Jump to content

Mokuyobi

Members
  • Posts

    60
  • Joined

Everything posted by Mokuyobi

  1. Ah, you shouldn't be embarrassed about something like this. The whole point of this thread is to ask "noob" questions man. Don't worry about it! Also: I would highly suggest utilizing this. It is very handy, especially if you have multiple toons you want to complete the story on. I would also recommend running through the new content on at least 2 toons, each making separate decisions (i.e. one going "dark" and the other going "light".) While there isn't as much difference as there is in the original story lines, it is still worth seeing!
  2. Lol, for the longest time I thought it was Impale as well...then I actually payed attention to the name and, after a quick Google search, figured out the true meaning behind Impel. It actually makes sense too. im·pel verb drive, force, or urge (someone) to do something. "financial difficulties impelled him to desperate measures" drive forward; propel. "vital energies impel him in unforeseen directions"
  3. I personally don't play a PT tank, but from what I've seen/heard from my fellow tanks that do play them, the ranged abilities play an important role in how they build/maintain aggro... I don't think the nerf to some of their biggest threat builders should be taken lightly on the PVE side. I understand the issue from a PVP side, but honestly, there are bigger problems at play with PT's in PVP than having a 30m range for rail shot/missile blast. Also, in regards to the Shield Cannon nerf for PT's: from what I've seen/heard, a lot of PT tanks DO spec into this on the PVE side. It is effectively another DCD for them, and from what I've been told, can make/break a PT tank in some fights (looking at you NiM Brontes.) Is this really that necessary? Based on previous comments to this post, it seems as if very few, if any, PT's actually spec into this for the PVP side. In conclusion, my overall reaction to these changes is meh. I supposed it's a good start, but I think the combat team needs to take a closer look at exactly what the issues are in regards to some classes (sorc's, looking at you.) Also, why in the world would you nerf a class that is already considered one of the worst classes to play for DPS? Give the sins some love, BW, stop dickin around w/ them.
  4. I would be hard pressed to disagree! That said, there is still a lot you can do to provide unique contributions to any group you run with as a stealth-class player. Seriously...the amount of bad that I have witnessed in "fellow" stealth-class players over last couple of months makes me want to pull my hair out sometimes...
  5. HOLY CRAP I LAUGHED SO HARD! But seriously...those blades... >.>
  6. Not necessarily a bad FP per se (although I've had quite a few bad ones myself), but I did want to point out something that has been glaringly annoying as of late in regards to stealth classes. One of the first toons I created in this game was an operative. Specifically, I have played concealment for as long as I can remember. (Side note: nothing against Lethality, I just prefer the style of concealment better!) That said, one thing I have always prided myself on is being a damn good stealth player. This includes, but is not limited to, getting CC's out (in stealth) before a pull, using my stealthy abilities to quickly down objectives in group settings that can be stealth'd, and even getting stealth-rezz's of during boss fights. That said, while I don't play my beloved concealment op as much as I would like to these days, I do Tank quite a bit. Something I have noticed lately when doing FP's for Conquest is the lack of skill that many of those playing stealth classes display. For instance, just the other day I ran rando-HM FP for CQ. It ended up being HM Assault on Tython. Now personally, whenever I have ran this in either Tactical OR Hard Mode on my concealment operative (and even on my Sin tank) in the past, I have always made it a point to stealth-cap the first 2 nodes leading up to the first boss. It is not very hard to do (literally requires you CC'ing one add and chilling behind the node while channeling), and makes for a much faster/smoother run as a whole. Also, after the first boss, I have always made it a point to CC the add at the end of the bridge leading up to the second area nodes. This allows the group to bypass all of those pesky adds on the bridge and, again, makes for a much smoother/faster run overall. That said, I have ran this FP (whether on purpose or via GF queue) multiple times since 4.0 on my tanks/healing toons and have yet to see a single stealth class take the initiative and actually use their class to its fullest potential. From what I've seen, most stealth class players barely even use stealth, which begs the question, why did you choose that class in the first place!? The only reason I bring this up is because I did get the chance to play my concealment operative a bit this week, and ran through a few TFP's. It astounded me that the other stealth class players, in particular operatives since I hold them so dear to my heart, failed to barely even stealth between mobs, let alone take the initiative and help the group progress faster through the FP, thus making everyone's lives easier. I know that some people will say "oh, what about bonus, or what if lower level toons need the exp from killing mobs?" That's cool. I'm down for helping you level m8. Just let me know beforehand. But still, use the damn class to the potential available to it. Don't derp around and walk into groups un-stealth'd, expecting healers/tanks to save your ***. It's your own damn fault if you get seen by a mob, and the blame lies specifically on you when you die in those cases, as you have the ability to LITERALLY NOT BE SEEN!!!
  7. What utilities are you using on your Guardian/Shadow? Any chance for a screenshot? Also, you said breakers and nothing else, which doesn't fit the description for the Juggs unstoppable ability (I was under the impression you had to use the leap ability to provide the buff). According to what I see (for Imp side Jugg, unsure what the guardian one is called), the description says "Force charge grants Unstoppable, granting immunity to movement-impairing effects that push or pull you around for 4 seconds." From what I saw in the vid, you didn't leap until after he casts Impel.
