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Cleet_Xia

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Everything posted by Cleet_Xia

  1. I wish they hadn't reused his normal dialog during the cutscenes that involve him for that very reaosn. After playing with him to legacy 23 he starts to seem like a maniacly cheerful 5 year old, with permission to treat half the beings in the galaxy like a pinata.
  2. The issue being created is that orange gear that isn't craftable won't be as good as mastercraft gear.... and mastercraft orange lowbie gear will become the new endgame gear. Why not just create an "add augment slot item' as a money sink? 125k -250k buys you an aug slot? I don't feel that this item should be craftable- because it will be in too high a demand for the market to be fair. Mechanically- it could be added to the game by making a new item that you "add" your armor item to - as though the armor item itself were the mod. When you confirm your decision, the original item is replaced by a new item with the same appearance/mods but also has an augment slot. The "add augment item" is consumed by the process. This gets around the problem that the current mod schematic for orange gear doesn't have a place to put the "add augment" item. All that is really needed is a single piece of window art be created, and some programming code be done.
  3. Which healing class is going to be best for anybody is going to be the one that fits their style of play - and the play style of their groups. Each of them has advantages and limitations. Sage----------fastest rate of healing ~ worst survivability ~ worst dps for a healer/ slowest to solo level Saw Bones---middle of the road on all accounts Trooper-------lowest rate of healing ~ best survivability ~ best dps for a healer/ fastest to solo level If you've got a good team to HM with - go sage If you're going to qeue solo in WZ all day - take a trooper If you're going to do both - be a saw bones.
  4. My main is a sage healer- and vanguards do have better mitigation talents than guardians. Or perhaps, guardians are not skilling all their mitigation? But the best advantage to vanguards is that they don't leap out of healing range at the start of almost every fight. And they don't follow mobs behind objects that will LOS the healer. It's mostly a problem with the way Guardians and Shadows are being played. Not the class or it's abilities- but the players themselves not learning how to be a good tank. I'm leveling a Guardin tank right now- because I have the most difficult time grouping with them as a sage healer. And Guardians have a problem holding aggro when the are melee DPS in the group. The best I tank I've grouped with yet was a shadow, for no other reason than they were able to retake aggro as fast as they lost it. A lot of tanks have tunnel vision- and just focus on the biggest mob. When they need to be tanking ALL of the mobs. There are a lot of people running around with 13/13/14 builds wearing dps gear, and calling themselves tanks. Eventhough it isn't a tank's job to actually kill anything- just to hold aggro, and mitigate huge amounts of damage. Yes you're going to lose aggro when your DPS bursts happen, DPS gear isn't going to change that- it's just going to make life harder on your healer.
  5. sage healer here - it's a bug And it's not just sage healers- I've seen the same bug on other classes I was trying to interupt. I've seen others and myself be chain stunned and cc after the resolve bar was full. I've seen my knockback fail to do anything at all, when there were 4 + enemy melee's right on top of me. My favoite bug has to be the weird places in each of the WZ where "cannot see target" occurs while I'm trying to heal a player who is standing 3 meters in front of me- with nothing that should obstruct my view in sight. I mean--- I can't see through the handrails?... *** I've seen the speeders in the Civil War res box fail to appear - and been ejected for not leaving the Res box because of it... I've seen fire in hutball fail to injure players at all.
  6. If you can't have 60 minutes of uninterrupted time to yourself, each day, at this point in your relationship- your wife needs to get a life. Sorry if that sounds pretty rough- there just isn't a nicer way to put it. I actaully had this problem in my own relationship (over 10 years together now). I resolved the issue by laying out this way. My Darling Dearest Love... pick 1 because you will not get both. 1) you can have 5 minutes of every hour for the next 50 years, and I will be there for you anytime you need me. ~or~ 2) you can have 30 minutes of every hour for the next 5 years, and then I will leave you to preserve my own sanity. Pissed her off..... 1 time...... over 9 years ago If she can't find something to entertain herself for 60min each day.... You can't spend every waking moment with someone without learning how to hate them. As for making a gamer out of your wife- she just hasn't met the right game yet.... TOR made my wife into a gamer.
  7. My AoE heal doesn't really help me earn medals that much in PvP WZ- what it does is help my team win games. And yes- It's extremely suicidal. Almost everytime you pop you AoE heal- you shortly thereafter get focussed down by the oposing team. You'll get your very own target marker- and hated on everytime you leave the res box. But the AoE accomplishes 2 things. 1) If you can hide in the back of your "pack" where you're hard to interupt or even really target- you can pop relics and spam heal - until your team makes the cap. On voidstar- bombs are impossible to diffuse if here is a healer doing this for the attacking team. 2) Once you've earned enough hate from the oposing team- they'll ignore the WZ objectives to focus you down. I've lead as many as 4 enemy players at a time on wild goose chases all over each of the 3 WZs. All while my team was capping & scoring 7 on 4. Sure my scores and medals were aweful at the end- but I've had the mvp votes to make up for it.
