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Larry_Dallas

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Everything posted by Larry_Dallas

  1. I'd also agree with the poster who said it would be quicker and easier to just outsource your QA on things like this to the Public Test Server. Costs you guys nothing and would speed up the process, I'm guessing, considerably. Plus, nobody is ever angry when code on a test server is borked as long as it doesn't make it to live.
  2. Edit: nevermind. I don't look to see what the bosses are called lol
  3. What level should I be at (thereabouts) to complete this? Tried it at 39 and 40. At 39, it bugged the first time, I got killed in one global the next two. At 40, I lasted about 4 seconds the first time, 8 the second. I'm an experienced raider who's never had this problem in any of the other characters I've leveled. Closest was an act boss in the agent story, but he could be kited, this dude and his million adds cannot, that I can tell. I could craft purple armorings and mods, but I'm going down so fast that I don't think it would matter enough. Combat sent. Also, I'm using Doc, should I try Scourge?
  4. Star Wars Galaxies still exists. Just google it.
  5. Not sure that human eyes ever actually look at those. Probably just aggregate based on the drop-down menu. Isn't to say human eyes at Bioware will read a thread like this, but it probably doubles your chances.
  6. I'm in the same boat. Instead of making my own thread, I'll just quote what I agree with from yours and add my own .02. Lack of smart-phone support or iOS release isn't something that lead to me unsubbing, but it is something that long irked me. MMOs are designed to persist through many hardware iterations. As such, as soon as they launch, they already begin to look dated. Particle effects, shadows, hi-res textures and so on are never actually going to be a selling point like they can be with some PC FPSes that see new releases on a bi-annual basis. Given that, the eye should have been towards making game access available on as many platforms as humanly possible. If there's no iOS release because, say, an iPAD can't handle smoke effects in a 16 man raid environment and maintain 30 fps, ditch the freaking smoke. Scale back the particle effects on screen. Make the circles a little more basic. Nobody will notice or care. And if the sound files are too large for ipad storage, just don't include voice files in the iOS release. SWTOR was never going to look or sound as good as Battlefield. Or Hell, even Mass Effect 3. So don't chase fidelity. Like, at all. Chase the widest customer-base possible. Easiest ease of access. Most stable performance (ability delay and double clocking of cast times persisting 18 months after release is inexcusable). Yet, there's update after update where some graphic artist talks about some awesome new shaders or shadows (or some other thing I just turn off/down in warzones and 16 mans) that accomplish nothing other than making a game that already looks dated look different, but still dated. It's a complete waste of money on EA/Bioware's part, when that money could go toward creating new areas, advancing the story, tweaking the engine to get rid of this damned ability delay. If I was traveling without my PC, but could still make a raid because I've got internet access and an iPAD with me, that would have been tremendous. QFT more than anything. The stories worked well in the micro (I particularly liked getting to hear my Dark Lord of the Sith speak and act like one in the Makeb questline), but the widespread conflict just wasn't there. Seemed to be a bunch of border skirmishes. Proxy battles. But then they'd be speaking about widespread, off-screen invasions and such in the Trooper storyline. And no overlap at all in the class missions was definitely a missed opportunity. This why I'm out. PVP balance has gotten worse with every adjustment since a year ago February, so there's no playing it any more. The metagame makes no sense to me. Stalemates come too easily. Victories on some maps come through stacking on objectives to disrupt the enemy from clicking it, while cross-healing to prevent death. This is just stupid. And while Nightmare is likely an unintensive time investment for the programming team to introduce new progression content, I've got too much area fatigue to participate in it any longer. Terror From Beyond has, in one iteration or another, been a necessary part of weekly endgame gearing for almost a year now, with no end in sight. That's just too long. I've seen enough of this raid. And the Dread Master angle is just not compelling enough to dedicate raid after raid after raid to them, in terms of adding a narrative context to what the player is doing. There are what, six of these guys? In five raids involving them, I've only come face to face with one of them thus far? Which leaves leveling another character as the least stale content. With 3 55s and another 50, I just can't go through all those same planets again doing the same quests and visiting the same places in the same order. And even if I did, I'd run into the same problem--pvp unusable, same raids part of best-in-slot progression for far too long. Word. Fun for a while, but Godspeed, SWTOR.
  7. Achievement that popped during the infernal council vid says you beat them on 16m storymode. I actually don't know if that's more or less impressive with two vs 8 man hardmode, though.
  8. I'm not sure if this matters any more. Prior to 2.0 that was the right suggestion, but given that PS reduces the globals of instants every bit as much as it reduces the globals of cast times and channels I can't imagine the difference between when activating PS is going to manifest in any real way. For the record, I do it the same way you do, though. Force of habit. As for the rest of this, he's talking about trash pulls, you're talking about skill prioritization against a theoretical ops boss who has no movement mechanics.
  9. This is probably a dumb question, but can this spec benefit from alacrity now to fit an extra ability in the gore window? If so, how much do you need?
