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ChekhovBear

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  1. I know it's not one of the most pressing issues but it still pisses me off no end to not be able to wear anything but full-faced helmets, been looking around for any info but alas to no avail, anyone got any info?
  2. Running this at the mo, never had problem with this boss and now Firebrand seems to drop agro, Javelins spawn a lot more on the none-ground target and the tank doesn't get the javelins on the Defensive Systems phase What's going on?
  3. I'm inclined to say that Commando healing got nerfed because they're immovable in PvP. When they have the 'bubble' active, there's nothing you can do against them. Aside from that, in PvE they're pretty much on par, rivaled by the Sage obviously. As far as suggestions to replace this skill I'm not that creative, a thought could be to give Reactive Shield (I think it's called that?) a 2 sec cast time for commandos only that does the same thing and has a talent. This allows people to decisively interrupt this skill whilst still giving decent players an edge, if a Commando wants to use his insta-cast thingy then he's burning 2 of his defensive cooldowns. As I said though THIS IS JUST A SUGGESTION Commando healing definitely shouldn't be nerfed though.
  4. Simple solution, don't bring Guardian Tanks to PvP. Use the Focus specc and let the decent PvP tanks (Vanguards/Shadows) guard healers. On my server we have about 5 deadweight Jedi Guardian tanks, they usually do about 50k~ damage and about 50k protection. Personally I play a Focus Guardian and I always come close to their protection by just using taunts wisely when off CD. They are built around mitigation and single target fights - great for Ops, bad for PvP.
  5. A lot of people could use with reading this, it provides a lot of insightful stuff. Cheers for this!
  6. I DPS specc for Bone thrasher because i'm a good guardian and i do my dailies so i can afford a 2x respecc for the sake off clearing KP. And either way, if you lose agro you lose agro, it's what taunt's for and any guardian worth his salt should be able to quickly regain threat through priority skill usage. Simple way to avoid Soa attacking a DPS: tank him facing away from the raid, as soon as he does his random agro drop, taunt, simples. In regards to any random agro drops, you should always have your single-target taunt off CD in boss fights.
  7. I can understand damage meters, it allows you to distinguish who's slacking, but personally i've never had a problem with DPS going all out on a fight from the second it starts. I tank as a guardian, most DPS in our guild are full Rakata and they never pull agro off me. I just prioritise my high damage skills at the start and it's a breeze. I could understand if future encounters had an agro drop which disabled the tanks, but for the current content there's no purpose in it.
  8. The instagib comes from when he smashes you into the ground and then swipes, it deals amplified damage. Spread out as much as possible, always stand behind the boss (sometimes the swipe is odd but it's not gamebreaking) and use defensive cooldowns when he focuses you.
  9. Did it HM about 4 hours ago, worked fine. Boss still dies at like 1% and the salvos arent an issue if ranged DPS use defensive CDs to stay exposed and avoid enrage. What you describe sounds exactly like the bosses enrage (there might be a bug where the enrage buff isn't showing but I have no idea). On another note, Ancient pylons are still bugged though recommendation to anyone doing them - let North solve their first line first, then South solve the second and third line first, then North solve their fourth line first. NSSN.
  10. Field Tech gear set bonus is good for Snipers, but you should go for items with crit/surge/power and no alacrity after you get the set bonus.
  11. I herd gunnery is rly gud at pvp cuz all u gotta do is spam gravs n u win cuz rage jugger dont have 2 gap closers and effectively 5 interrupts
  12. This thread is pretty sad. There's a lot of things wrong with the game but enrage timers aren't part of it. I think the 'Hard' part of 'Hard Mode' is becoming a misnomer. You can't just hit 50 then run straight into HM's unless you have a group of well geared friends willing to run them with you. Admittedly the skill element isn't there for a lot of the encounters, but you can't expect instant gratification and you have to go through the same process the majority of fresh 50's have to go through - -Get every slot Orange/Blue -Do your dailies (including the 2 mans) and get the upgrades for your oranges -check the GTN frequently for upgrades (there's no excuse for having greens at 50) -Stims are good Oh and remember, HM FP's offer then 2nd BIS PvE gear, so they're supposed to be challenging
  13. I love it how when you interrupt a tracer spamming baddie, they either just stand still or run around in panic
  14. Wow, another one of these posts where a person asserts their bad game experience and expects what? some mod to come along and say 'we're sorry you can't beat a lower level than you, we'll send you some hardware and some free game-time' ? If you want to undercut the game, go post your dribble on 4chan. There's nothing wrong with this game aside from the bugs/lack of content, but that's because it's a new game. The game shouldn't be tailored to one player's complaints and you can probably tell by the majority of responses on this thread that other people's experiences are vastly different. The only part of your post I partially agree with is the lack of an LFG system. There's no reason to not have such a feature as it generally speeds up game-pace, allows you to meet new players and foremost standing in the Fleet spamming is a bad time-sink. HOWEVER I'm confident that in time there will be a LFG system added.
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