  8. +1 Pretty much this. usually by the time I know that the debuff is there it's almost expired. If it's cast on a particular toon - while I have them targeted for healing- I can clearly see the debuff, and I'll clense it instantly.
  9. Any tips for healing in the Ilum open PvP area? The area is so large and sparcely populated with do dads.. I can't figure out to LOS the oposing team. From the first encouter onward I must be wearing a target marker, and get focussed down as soon as I get back to the fight. What am I doing wrong?
  10. above post is ABSOLUTELY correct- you're not a HM capable healer without those skill points.
  11. 31/10/0 sage healer here (have my AoE heal) I don't have many problems with DPS pulling aggro, doing stupid things, etc ~ aside from DPS's breaking CC. But not to the degree that I have problems with tanks breaking CC, or pulling excessive aggro just for the thrill of it. Much respect to my DPS's that make sure we don't get hit by the enrage timer! And I love my ranged DPS'ers that always keep the adds off me. I regularly run HM with a scoudrel DPS who has an AoE shielding ability. I don't know what it is called, but I do know that if they pop that ability during AoE attacks from a boss - said boss pretty much becomes EZ mode. Thing is- I only see this 1 particular scoundrel using this ability. It is 1 global cool down spent by a dps- that can save me a dozen. It also helps preserve my force pool. Reducing my recovery time between fights, and insuring that I can heal the whole way through a boss fight. 1) What other damage mitigating abilities do DPS players have? 2) Are you using them? Or are you just saying, "bad healer is bad" when you wipe after a massive AoE hit? ~also~ 1) Are you self healing at all after massive boss AoE hits? 1 cooldown spent on a med pack at that time will save me 3. I can get everybody topped back up faster, and afford the force energy & GCD to keep my DoT's working. If cost of the medpacks (1500cr for 3000hp) - let me know- I'll give them to you.. I hoard them up as they drop~ and never sell them
  12. Oh yeah- for a $160 bucks the box should have come with a custom software that loot farmed and let you AFK in WZ... You're mad because they didn't take away a reason to play? You had to know when you bought the CE that it wouldn't give you acces to any content that would unbalance the game. So in other words it was giving you access to a limited amount of content at a very steep price. If I bought the CE I wouldn't even admit it.
  13. There is a jawa droid seller on Tatooine next to the Anchorhead speeder service. on the platform about 10meters north He is arguing with a human male who is trying to return a c2-n2 droid "You sold me a droid with a broken vocabulator" The jawa replies,"vocabulator not broken, is feature"
  14. 31/10/0 sage healer here... I went with #1 +crit/surge & #2 +power from PvP vender ... then I switched out #1 with a +defense rakata with almost as must +end as the crit/surge and a some natural +crit stat... I did this because I almost never get guarded in WZ. I have to say, that in WZ with no teamwork - the +defense lets me live long enough to be a serious distraction to the other team. And while 4+ imps are focusing me down, my "team" is caping. Although they don't know why... I don't get more than 3 medals anymore- or voted MVP as often- but I get to be a part of more winning games.
  15. I would drop 1 of the archeologies for slicing - so long as the 2 of you intend to be friendly and share amongst yourselves. if you're planning on leveling together- 1 gatherer for artifacts will let you both level just fine. And gathering slicing nodes will give you both enough cash to run TH & UT missions.
  16. Healers are in bigger demand for groups than even tanks. I've never had a problem finding a group. And I've grouped with other healers for Heroics. As for which healer is the best- that would depend on your style of play. Troopers are actually the best healers imho. Because they can actually cope with aggro & heal at the same time. In WZ though- troopers work harder to get their dps medals that sages basically don't have a shot at. As far as total ability to heal- the sage is the best healer, but it's also the most fragile healer. And the difference in healing ability isn't that big between the 3 rep healers. If you're going to heal for PUGs & WZ - roll a tropper If you're going to heal for a regular group of friends - roll a consular If you can't make up your mind- roll a scoundrel
  17. I have a pair that was given to me by a trooper friend, the dropped on Belsavis from a mob that she killed while there doing a daily.
