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ugdug

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Everything posted by ugdug

  1. 1.2 changes wont make that much difference with the augments. It will help sure, but you will still need to stick stuff in them. EV and KP wont be able to have their mods removed and I doubt you will be able to get into the new raid in tionese 126 gear. We are in the same position as you but a few weeks ahead. We started 8 mans 3 or 4 weeks ago, did the dailies and the like and everyone is now in full columi/rakata waiting for 1.2. A week of pain will make your life easier
  2. I know its a pain, but a week of ballache makes hard modes smoother and easier. For the Droid boss, it is a tank and spank, interrupt the blast. if your dying it is a gear issue. For the Jedi, what we found in the early days is after she pulls you in she would jump to a random. if their gear is rubbish then they may get one shot.
  3. Been there done that. It really really really is worth just spending a week doing the dailies on ilum and belsavis, getting epic mods and the like. Do that and you will be golden for a lot of the Hard Modes. BT was the first we went in, did the full group in epic mods and it got so much easier to do the rest. top to toe in daily epic mods is the way forward when just starting out.
  4. Thanks all, Ive got unlimited patience and two toons with maxed out Underworld Trading so Im sure Ill get what I want. Im just a little upset that it didnt twig until now, and I was shouting at the computer saying crafting was meh due to getting the same recipes coming back.
  5. Sorry Parmie, ill rephrase the question Each peice of craftable orange gear has a level attached to it, as in must be level 33 to wear it or level 50. For instance the Polyplast Utramesh Headgear require the wearer to be level 50 to wear it. However, the Hardweave Jacket requires level 11 to wear it. These are craftable oranges whose recipes drop from Underworld Trading (amongst other places). There are different levels of Underworld Trading, such as 31 - 39, 41 - 49, 50 etc. The quesion I had was, would a schematic that requires level 28 to wear only come from a level 21 - 29 underworld trading mission. I hope that clears it up, and ta for responding.
  6. Does anyone know if the schematics you get from Underworld Trading are level specific....what I mean is....if say I wanted an orange peice that is level restricted at say level 27, I should be running level 3 underworld trading missions or something like that. Ta in advance. Ug
  7. This whole argument is here because in End Game most crafting is pointless. Let anyone stick any mods in any orange, RPers rejoice you have your look and with armour set bonus so your not gimped. Let Armourmech and Synthweavers stick one augement slot on one peice of armour, hurray those crafters have a perk and make made with Biometric Alloys so non raiders can make them like the Biochems can do Do the same with Artificers and Armstech on their guns. All Crafters get relevant in end game RPers get their dreams of matching gear Noone gets forced into wearing BiS gear. Problem solved....next.
  8. We were kinda late into the Raiding of EV and KP, only started last week and doing ok. With the new raid coming out in March, I am kinda looking at the average gear level of the raid (we are very small, 10 RL friends, known each other for years) and trying to second guess what we would need to be in so we are not wasting our time banging against a brick wall. I know we dont have a crystal ball and we dont have any idea of the difficulty of the March operation, but what do you think of 60% Columi / 40% Tionese (or equiv) gear wise to be ready for the new on on normal?
  9. Tionese is 126 The vendor armourings/hilts/barrels are 126 The mods and enhancements are 124 Either way, get all that stuff, get healing a few groups, get a name, be a hero and drag the next batch of undergeared folk through hardmodes.
  10. you can get geared in a week Do the 2+ daily heroics on Belsavis and Ilum for a week and get Mods and Enhancements Do the rest of the dailies and use the commendations to buy the armourings and the hilt Do that for a week will get all your orange gear filled apart from colour crystal. In a week of doing all the dailies you will ge roughly 7 x 100k credits. Blue and Epic Bracers, Belts, Implants, Ears, Crystals, Relics and Offhands all go for between 35k and 50k and you need 9. 9*50k = 450k 7*100k = 700k So from the dailies alone in a week you will be able to kit yourself out. If you cant do this for a week, then I dont know what.
  11. As a former tank, who is now dps I agree with the sentiment but not the cure. All dual spec does is cause flitting and flipping between specs Raid design has to follow the same maths HM = 1 Tank, 8 Man = 2 Tank, 16 Man actually not sure on that but Im in an 8 man group so Anyway Looking at EV Boss One...stick in a soak mechanic so second on threat gets periodically missled for a fair bit Boss Two, up the power of the adds which means that they have to be off tanked rather than zerged down Boss Three, pylons work well at the min, 2 groups Boss Four, have two of the adds need to be dps down by a tank...perhaps proper batters you if you have a low defence or something Boss Five, maybe add a tank debuff which forces switching and taunting between tanks You wont need to change much on the design of the dungeon, but there you have a way of fitting in two tanks.....now where is my retainer fee?
  12. So basically it is Incendiary Missile (refresh when debuff has gone) Thermal Detonator (refresh when debuff has gone) Rail Shot If heat isnt a prob: Flame Burst/Rocket Punch to proc Rail Shot If heat is a prob: Rapid Shots Proccing Trinkets and Self buffs before Thermal Detonator to make shiz go boom!!
  13. Ive kinda got my rotation down as Incendiary Missle to get the debuff and hit it again when it needs refreshing Then Rail Shot if it is off cooldown Flame Burst and Rocket Punch to try and get the Rail Shot refresh thing to proc If heat gets a problem put in some rapid shots. But where in here do you throw in a thermal detonator (if at all) Ta in advance Ug
  14. Ta for the replies. Since we have all known each other for years and do other stuff outside of SWTOR the whole getting called out for ****** dps wont be a problem. I dont pvp, not cos I dont want to, just that I cant...Im too old to twitch these days. Ive had a look at the Parakeet, and it does look good. Ive changed a few things round, taking out what appears to me to be PvP stuff and added a few more things in. So, would you say this spec, in tank gear, I should be able to off tank raids and MT Hard Mode FPs, and in DPS gear, not bring the whole raid down with my gimped dps? (For tanking FPs I should point out I am in full 126+ tanking gear, all proper tanking stats...sommat like 18,500 HPs buffed I think) http://www.torhead.com/skill-calc#301hMGrd0roZZfIbbzh.1 Ta
  15. Dear All Bit of a quandry here. We are a small guild, only 9 or 10 but real life freinds so we are happy with being as small as we are. When we first started to talk about this game we were going down the route of 2 tanks / 4 DPS / 2 Healers Operation group. Seems to me that EV and Karragas is only one tank. So, here is my question. I was going to be the second tank. Sith Warrior being the lead tank (as in taking the lead) and Id do the secondary tank (packs on the boss, soaking up strikes ala Patchwerk). But since we only seem to need 1 tank it seems that Id be gimping the raid by being sheild tech in tanking gear doing dps. But I still want to be viable for off tanking when needed. So the question is.....would it be better to DPS in a sheild tech spec in DPS gear, switching to tank gear when needed knowing that I can handle any tanking situation that may arise quite quickly......or.......should I spec DPS (prob Pyrotech) in DPS gear and then when off tanking needs arise tank in dps spec with tanking gear. I hope that makes sense it does to me. Thanks in advance.
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