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HaemmernZeit

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Posts posted by HaemmernZeit

  1. I finally found a fix.

     

    I had to follow this video:

    is the video i used

     

    when i opened up C:\Program Files (x86)\Electronic Arts\BioWare\Star Wars - The Old Republic there was a file named launcher. I had to right click and "open with" and select notepad in order to change the bitraider_disable line to true. This caused the game to redownload some stuff and took about 2 hours. Use this as a last resort.

  2. Hi there, after getting home from work I downloaded the new patch and have not been able to play. I keep seeing the quick play mode no matter what I've done (https://i.imgur.com/r92rcGy.png). Stuck at 0.00% downloaded.

     

    I have tried exiting out and relaunching the game, deleting bitraider, restarting my pc, using the EA repair guide, and making a new character. I tried them multiple times to no avail. Still stuck at 0.00%.

     

    As a last resort I uninstalled the game and reinstalled. I still have the same problem. Someone in Discord suggested deleting the contents of the bitraider config folder, to force a repair. And that didn't work. Restarting again (4th time tonight?) didn't work again either.

     

    Any help from BioWare would be greatly appreciated.

  3. I've been running about the same stats on all of my dps toons that have at least one big attack of white damage (mara, AP, arsenal, sniper). And its 1406 crit (18%), 274 alacrity (3.24%) and 274 accuracy (3.99%). The rest I put in power. I found this by moving implants and augs around while doing parses on the pvp dummy for 5-10 min at a time. These stats work well for me and my play style for mara and AP pt. My suggestion is to do some parses and find what works for you :) glhf
  4. It feels about the same as before the expansion. After your raging burst you force crush, ravage and then clip ravage to get furious strike inside of the cascading power buff. Then after your next raging burst you attack making sure to keep up enough fury for furious strike at the end of your cascading power buff. Rinse and repeat. Lower damage than the other two specs, but higher and easier burst. So far its my favorite in pvp, but I haven't tried the other two out enough to know.
  5. tanks where never supposed to ever be using Full Auto/Unload

     

    The only reason it was ever baseline trooper ability was because of a pre launch design decision to give out abilities pre level ten that showcase the two AC's different fighting styles.

     

    With the 3.0 changes, it became optimal to use Full Auto for all trooper specs in endgame raiding, and it was giving Vanguards a advantage over the other AC. So it was nerfed.

     

    For the first statement: Just because you keep repeating this doesn't make it true.

    Second: Can you back that statement up?

    Third: Yes, it gave pts a bit more damage from range than the other two tanks, but the ability wasn't what was making them do significantly more damage than the other tanks in pve or pvp. And how did it give advantages over merc/commando?

  6. Friday night; waited from 8:45pm to 9:30 EST waiting for a ranked pop as a tank....nothing.

     

    If you can't get pops on a Friday night then time to transfer

     

    Look up the guild <Hates you> on imp side or <weapons of war> on pub side and ask for dil. I tank on my pt/vanguard. As long as I don't have to pve ( :mad: ) or am doing team ranked, I'm usually down for ranked if I'm on. And I would say fluke, I think I was doing team ranked at that time.

  7. No trust me there was nearly always something better to use than Unload. Seriously the number of situations where using Unlaod is a good thing were so small and so limited, that its not a issue

     

    Unless you were a tank, where is was used rotationally. It could also be used in tactics if you knew you were going to have to use three gcds before you got a proc (since two mag blasts/tactical surges cost more resources for the same damage). Since it was too strong, BW should have either increased the heat or reduced the damage.

  8. Essentially then, what we're saying is that the ability was not really required to perform your job as a tank. So then, its removal has no impact on pt tanks.

     

    I've played all three specs in raids, and unload has never been an essential ability to pts. In every scenario described, it's used pretty much for fun, which is why from a practical standpoint, it doesn't really matter that the ability is no longer with us. The only argument for it to be returned is it being fun, which I don't believe is a very good point, and unlikely to be taken seriously by the BW team.

     

    You didn't even read what I wrote. I'm done arguing with you, you don't know what you're talking about.

  9. There we are, a good point. Now we have something to discuss.

     

    I conceded in my original post that sure, it added a bit of dps for tanks. My issue with it was the pushback you suffer as a tank, first, and second you had plenty of more mobile abilities that allowed for performing mechanics while generating threat, which you could not do if you were channelling unload on cool down. I would rarely use it, and when I did use it, it was usually accompanied by a "yolo" in TS. It held no place in any part of my rotation, yet I never lost threat, which is far more important than dps for a tank.

