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lumuni

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Everything posted by lumuni

  1. Rak vendors besides Jeelvic move to Nar Shaddaa.
  2. I, and I'm sure others are less than a week away from Legend rank and I'm sure we'd all like to get our hands on the mounts/monkey lizard.
  3. Seen it drop 3 times this week, sadly got it excactly never, but still it DOES drop. Before this week though only seen 1 in game to date.
  4. I don't know when gree will come back, these other people could be screwing with you. What I really wonder about is when were there be another double xp event or if there will ever be a double pvp comm event, I don't think I'll ever log in again unless there's one of those announced.
  5. There are several of these on Pot5 that have well over 500 unique users, regularly each will have 60 or so online.
  6. 5 for a Credit Boom would even it out a bit. And there needs to be some way for me to get a damn Bonecutter Helm now.
  7. It's better than it was, but still broken. Completely reset all my channels upon fix, so luckily I remembered pws. Now I'm losing channels on reload of chars rather than having channels remembered.
  8. Ok, I am a player that runs 4 separate custom channels, if that plays any part in the following. I am only able to swap back to each custom channel once and type in it until i change channels again. Once I change channels to any other channel, I can no longer swap back to the channels I have already typed in. This includes general chat. Also when swapping to type in other channels, the channels I was typing in previously become unviewable. This includes all channels that are associated with numbers, only excluding ops, guild, and party chats.
  9. Nah, I like kuat just fine, I know I can level a toon from 0 to 50 in 3 days under normal circumstances, so, planning ahead for the 2x weekend and alotting extra time over my normal playtime to be able to level 3 toons to 50 from the levels of 39, 35, and 23 so that I could finally consider myself done with leveling after 2+ years of playing this game with the end result being only managing to get the 39 to 52, and the 35 to 41 over the course of basically 4 extra hours of playtime a day for 3 days... I barely achieved what I did before during normal xp in less time due to faults in 2x. </runonsentence> Also, kuat lagged in the same way as it did at release, but the frequency and duration of the lag was more severe. Last week, doing kuat runs would run into one or two lag burps of 5-10 seconds within the course of an hour. This weekend's kuat lag was more along the lines of 5-8 lag burps of 15s-45s during every stage of every kuat run making a single run often take an hour. I did normal FPs via queue, and on every one but one I did, I received 0 xp from kills, and that one was Colicoid War Games, so virtually worthless anyhow. And no, the 2x credit (drop) weekend isn't really a joke, as every "mmo" I've played since 1997 have all at some point done double drop weekends, usually around expansion releases or holidays. It's more of a hint that it would be something that they should do in the future.
  10. You can level 1-55 in about 24 hours of gameplay anyhow now, all 2x did for pve players this 2x was get more people playing for more frequent queues and those with rested bonuses didn't lose them.
  11. So, as far as what I saw this 2x weekend: Kuat (the best xp) was granting normal xp instead of 2x XP. Regular FPs (also good xp) were granting 0xp from kills but granting 2x on bonuses and quest completions. Kuat lag was extreme, sometimes freezing for as much as a full minute at a time without any apparant server issues, also hindering the xp gain. Republic Kuat Ship Assembly was glitched so the republic could only finish one of the two bonuses offered in it. The coin offered by Kuat drops along with the kuat quest is less than a player would leave their starter planet with, which doesn't allow training of even single intent (tank/heal) skills out of your skill tree during normal xp. My recommendation for a compensation for our wasted time: Another 2x XP weekend for flashpoints only around Easter (if Gree isn't scheduled for then already) A 2x credit weekend this coming weekend (which will also fit into normal spring break schedules).
  12. Yes, they will carry over. I had to downgrade to preferred due to finances for a short time, I have 20 character slots as a Subscriber, I had 14 as a preferred. You will have to "activate" each character when signing on as preferred, basically saying you want one of your limited character slots to go towards that character, voila, 7 active characters by having purchased 1 extra slot as a subscriber.