  18. This is always my BIGGEST problem in HM FP. I leveled as a healer 31/10/0 sage. There are some weird things in the FP's that LOS a healer- there is short curb along the street in the Taral V FP that can sometimes LOS a healer for some unknown reason. Short crates, handrails, lamp posts, etc... when you get LOS'ed it blows a GCD, & the casting time. I often times don't have time to warn my group about these things- because they don't wait for me to get in position before the fight. Something that can really make a big difference is popping a medpack if your health gets trashed bad. I know that is counter intuitive- because you've got a healer. Blowing that 1 GCD saves your sage healer 3. And it saves the force pool. When the AoE damage comes down- that's where a sage burns through their force pool- and then can't heal. If you medpack after that- you're taking a lot of preasure off the healer. Each of those damage bursts knocks your healer's force pool down about 20% So 5 of them - and you're on borrowed time. The healer won't have to work very hard to keep the dps up if you tank extremely well. Turn the boss so that you can see the rest of your group- and make sure that you're holding aggro. You need both dps alive so that you can beat the enrage timer for sure. But the biggest thing that tanks can do to help their healers - is to confirm with the healer in chat that they are ready- before pulling aggro. DPS players need to understand that they should drop a heal once in a while, and it helps if both the tank and the healer tell them this. DPS seem to simply ignore everything that healers tell them, but listen to the tank. Any damage reducing buffs like the large AoE shield some scoundrels have - need to be used as early and often as possible. That 1 GCD can save your healer a dozen. If teams do this- healers can use their DoT's to do more damage than the lost DPS- with fewer GCD's and force pool than the heals would require.
  19. I'll let anybody die who is not a team player... because I'm not wiping to boost some someone else's ego. I'm not playing this game to serve as the personal medpack for a douche that doesn't understand how to be part of a team. Tanks who pull too much aggro in the first fight inside a HM-- get warned dps who intentionaly pull strong or gold aggro inside a HM -- get warned If people are standing in stupid rough fire or something- I'll keep them up if I can- but I'm not dropping TWO other players and myself to save the 1 idiot. If a tank pulls too many weak mobs intentionally & I've got a heavy armor dps in the group- that tank's survival no longer matters to me. I'm going to lay on my AoE damage. Guardians that leap from maximum range into fights while their healer and dps are still trying to catch up- get warned. From then on I'm going to meditate before I fix your selfish hide. Use your own out of combat healing abilities - if you're not too lazy to click 1 button. I follow a 3 strikes you're out -or- I'm out rule. I don't rush ahead, pull aggro, and then expect the tank to taunt the mob off me. Don't expect your healer to burn their sprint just to save your selfish ***, because you ended the last fight with a nearly full health bar. And don't expect to be healed you when you start a fight before your healer got through the elevators/lifts/tunnels that are LOSing them. Being considerate of your team- is being a good player. People screw up- that doesn't bother me at all. And when that happens I'll do my best to save you, if I can - and I don't screw up too. But if you play like you're the only person in the group - don't expect me to care if you wipe. I understand that you're playing this game to have fun- but don't expect me to play it with you if you don't care about my enjoyment of the game at all.
  20. I use it when resplendence gives me the free noble sacrifice as often as I can. Basically whenever I can spare a global cooldown & it's not going to injure me. If everyone is at 80% health I have the time. By using it earlier in the fight- and keeping my bar as high as possible for as long as possible, I can afford to drop expensive big heals later in the fight when the AoE damage hits come. And it gives me the extra force needed to keep my DoT's up on the boss - this really helps the group beat the enrage timer. I also use it, even without resplendence, when I'm expecting to lay down a AoE heal - because that will fix the damage done by 2 noble sacrifce, and I can get the second off before the AoE expires. I triage the big AoE damage this way... 1) bubble self during the AoE hit 2) bubble tank - then dps if they are still taking damage 3) little HoT on self or dps & big HoT/Heal on tank (use big heal for speed if needed) 4) noble sacrifice 5) AoE heal 6) little HoT on self or dps 7) noble sacrifice - YES-- out of the normal order 8) big HoT/Heal on tank 9) back to step 2 if bars not high enough I don't use noble sacrifice in WZ unless there is good teamwork, because I won't live long enough to run out of force if the team won't take care of me.
