared adds in less 15 seconds each wave. The fight lasted a little over a minute and 30 seconds With shadow’s aoe and me barely using thermal grenade adds were gone in 15 seconds. With two scoundrels spamming Aoes adds were still there at around 30 seconds. His overall shadow dps in that fight? 6.4 (due to adds) Last boss (the circles on Jakarro boss): Buddy switched back to scoundrel healer, I went to scrappy dps, treek tanked, and buddy had dps comp. Cleared it easy style. One shot. Final Note: Pre-Flybly-Nerf these adds were easily handled. The reason most likely being that the adds were stunned so their damage wasn’t that bad (especially the one random add that increases in size and hurts you bad). This thread is not to advocate bringing back Flyby. This thread is meant to bring awareness to the fact that our current AoE’s just are not as effective as other classes and cost too much energy for their damage outputs. Blaster volley (1700-2000) damage. Someone might say “well that’s a lot of damage for a single attack on mobs”, but it also consumes upperhand, 15 energy, and it CAN miss if you’re not properly position. Sometimes even if you are properly position it can still miss hitting a couple of mob adds. *Miscellaneous: If you are wondering why we two-manned Rakata Hard Mode here’s why: To prove a point that scoundrel AoE needs improvement and/or redesign to be more effective but also that these Hard Mode flashpoints are not as hard as some folks make them out to be. They are fun, they shouldn’t be nerfed, and people should have patience to learn mechanics. The game requires this. We also two-manned assault on tython with no wipes whatsoever. I ask everyone that reads this to throw in your own suggestions to making this class a bit more viable. While it has certainly improved (at least in my opinion) it’s AoE definitely needs re-tuning. I welcome you to share your suggestions to making scoundrel/operatives better with aoe’s and improving on some of their abilities.
  18. **THIS IS NOT MY WORK, BUT THE ONE OF A GOOD FRIEND WHO IS SADLY NOT SUB ANYMORE** Hi everyone, The purpose of this thread is to discuss some possible improvements that could be made to the scoundrel class. My main toon name is Koyaro on the Jedi Covenant server. I heal, tank, and dps and understand how each role is supposed to be played. Gear used for parsing is Massasi head, chest, greaves, boots, 2-piece new set bonus, optimized Mainhand, optimized Offhand, optimized relics, implants, and belt/bracers. Highest dummy parses using that gear set: 500k dummy: 4478 1 Million Dummy: 4290 1.5 Million Dummy: 4186 Energy Issues in scrapper: None. Sometimes I don’t even use cool head to replenish my energy in a single dummy parse but not every scoundrel dps can say that. I wanted to discuss some of the topics that I’ve seen on the forums and some of the concerns that other folks (whose main is scoundrel/operative) have. This thread will discuss the biggest issue surrounding this class right now…AoE and certain abilities that could use some improvement. This thread will not and should not be used to “whine” or to “cry”. I will be as objective as possible and I ask others to do the same. Before we begin please note that the Original Poster of this thread is not the person whose content you are reading or have read. He is simply a messenger doing a fellow guildie a favor. Please be respectful. Let’s begin I wanted to discuss the following abilities in particular and not too much detail. The first is quick shot. Quickshot: This ability costs 15 energy and is supposed to damage a target between 3100-4100 weapon damage. I decided to spam quick shot until I ran out of energy and these are my results: 2200, 2529, 4100, 4300, 2910,2148, 2639, 3002, and 2529 again. Average total ~2900 damage. Some people use quickshot in their rotation, however, using it once will likely yield ~2500 damage and not the number on the tooltip. My only suggestion here is to reduce its energy cost to ~12 if it’s going to average less than its actual tooltip number. Backblast: Pre-3.0, backblast was able to be used from the front side after shoot first/KO was nerfed. It would be ideal for this to occur again. My suggestion here would be: open with backblast from stealth immediately ends the cooldown of your next backblast and allows the player to shoot from the front. After that it can go on cooldown as it has been. Again, your next backblast is off cooldown and can be used from the front side only after using the previous backblast from stealth. Thermal Grenade: Thermal grenade costs 20 energy. This is the scoundrel’s best hope of an “AoE” but it cost 20 energy. Perhaps lowering its energy consumption to 15 would make this ability more beneficial. Right now it costs too much for what it does. Blaster Volley: Perhaps no other “AoE” ability in this game has sparked so much hatred among scoundrel players. Not only does this ability require and consume an upperhand, it also consumes 15 energy. And it does not end there. You have to position yourself absolutely perfectly in order to hit mobs. At times, however, I find myself using LoS on the adds, grouping them together, perfectly positioning myself to hit them with volley and yet somehow the