  13. Now from my post on my guild's website(Greater then signs abound): General 69 non-set bonus armoring>66 non-set bonus armoring 69 set bonus armoring>72 elite comm armoring 72 set bonus armoring>78 ultimate comm armoring 75 set bonus armoring/mod>78 ultimate comm gear 78 set bonus armoring>all until april 8th, 2014 MK-2 Mods>MK-1 Mods in most cases Mk-1 Enhancements~MK-2Enhancements variable by piece Best pieces to downgrade for 2 piece set bonuses are gloves and boots as those affect your armoring less. Sorcerer (Sage)DPS 2 piece Force-Master set bonus beneficial to performance(72set>78non) 4 piece highly beneficial but not essential(72set>78non) Sorcerer (Sage) Heals 2 piece Force-Mystic set bonus essential to best performance(69set>78non) 4 piece not worth downgrading armoring(78set>78non) Juggernaut (Guardian)Tank 2 piece War Leader set bonus worth 3 tier downgrade(69set>78non) 4 piece War Leader set bonus worth 2 tier downgrade (72set>78non) Juggernaut (Guardian)DPS 2 piece Challenger set bonus in adaptive gear highly beneficial (69set>78non) 2 piece Vindicator set bonus useful (75set>78non) A general rule in balancing power vs crit for dps ~300crit the rest power mods/enhancements For the Sage DPS, Alacrity is a low priority but beneficial, Accuracy similarly, I believe you want a little accuracy (though it's not a must for sage) and most of the rest in surge, if the choice is between Willpower and Surge/Alacrity/Accuracy, always choose Willpower. For any of the above except Tank, you should always augment Main-stat (Willpower for Sage, Strength for Guardian) For the Sage Heals, Alacrity is highly beneficial, my personal preference is around 700 alacrity and the rest in surge, though most suggest 450 alacrity and the rest in surge. Now the Guardian tank, which in all reality is the hardest to gear balance properly. Ideally none of your gear will have Accuracy or Alacrity, though they are useful to holding aggro, endgame your main priority is survival. I personally am still trying to properly balance my Juggernaut's mitigation stats as the balance effectively changes with each gear piece you acquire. Ideally, you'll want 4/5 pieces of your gear to be set-bonus (see above scaling) and that's the easy part, the hard part is balancing the modifications and enhancements along with your earpiece and implants. For me it's Oboran MK-1 War Leader's Earpiece, Oboron MK-2 Implants, 4 Mods with the highest defense available, the other 5 mods with the highest absorption available to you. All of your Enhancements will ideally have Shield Rating (understand you may have to get them off different pieces of gear than you put them on) and depending on your preference either absorption or defense rating. Ideally, I'd suggest about 850-1000 Defense rating (at the 78 tier) and the rest that it's a choice between absorb and defense in absorb. Remember this, none of the gear was made for you to have the best piece by just getting each specific piece once. For example, only the 78 comm belt and wrists have defense rating mods of all the comm purchasable gear, this gear has 55 defense rating on the modification. Some of the 78 set-bonus(Dread-Forged) gear will have mods with 69 defense rating. Additionally some of the MK-2 gear will have mods with 69 as the mitigation stat and some will not. My ideal, all mitigation mods at 69 rating. There is always a degree of variability on the benefits of one stat vs another on mods and enhancements based on your individual play style, so, what is above is advice not law, and should be tweaked slightly to the points that you see as benefiting you more.
  14. Same, PoT5, as well as many in a common custom channel.
  15. Good event, shouldn't just remain an event though, and should spread to other worlds each reccurrence, after which we find out some force was actually organizing the outbreak (that was a sponsor to Dr. Lorrick) and their planet becomes a new weekly and operation line.