     

    In most every pull the first several seconds of a pull are dedicated to the tanks getting the boss into position. They could not do that if they were channeling unload, so the little dps, thus threat, increase that came with it was outweighed by the demand to perform mechanics. Torque, bulo, lurker, sparky, master if you're the tank who grabs him, malaphar depending on raid strat. And that's just for current bosses. Older tier bosses this is applicable to are grob, draxus, raptus, council etc. You could not channel it when movement is required, which is often in tanks, especially openers, where threat is most important to generate. So in that time spent moving you would generate more threat going through a typical rotation without unload. PT tanks already generated enough snap threat with shoulder cannon and a good opener that did not include unload to render said ability's threat irrelevant.

     

    The point being it's a cost vs benefit to using it. You could use it in the stationary parts of the fight for a little dps gain, but besides the .01% of times where that MIGHT equal a clear (though usually when bosses are cleared when only one person is left standing it's because a sage put weaken mind and/or mind crush on the boss and barriered, reducing that percent even further) it really added no benefit to the tank. Threat matters more than dps for a tank, and all you really need to do to maintain threat in the rest of a fight is a taunt.

     

    That is why I stand by my point that it held no relevance to a pt tank, and why it's perfectly fine for it to be removed.

     

    Anyone who used unload as an opener was wrong. That was just stupid to do. You don't need to be moving the entire fight, so people complaining about mobility shouldn't be. There are so many tank swap mechanics where you don't have to worry about moving the boss. Or if there is stuff on the ground (fire in torque/the walkers) having that extra ranged attack helps a lot.

    There were times when I would push my heat over 40 on purpose knowing that I would TSO unload into a firestorm and be far under 40 heat at the end. Much better at keeping heat under control with that than what is possible now.

    And like I said earlier, tanking is just flame burst x1000 plus a few extra random abilities. It kinda why I don't like canage now that its massacre x1000 then gore window. The spec is boring.

  10. If there is any prime example of a horrid implication which holds no truth to it, achieved by total immaturity and desperation to be correct, it's your first statement.

     

    I've tanked progression since 2.0 was released, never switched to any other role. Not ONCE have any of my groups wiped on a boss, enrage or otherwise, and the raid lead, or me, or my cotank, or ANYONE said "well gee lex, if you had JUST used unload one more time, we'd have cleared it."

     

    Your argument is that I should have used it because it was fun, and since I didn't I clearly don't tank. Kay. I'm not going to repeat what I said in my original post because obviously such a broad claim would imply that you read and comprehended everything I said, right?

     

    Please actually refute what I said instead of saying it's fun and then giving a vague example that never happens because you know why? My raid groups don't clear top tier bosses because of full auto. We clear it by playing the mechanics and our classes right. And I doubt that can be said for many people in this thread.

     

    Full auto was useless in practicality. Good riddance to it.

     

    Actually refute, fine, unload did more damage and used less heat than two flambursts. My response of clearing with only one or two people left alive was to show that sometimes, every little bit of dps helps, whether from a tank, a dps, or a healer. Just because you thought it was useless doesn't mean it was. Another example would be sever tendon for concealment op. Most people wouldn't use it, but the op dps in my group does and he has the highest op parse. What BW should have done is reduced the damage of unload, not remove it completely. In pvp, I now only have one ability I can use on a sin that has shroud up.

     

    And zoom, recklessness force lightning. A horrible way to get 30m on a sin, but still better than what juggs have.

  11. Unload/FA was irrelevant for every spec. Waste of energy for tanks due to suffering constant pushback since you're a tank and taking hits. Shouldn't be used in opener especially for that and mobility reasons, would generate more threat/shield screens using ion shot, and in the rest of the fight, you're a tank. Your little 30 DPS "increase" is irrelevant to clearing the boss.

     

    You obviously never played tank, because unload was a great ability and made the spec fun. The ability shouldn't be used in an opener and I never suffered significant pushback from it. You obviously never beat a boss with only one or two people left alive...

     

    You do realize that the specific reason cited by the devs for the removal of unload from PTs was because it gave them a damage (and thus threat) advantage over the other tanks in the current content since it allowed much better threat generation from range.

    That why it was removed.

    If only sins didn't have a 30 m ability. :rolleyes:

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