  10. Little feedback on this. I was unable to find a fleet instance with few people clustered around these terminals to see if they rendered immediately. Lowest pop fleet instance when I was on was +200. However, I DID run a 16m hm tfb, and the orbs (and all other boss-related mechanics) showed up as they should this time. What I did differently is perform a full system reboot before the raid, (I had previously just tried to reboot the client the last time boss mechanics weren't rendering). So with the boss mechanics not rendering, that might just be a memory leak, and not anything to do with the collections button. I'll know more when I next do Dash'Rode in 16m HM, because that was the fight that really had problems.
  11. Dalborra's the second-lowest traffic server, which suggests to me that there would be less people clustered in those areas. If SWTOR is suddenly rendering slower (and judging by the number of people noting that the splash screen is popping up much more frequently and planetary loading times are longer, it is), lower populations probably means less people clustered around these terminals, which means there are less assets to render, which means the terminals will come up quicker in any rendering queue because it's shorter. That, or logging in in one of the wings, instead of from an operation, a flashpoint, a warzone or a ship, renders all assets for all wings while you're at the fleet loading screen, while zoning in somewhere else just loads the immediate local areas, would be the only explanations I can think of as to why you're not seeing this. It's basically a given that these won't be there at peak on jedi covenant. This didn't used to be the case prior to 2.1. Edit: next time I'm on, I'll try to transfer to an overflow fleet instance with 30-40 people if there is one and see if the pvp and ops terminals pop up immediately. Edit #2: one more thing I"m wondering is about this collections button. Lot of graphics in there. If that's getting priority over environmental factors (other players, levels and textures, adds, mission terminals, Kell Dragon's spit, floating orbs on Operator IX), it would explain why some of this stuff has a rendering delay after 2.1.
  12. The PvP and operations terminals on the fleet. If those don't take 10-60 seconds to appear for you, ask in general chat on the fleet. It's how they're working for everyone else since 2.1 (and not how they were working before).
  13. These are probably two different things. The pink blocky textures usually mean an art asset file is corrupt. Can try repair function. If that doesn't work, in my experience, a reinstall did. The 'lag' issue that came with 2.1 seems to be its own thing. The loading screen always popping up isn't lag, per se. It's some kind of placeholder while assets are rendering. My guess is if you head over to the PvP or Operations terminals on fleet, they're invisible when you first get there. Seems to be happening to everyone. Or, at least, I don't know of anyone who has those terminals pop up immediately since 2.1. God Help you if you've got a 16m HM Scum and Villainy scheduled. Dashrode's not really a completable fight if adds and a sandstorm are killing you while you stare at the Rise of the Hutt Cartel splash screen, which seems to happen to somebody at least twice per fight.
  14. In some cases this is actually correct. For instance, if a pyrotech DPS gets a pair of 69 gloves that have crit and alacrity (alacrity is very bad for pyros) on the enhancement or even power and accuracy (but 29 power instead of the 50 something that some sets of arkanian leggings have), it's better for him to swap that enhancement out for a 26, 27 or 28 initiative enh.
  15. Wait a minute. Vanguard tanks should be stacking defense? Huh. What number should we be shooting for before we start worrying about shield and absorb?
  16. Possible that the tanks are losing aggro to ability delay. You'll see a lot more of that in 16s than 8s or 4s. One thing I did way back when when I would lose aggro (before several rebalancing patches) is pop a rakata relic of boundless ages on cooldown, while using a tank, at the beginning of fights. Another thing that can be done is to incorporate taunt into your rotation, though I'd be careful about doing this, as it can burn you on aggro dumps or swaps, if the fight has any of those. Also, you'll want to make sure that the DPS aren't treating the first 10 seconds after pull as a burn phase. If you've got the DPS to finish the fight comfortably, you don't necessarily need to max like a parse to complete the fight. Also all DPS have a threat drop now, so they can start using it if you still have problems, though this idea is problematic for a pyro pt. Good news is nobody in their right mind uses those anymore.
  17. Holy wasted globals, batman. The objective of any DPS is to execute mechanics and down the boss as quickly as possible while taking as little damage as possible. Not to inflate damage numbers on targets that aren't effectively being hurt whatsoever while forcing the rest of the raid to pick up the single target slack. Multidotting enemies that just heal themselves up when one of them dies (dread guard, cartel warlords) or take much more damage from other sources (TfB second phase) during what are supposed to be single target burn phases (incidentally, this is why lightning outperforms madness in Dread Master Styrak fight--it's a long sequence of single target burns) just to maximize a parse is completely counterproductive. Couple other thoughts on tfb, since that's what TC was asking about. TfB boss 1--Lightning sorc can get 2 CLs off in the amount of time it takes madness to use death field, then force storm, That's about double the damage. Also, Recklessness does not function as you describe. 2 targets will take a crit, 3 will not. TfB boss 3--you are getting an accurate parse. Madness is unreliable in this fight. In addition, even if deathfield were not bugged, with the periodic immunities of everything, many of its dots would hit for nothing. Conversely, every time a shield's about to drop, lightning spec is ready to blast the thing for 8k. TfB Kephess--lightning is NOT better here if and only if you're on white glob duty. Can have a deathmark and 3 dots on Kephess while blasting the white thing with force lightning and wrath LS with madness. Lightning, by contrast, can have a maximum of 2 dots (but probably only 1) on kephess and requires a minimum of 3 seconds of setup before it can make any meaningful dent in the white thing. I've occasionally dragged it over to Kephess and DPSed them both, but that's a risky thing to do that I would not recommend. TfB Tfb second phase--while I already stated that madness is better in the first phase (a lot better, actually) multidotting the main boss during tentacle phases is pointless. The damage he takes from 100% uptime affliction/CT (and the effect on fight length) is ludicrous in comparison to what he takes from dropping a tentacle faster by focusing it Much of what you described is the equivalent of an op healer going into a warzone and using nothing other than kotlo probe. Sure the numbers will be good, but I'll bet he lost the match.
