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LordElpus

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  1. it's in a order to make life easier to show their connections. The PT Shield Tech one was a massive headache on that front.
  2. Ok probably not the best title but couldn't think of a better one at the time. When 3.0 hit I found that the merc healer went to being pretty easy to heal with to being a bloody hard work. Heat was a major issue as well as the loss of healing shots which my build made heavy use of as a filler. After chatting with some guildmates over it, it was clear part of my problem was that the skill association or combos were part of the problem (ie where one sklll procs another) and tried to figure out how they all work together. Compared to the other 2 healers, there is a lot going on between the skills. it's almost soap opera levels of behind the scenes "interaction" To visualise it I've produced a flowchart style image to display the links, I hope this is of use (and when 4.0 hits someone comes up with a less thrown together updated version! ) http://i150.photobucket.com/albums/s94/LordElpus/Merc-Healer-setup.jpg I've also done some for the Powertech Tank and Sorc Healer if people find this helpful.
  3. Whilst I can understand why players are getting arsey over losing purple schematics, it appears they have forgotten that most of them are no longer relevant anyway. With Mastery taking over the job of the main stats, your armouring will reduce from 8 schems per grade to 2. One Mastery biased and one Endurance, similar story with the other types of Gear modifications (Mods, Enhancementss, Hilts and Barrels) To further mire why players are upset, the new schems start at Blue grade instead of Green and pre-endgame there is zero point using Purple Grade gear for levelling pre Level 60 with the Bolster on Makeb and the gear give away during SoR and Zoist. Yes getting your Enhancements from Blue to Purple again will be a minor pain, but if what I understand about the stat changes is correct, a good chunk of the old enhancement schems are likely gone/merged anyway. You'd had your time with your current prints, you've levelled with them, performed amazing feats in FP's and Ops. They have been sold in massive quantities and geared many alts. Their time as they are is more or less over. These changes are needed.
  4. Good point on the Armour sets with mods, etc. Is there any way of rewarding a unlock of the shells to collection of those armours (when they have been bound)?
  5. If you do merge to a single vendor per rep, then please add some useful filters (ie Weapons, Armour, Decorations.. etc)
  6. I'm guessing that they intend the new player swap skill for the powertech to make use of the Marauders in the group. The Mara jumps at the Boss then the PT uses the swap ability to get to the Boss? Still strikes me as dumb. Animation wise it will probably be a combo of Harpoon and Jetcharge. Harpoon to pull the player out of the way and jet charge to get to the spot just vacated.
  7. The Bloody Fighting Ninety Fifth's guildship on Progenitor has also gone missing as of today.
  8. I would suggest a half way measure of providing subs with 12x XP boost when they complete the planetary quest line (inc bonus series) but only for that planet. This means Bioware gets their warm fuzzy feeling because a player is experiencing all their work and we never have to complete Balmora again.
  9. So more like walking around the Normandy in Mass Effect 3?
  10. How about a material's legacy bank like they used in Guild Wars? Give each Gathered resource skill a bank but it lists the total amount for each mat rather than showing you the stacks.
  11. Being able to craft tanking mods whilst leveling would be nice
  12. This 10yr anniversary for KOTOR got me thinking, how about a new Revan race? By selecting this you can play the KOTOR/KOTOR 2 story lines using the TOR engine.
  13. Not sure how this is going to work as when you add mods/etc to a low level orange item that are higher level the min level requirement for the armour goes up to match the highest level modification. I can't see how they can make the chances retroactively unless the armour augment slot gets capped at level of the highest modification installed.
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