attack doesn’t hit 3 or 4 of them. This doesn’t happen often but it does happen when using blaster volley. The attack does not hit all the mobs even though they are well within the 10-meter conal it requires. My suggestions here are as follows: -Make Blaster Volley no longer consume upperhand but keep energy consumption -Make blaster volley no longer consume energy but keep its upperhand -Make blaster volley’s conal bigger -Redesign to act in similar fashion to Sweeping Gunfire -Add a conal (an actual conal) to the attack to provide a better view of positioning and to see whether adds will be hit or not. -Add a circle (repeat of above suggestion except not a conal, but a circle.) Here’s a little story: A buddy of mine within the game invited me to two-man Legacy of the Rakata Hard Mode (pre-nerf, pre anything). I went with him. I used treek as tank and he used his companion a dps comp. He was a scoundrel heals and I was scrappy. Because we knew we did not have the best/most powerful AoE’s in the game we used stealth to our advantage and CC’ed certain adds so we took our time killing the adds. 1st Boss: Zero issues completed it easy style. 2nd boss (Bonus Boss) Before we knew about the vase/urn trick we were going outside to hide on unstable barrier attack from boss. This spawns adds. We both had to use all our energy to get rid of the adds with our AoE attacks which made the boss fight longer not because it was two of us, but because we had to replenish our energy while attacking the boss. After about 8 minutes the fight was over. 3rd boss (The one with all the adds. The one all classes with good AoEs love to do.) This boss gave us heavy trouble. It took us 4 tries overall. Here are the trials: 1st trial: Treek tank, koyaro scrappy, buddy heals, buddy’s companion dps (with ability to AoE). Add management took longer than any other class would have taken. Consumed all our energy and on phase 3 boss killed us (phase 3 is third wave of adds). This fight doesn’t have phases but I’m using phases as waves. 2nd trial: Treek heals, guss tuno heals, ruffian dps for my buddy, and I stayed scrappy. Because ruffian is better for adds we handled them a bit better but they still lasted too long. Each trial, it took us about 30-35 seconds to get rid of all the adds using our AoEs. Using a sage for example it would take less than 15 seconds. Made it third wave again before boss damage wiped us. 3rd trial: We both went ruffian. And failed again at third wave of adds as boss damage was too much to overcome. 4th trial: Buddy went on his main shadow dps. I specced to heals. Treek tanked, and buddy’s companion was dps. We cleared adds in less 15 seconds each wave. The fight lasted a little over a minute and 30 seconds With shadow’s aoe and me barely using thermal grenade adds were gone in 15 seconds. With two scoundrels spamming Aoes adds were still there at around 30 seconds. His overall shadow dps in that fight? 6.4 (due to adds) Last boss (the circles on Jakarro boss): Buddy switched back to scoundrel healer, I went to scrappy dps, treek tanked, and buddy had dps comp. Cleared it easy style. One shot. Final Note: Pre-Flybly-Nerf these adds were easily handled. The reason most likely being that the adds were stunned so their damage wasn’t that bad (especially the one random add that increases in size and hurts you bad). This thread is not to advocate bringing back Flyby. This thread is meant to bring awareness to the fact that our current AoE’s just are not as effective as other classes and cost too much energy for their damage outputs. Blaster volley (1700-2000) damage. Someone might say “well that’s a lot of damage for a single attack on mobs”, but it also consumes upperhand, 15 energy, and it CAN miss if you’re not properly position. Sometimes even if you are properly position it can still miss hitting a couple of mob adds. *Miscellaneous: If you are wondering why we two-manned Rakata Hard Mode here’s why: To prove a point that scoundrel AoE needs improvement and/or redesign to be more effective but also that these Hard Mode flashpoints are not as hard as some folks make them out to be. They are fun, they shouldn’t be nerfed, and people should have patience to learn mechanics. The game requires this. We also two-manned assault on tython with no wipes whatsoever. I ask everyone that reads this to throw in your own suggestions to making this class a bit more viable. While it has certainly improved (at least in my opinion) it’s AoE definitely needs re-tuning. I welcome you to share your suggestions to making scoundrel/operatives better with aoe’s and improving on some of their abilities.
  19. <Alea Jacta Est>, a pre 3.0 NiM certified pub guild is looking for 1 range dps willing to commit to a HM prog group. Raid times: MON 19h00 EST & WED 19h00 EST Send an in-game mail to Foccan for more details. edit: Carrying the <AJE> flag is not mandatory.
  20. So would it be possible to still clear the fight while failing the 2 healing challenges?
  21. We are trying this fight for the first time. Since the healing challenge during the Raptus encounter is broken, I was wondering if it was still possible to clear the fight. Any tips are useful, Thanks
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