  18. Depends how often you're interrupted by a disappearing enemy or having to move. If the two are completely stationary, yes, lightning will do a bit more, assuming you don't make mistakes. It also does more in burn phases, with better access to cooldowns and recklessness applying to two higher d/ct skills (barrage+CL > Death Field+2.7sec FL). And finally, it used to do an assload more damage on Adds, but that gap may have closed now that DF hits more targets than it used to. During heavy movement, though, the only thing a madness sorc can't do is cast force lightning or get wrath procs. Only things lightning can cast is shock, affliction, force slow (which hits for nothing) and chain lightning if and only if a proc that requires standing still is active. As far as TFB, madness seems to be better on Kephess, the first phase of TFB and that's probably it. Shouldn't really hit enrage there anyway. They didn't really get the scaling right for 2.0, imo. I'll be honest--might be because I don't use this website, but I don't understand this parse. It's got you at >2k dps, but substantially less on individual targets, each of which are sequential (ex. can't hit Kell dragon and Ashara with 1 CL). Unless you're spreading dots on the adds during the styrak disappearing phases (which you should absolutely not be doing) I don't quite understand why your DPS is almost doubling over the length of the fight compared to what you're doing on any one target at any one time.
  19. If you're a tank, this helps healers by standing in it. If you're not, you can use it as a failsafe in case you pull aggro or there's some type of boss mechanic that requires you to move toward/away from something. I can think of three possible uses for a DPS sin on Kephess in EC. In S&V, on that boss with the rocks, you could put one down behind a rock and keep dpsing the guy until the last second, etc. There are uses in pve.
  20. Got my mouse back, so don't have to keyboard turn anymore (thank god). But I wanted to make a point about this quotation. Popped in my old copy of Neverwinter Nights yesterday. That's not an MMO, but it is an online multiplayer RPG. Couldn't figure out a way to move the camera with the mouse. Go into options, still can't find a way to enable that, but, lo and behold, there's a keyboard turn speed slider. So my idea isn't exactly unprecedented in either Bioware games or Online RPGs, nor can I imagine that it would be time-intensive to code, relatively speaking.
  21. Headpiece you want is Ancient Exemplar, not ancient battlemind The chest isn't revan's chestpiece--it doesn't exist in game. It's a palette swap of traditional demicot vestments http://www.torhead.com/item/6gpbYOV/traditional-demicot-vestments#screenshots;view:11960 which is a synthweaving craftable. But it's not black. You can try various dyes to make it black. The belt is a black version of grand inquisitor belt, which is rare-ish, but not too, too hard to find. It will unify to the chestpiece Most similar inquisitor gloves are columi gloves, which have been discontinued. May be a cartel market set that looks more similar when unified. Perhaps the (something) hero cartel market set. Legs are Revan's robes. Can try black-red dye. Boots, I have no idea.
  22. This used to drop daily comms + rep +whatever, correct? What's it drop now, basic or classic?
  23. Just ignoring for a minute anything the tank might do while you're rooted in one spot casting all this highly visible AoE (move for instance, force push you), ignoring the fact that any healer can face tank a PT without really suffering any ill effects. An operative healer only has to use one ability with no cooldown one time to prevent all of this damage from hitting two targets. I've got a pyro. I've got a healer that I play, and have always played more than my pyro. The unnecessary nerfs to pyro has contributed to the gross op'ness that healers now experience. This is why warzones are absolutely lousy with healers now. Not only do the most recent pyro nerfs need to be reverted, imo, with all the additional escapes and gap closers that other classes have, they need the range nerf reverted too. And I'm saying this from the perspective of someone who mains an op, seconds a marauder and thirds a sorc.
  24. Actually, you've inadvertently confirmed the problem. 13 kills. On my operative healer I can facetank just about anything. Playing normally, instead of just standing there healing myself and everyone else through everything, I can survive for quite a while with3-4 focusers alone, depending on what class they are (if it's a combination of carnage marauders and concealment ops, there might be a problem...thankfully nobody and nobody plays carnage). Previously, if there was a pyrotech on me, I used to have to, you know, do something about it if I wanted to stay up.
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