  8. It looks like the utility to take for this would be Dark Stability in the Heroic tier. It states "Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating effects." I plan on trying this out later this evening, and if I can get my video capturing SW to work will post here w/ the results.
  9. I would be curious to see this, as I have been tanking this boss for the past 5 straight weeks with multiple groups, including people from the guilds Failure and Zorz, who have cleared this fight many, many times. That said, from what I gathered when asking their tanks about this particular issue, these were the only ways I was able to successfully, 100% of the time, avoid his Impel ability. If you wouldn't mind, I would love to see a video showing the way you do it with Unstoppable, as well as with a Sin tank's Deflection ability (which I will be looking in to tonight when we do our weekly run). If it is possible, it would be great to have some actual documentation on it for myself as well as anyone else running Sins/Juggs encountering this particular problem, especially since there seems to be very little information about it anywhere else.
  10. Nope. My guild is currently progressing on Revan HM. I main a Jugg tank for one of the runs. Unstoppable does NOT work, I have tried it many different ways. The only way to successfully "cheese" Impel on a Jugg involves some timing. Basically, you spec into the ability that reduces the CD on your CC breaker by 30 sec (I think its called Payback). When Revan targets you w/ Impel, you have to wait until it goes off, hit your CC breaker while flying through the air, then leap back to him. That said, by the time you take him back, even w/ the ability that reduces your CD on the CC breaker, you most likely won't be able to cheese the next Impel. At that point, just take it to a pillar, then the next time you get Impel you will be ready. It might take some practice, but once you get used to it, it works perfectly. Also, it should be noted, that this particular method doesn't work with Sin tanks (No need to even try on PT's, they are OP as **** w/ hydraulics). I also run a Sin tank on one of the runs we do. It's unfortunate, but Sins cannot do their "jump" (as in Phantom Stride/Phase Walk) in mid-air, thus making it impossible for them to use the CC breaker/jump method like Juggs can. That said, they do have the ability to cheese it. All you have to do is use your battle-stealth while he is casting Impel (it's best to wait til the end to maximize damage reduction and make it easier on your healers). This will interrupt his cast, and then you break stealth and taunt. The only issue I've encountered w/ that particular method (a minor one), is that sometimes it takes a second or two for your taunt to become un-gray when you break stealth. Also, like the Jugg, this can only be done every-other Impel, even with the ability that reduces the CD on your battle-stealth.
  11. I have successfully done this FP in Tactical mode every time I ran it. I have also completed it on toons of varying levels/classes, ranging between levels 30 and max. I have healed, DPS'd, and tanked it, and have completed it more times than I can count with each class. Yes, the husband/wife combo can be difficult, but it's all about timing. If you time your defensive CD's and the mechanics correctly (which really isn't that hard to do), and stick to the middle during the times when they do their knock backs, then you have plenty of time to reach the kolto stations and get back to the middle again. I understand that the level of difficulty is higher than some of the other tacticals, and can be hard for newer players, but personally I am thankful for it. It forces people to learn their specs. And don't give me the BS that you can't stay alive long enough. Every class has defensive abilities, and EVERY class has abilities that let them transverse a lot of ground relatively quickly. Also, there's this wonderful thing called Medpacs that can be used in oh-**** situations. Plus, in a group setting, so long as everyone targets the same boss (the husband is who I've always targeted first), then the increased damage during Phase 2 shouldn't really even last that long. That said, previous experience has shown that not many survive until the end of the fight. It still doesn't make it impossible to do. There have been many times where all but myself have died (and even I have died on a few occasions, with one or 2 stellar group members left up), and we were still able to down them. It all boils down to knowing the fight and knowing your class. Just because you find it difficult doesn't mean it's bugged. Honestly, I haven't noticed any difference in the fight mechanics since before 4.0 came out. The only difference I've noticed is in the degrading skill of players who can't seem to figure out simple mechanics/don't know how to properly play their class. If you want a REAL version of this FP to complain about, try doing it in HM with a pug group. The DPS check on the first boss is insanely tight, and you have to have an experienced group who knows both the fight and how to play their classes in order to get past it. Healers are the most notorious for being daft, as they can't seem to use a simple cleanse. /endrant
  12. Amendment: Looks like they're taking the servers down for back-end maintenance next Tuesday during reset Looks like we will have to test this the following week!
  13. Thanks for the replies fellas! @Jerba and @RikuvonDrake, I see both of your points. I think that we will most likely test this out on next Tuesday if there is no Maintenance. I, too, think that the boss will need to be pulled while the lockout resets as well, but we will see. I will update as soon as we have an answer.
  14. As the title suggests, I am wondering if it is possible to carry over operation lockouts on a weekly basis. Hypothetically I know of a way, which involves grouping up with at least one other person, converting to ops, then entering the operation and chilling there until the reset on Tuesday's. That said, I haven't found any hard evidence on this, so I've decided to pick at the forums to see if anyone has done/still does this. My guild is currently progressing on Revan HM, and it would be awesome to carry over the lockout every week and not have to clear ToS every damn time, as it's time consuming and annoying. Suggestions and comments are welcome. Thanks!