  16. Ok, in my experience, though I haven't studied it closely, grouping always improves experience gain unless grouping with a largely diverse level range. If say you and 3 other players group up at level 40, the experience per mob kill for you will stay the same, but the mobs will of course die faster and you will likely have more excess kills for quests, hence faster experience gain. If you're doing a quest bonus with other players, not only do you get social points per character completing the bonus, but you also get bonus experience when they complete theirs along with your bonus xp being unnaffected. On the other hand, grouping with a diverse level player, if say you're 40 and you decide to help a player more than 5 levels below you, not only will neither of you get as much xp from the mobs, but the lower player's xp gain will be severely diminished such as mobs that give you 50 xp are their current quest mobs, you the higher level player will be gaining 45 or 40 xp while the lower level player who was getting 270-400xp per kill is now getting 53, or 62, or some other much lower number. If on the other hand the mob falls directly between the levels of you and the other player, say you're 43, they're 37, and the mob's 40 therefore being a valid kill for both players, the xp diminish is negligible if even existant. Basically, group with people of a similar level, such as what the group finder queue does automatically for you. Hope this helps
  17. You must be in a strange server, on PoT5, at least on the Imperial side where I primarily play, the group arrangement is generally 4 groups of 4, and in groups I or my guild have at least LT in the organization tends to be patterned in those groups: Group 1 -- 2 Tanks +2 people without cleanse (if those are in the group) group 2 -- tends to be whatever remaining cleans-less players followed by other melee dps and working into snipers group 3 --remaining snipers, mercs and sorc dps group 4 -- 4 healers, or if 3 healers those then the lowest hp dps in the group' DPS preferred sequencing: Marauders ->Juggernaut DPS/Powertech DPS->Assassin DPS->(rare)Operative DPS->Snipers->Merc DPS->Sorc DPS Where I've discovered Odd group arrangements primarily is one other Republic guild's healer's preference Which tends to be on the 6 team frame Group1: 2 tanks 2 heals, Group 3 4DPS, Group 4: 2heals 2dps, Group 6 4 DPS. Don't care when I'm tanking or DPS, but when I'm on a healer and end up in a group with them, back out to find something else to do I go.
  18. Yup, just saw the servers all go from heavy/full to standard/light
  19. Thought there was a post by Eric in the last 3 days. You know, since Chiss mass...
  20. Yes, I asked this before and nobody could really even guess with much cause, but I'm curious. Will the Life Day vendor hang out doing cleanup duty on the imperial fleet to atone for the problems that the revelry he incited created? I would like to assume yes, as vendors like the one for the Chevin event originally stayed in game for an additional 2 weeks after the event had ended to allow players to turn in the items they had procured, the Life Day vendor should stay in game for a prolonged period for the same reason, some of us need extra time to turn in our quest rewards, me due to needing 1 more week to turn in my Gree reputation due to the cap. So, put as simply as possible: Will the Life Day vendor remain on fleet for another week or two after the end of the event?
  21. I'm simply thinking that in the past on events like the Chevin Conglomorate on Nar Shadaa, the vendors were left in for 2 weeks after the event, so, hopefully this one follows suit.
  22. For those of us that have missed past gree events due to various reasons, it is not possible to attain Champion of the Gree and therefore obtain the Cyan Sphere until at least the week after this Life Day celebration ends if utilizing maximum reputation during that time (2 weeks after otherwise). I was curious if the life day Vendor would still be there next week so that i and those like me will be able to purchase our Cyan Spheres, or if I should get rid of my parcels as quickly as possible and expect to use my Helix Components once I get my Champion on?
  23. I very rarely have seen an operative able to out-heal a sorcerer. I in particular have no ability with a sorcerer, but throwing my fiancee into an arena on her sorcerer and a tank=win for that team.
  24. Sometimes while playing you have to sacrifice your ability to kill with your companions for an ability to stay alive with your companions, the game should just be uniformly playable. Why not enable multi-companion to allow this as a single player could then run around playing whatever format of their class they want without sacrificing their ability to function effectively (not that I have any issues). But in any case, a 4 person party should always be able to be filled with or without other players being involved. By the end of the first planet, every paying player has access to 3 companions, primary, HK-51, and Treek, in the majority of cases, this allows players to have at a minimum a healer, and 2 dps or a healer a tank and a dps, which opens up the ability to play that character however you want without becoming inneffective at progression. Also, it would be nice to have the added benefit of accessing your alt characters as companions (that of course will have restricted skillsets and scale to your level), this would greatly increase the variety of play within the game and with the exception of sage/sorcerer there's already a format in place for the companion's play. Add some new voiceovers for alts and tada, huge boost in companion list. Of course alt characters would not be allowed to run companion missions, but who cares, you can have 8 companions by the time you can run 5 companion missions universally across all classes, so that added boost is pointless. Also, having the ability to have alts as companions will boost players drive to level more characters especially if they can only be alts after finishing chapter 3 or something.
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