  21. I told somebody in a HM the other day that I'm not a proctologist.... problems in PvE 1) tanks pulling new aggro while I'm still meditating 2) tanks pulling new aggro while I'm nowhere near where they've run off to 3) everyone running away from my AoE heal, even after I show them what it looks like ahead of time. 4) people proclaiming to be tanks when it later becomes obvious that their skill points are not alocated that way. 5) dps not willing to pop a heal every once and a while 6) tanks & dps ignoring the ads beating on me problems in PvP 1) the other team figuring out that I'm a healer before my own team... I'm that person on your team in the stupid looking gear -getting gang ***** by 6 players at a time as soon as I come out of the Res box. I'm that guy that's always in the resbox when you die. 2) dps using me to LoS the oposing team.... 3) never throw the huttball to a squishy sage healer unless they are within sprint distance of the goal. My main strategy in WZ where there is no teamwork 1) prove to the oposing team that I am a healer as fast as possible 2) make sure that they HATE me 3) lead the oposing team away from the rest of my team ....it wins a lot of huttball & voidstar. I spam AoE heals in the spawn box over and over at the start of every WZ- usually at least 2 people figure out that I'm the healer responsible.
  22. I don't think having a higher patern improves your RE chances for a lower level item. But it may improve your improve your crit craft chance. I'm going to put this another way........ But I am convinced there is a different mathematical formula behind both RE & crit crafting, and RNG is just part of it. And if it works the way I think it does- that formula is different for each of the grades. Theoretical Example: RE formula for a g3 item "g3 item name" difficulty = X Player Level = Z Craft Skill Level = Y # of g2 blue paterns = A # of g2 purple paterns = B # of g1 blue paterns = C # of g1 purple paterns = D (((X - Z - Y - (A * buff) - (B * buff) - (C * buff) - (D * buff)) / X) +1) * base RE chance = RE chance the number the RNG is rolling against Theoretical Example: Crit formula for a g5 item "g5 item name" difficulty = X Player Level = Z Craft Skill Level = Y # of g6 blue paterns = A # of g6 purple paterns = B (((X - Z - Y - (A* buff) - (B * buff)) / X) +1) * base crit chance = crit chance the number the RNG is rolling against The formula that determines what colors to display for the difficulty in the "mat" collumn to the left of the name & the difficulty color to the right of the name when sorted by difficulty appear to follow this formula: "item name" difficulty = X Player Level = Z Craft Skill Level = Y X - Y - Z = ____ and the mathematical value is simply translated into a color - these colors have not changed since I hit my level caps. The color of the level number to the right of the item when sorted by level appears to follow the difficulty formula behind the RE chance. Why the difference I do not know. But I do know that those colors have continued to change after I hit my level caps of 50/400. And while I was leveling they would often change during marathon crafting/ RE sessions that did not involve any skill or level gain. So the formula behind their color is obviously different. And that formula obviously includes more variables than character level and craft skill level. The number being used for "difficulty" is possibly the value listed when you sort the items by "rating" Why would they use a more sophisticated formula to determine the color of a few numbers in the UI than they used to determine the RE or crit chance? Why would they even use a different formula? My guess is the level number colors are the only ones that are working as intended. And that after patch 1.2 the others will start working the same way. It's not as simple as the result of a pure RNG Vs. a fixed base chance.
  23. I don't think anybody actually said that.... What I said was that having low blue & purple paterns appears to improve the RE chance of higher paterns. Not the other way arround. I also said that each item has a different difficulty level. My guess is that the difficulty for armors is intentionaly lower- because of the quantity of mats invovled. I doubt that all level 15 items across all the crafts have exactly the same base difficulty. Doing that would penalize armormech & synthweaving. Their recipes have twice as many mats. I did say that craft skill level increases the crit crafting chance on low grey items. I'm not positive that the number of paterns has any influence over that but it's obvious that skill level does. My critcraft rate for level 11 foci was less than %10 when I was crafting batches of them for the GTN in my mid 30's with an artifice arround 300. At 50/400 the rate now is basically 20% The easy way to test this is for 50/400's to reset their crafting skill - level them to 400 with as few paterns and mats as possible. And then measure what their proc rate is for their level 47,49 prototypes and artifacts. There is a mats list for doing just this posted for several crafts in this forum. Prices on the GTN for g1-g3 mats are so inflated that lowbies obviously arn't the one's buying them. So- yes people are already doing that- and they've been raising bloody hell that the RE rate is broken. The only available variables to cause their poor proc rate are crew affection,the number of paterns they have, & their honesty.
  24. On my server the open world PvP zone on Tatooine is desert...ed ba dump dump CHA
  25. This is kind of funny, but I PvPed just to get some champion gear... so I could run hard modes... so I could craft rakata relics.... so I can better PvP.... so I can get more champion gear... so I can run more hard modes.... so I can crit a lightsaber... so I can get some good PvE gear... so I can better PvP... so I can get some BM PvP gear... so maybe I can run some ops... but no- I seriously don't understand why those mats are BoP
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