  15. Holy crap dude, welcome to the Internet. There is no such thing as "nice". If you don't like the way you're being treated in an MMO, then don't play the damn thing. Also, I read through your original wall. You said it yourself, BW did what the VAST MAJORITY of people wanted and brought back the gold packs. So you took a gamble and bought a few but didn't get the armor set you wanted. That is no one's fault but your own, and honestly that is a lesson you should apply to life in general.
  16. Again, if you don't like it, un-subscribe. Pretty simple concept. I get you are trying to back up SWTOR and whatnot, however you are arguing with idiots in this case. They complain, and will continue to, until they die. It's rather pointless imo. Anywho, good luck and all that jazz.
  17. I love how people complain about all the "faults" of this game, and then proceed to back it up with evidence generated by some key monkey that probably lives in his mother's basement. If you don't like the game, un-subscribe and quit playing. Debating the merits of whether or not raiding should be a part of MMO's will never get BW/EA to change anything, and until you realized that you will have a bad time in playing any MMO ever. Welcome to the Internet kiddos.
  18. Both of your points are valid, although I think that OP's loot system is a bit too complex for pugs. I've personally lead many a pug group, including SM, HM, PHM, and even a few NiM's, and I usually run ML. However, I believe that SM's are so common now, and pug groups are so easy to find for said SM's, that the time it takes to set up ML and explain "one token per person" and whatnot is basically wasted time at this point. I used to run ML for SM's religiously, however I find that more and more people aren't rolling on items like Bracers, Implants, Ears, etc... and only want the "big" items like Greaves, Chest, and all that jazz. This forces the lead to keep said item until the end, and with the quality of players these days this can sometimes take awhile. Back when I ran ML on SM's regularly, what I would do in a situation like that is keep it until the end and then have those who haven't won anything roll on it at that point in time if they wanted to. However the problem with that--and this actually has happened to me--is that if no one rolls on it at that time there is no way to rando it out...and then you get called a ninja, despite any valid arguments. As for DMC's, in SM's there is only one that drops, and it is usually at the last boss. Many groups I have ran with, and lead as well, will free roll on this and a good portion of people are fine with it. The above being said, I believe that any pug group running HM's or higher absolutely needs to be set to ML. 220's and up are just too valuable for me to place my trust in group members not rolling every single time. Honestly, I rarely even pug HM's anymore unless I have at least a few members in the group I am familiar with. However, when I get a wild hair and decide to lead one (EV is probably the most common, as it is extremely easy in HM), the way I run my loot distribution is one token per person, including implant/ear and MH/OH. Since DMC's drop off of every boss on HM runs, I always save those until the end, and then whomever hasn't won anything automatically gets one. If there are any leftover at that point in time, it's free roll all the way. That way, EVERYONE gets at least something for their time (after all, DMC's go for about a mill or more on the GTN, so only getting that from a run isn't the absolute worst outcome). Other than that, all assembled pieces are rando'd out unless someone specifically states they want it. Same goes for decos. On a special note, the Exotic Isotopes (or whatever they're called, its the blue mat that drops off of every boss regardless of difficulty) I will ALWAYS rando out, regardless if someone specifically wants it or not. Overall, it comes down to the lead to be fair and honest with everyone. If you are leading SM's and don't feel like setting ML, let everyone know before queueing or heading in, as some people are NOT fine with that. Round Robin should always be on an honor system, and the lead should be paying attention to who is winning **** so they don't win multiple items. This keeps it fair for everyone, and gives everyone a fair chance at winning stuff.
  19. It really comes down to knowing your target. If you're attacking just one thing, I don't see why you're even hitting the tab key, there is no reason to switch off of that target. When it comes down to it, attacking him was your fault, and in all honesty he was probably just trying to give you a hand in killing the enemy (I do this all the time with players from the other factions). Granted, he maybe shouldn't have killed you, but welcome to MMO's kid. Get used to being ganked, it happens, and it really isn't hard to remove a PvP flag.
  20. Yeah, I be sure to tell everyone I know to not create a toon on Harbinger. Unfortunately for me, I have 8 toons on this server, 6 of which are maxed out....soooo people like me are ****ed.
  21. Nope. You're stuck. And as Bioware refuses to take responsibility for their mistakes, the only way you're going to get off is by paying them more money. It's like you're paying them to **** you over. Welcome to Harbinger. RIP Harbinger Hamster
  22. The least they could do is give everyone their weekly cap in w/e comms they are eligible, i.e. Ults for us raiders....These issues with Harbinger are just getting ridiculous. What server crashes twice in the course of 2 hours????
  23. How about instead of running a live stream, you get to working on the problems with the Harbinger server. I could care less about your live stream if I can't even play. This is getting ridiculous with two crashes in one day.
  24. This is the second time in 3 days this server has gone down....W T F bioware, get your **** together and fix the damn server.
×
×
  • Create New...