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ladwar

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Everything posted by ladwar

  1. yet.. 2.0 it will be. btw crafting while leveling is useless as you will get better for quest which help you level so wow even that loses worth till the end game. bioware just remove it, its a waste of time when you can't make BiS and that makes the end level gear buy/sell able which you don't like. im hanging around just for the expanision and if it bad im not sure if im going to stay around for more.
  2. 1. are you pulling or the tank? most fights thats not going to be true if u are waiting for the tank to start like u should for operations. 2. this is only based on the classes u are teamed up with. gunslingers have a 20% armor pen with 1 shot so getting yours in is not important if you have one. guardians tanks gives 4 stacks of armor pen with force sweep so much faster then you can put it out there. sents have one too but im not sure what it is. 3. of course FA doesn't proc itself.. if u proc it off of GR u can use it before its cooldown is up which helps with ammo management. me, if i start off with GR and go into HiB DR i pull no matter what as soon as taunt wears off forcing tank to aoe taunt and really make the healer mad at me for taking big hits and may lead to wipe. i start off with sticky nade FA then GR HiB DR combo diversion then i going into skill priority mode from there.
  3. i have had this problem, what i do is start with sticky nade and FA then go into GR with tech override&click relic and hit diversion after HiB and Dr. u can do it before if ur tank is not as geared as u are. i personally do HiB after DR as diversion is my next move and usally followed up by FA for a longer ammo regen time. BTW proc with a click relic seems to be the best fit for most boss fights. the only fight where the clicky relic doesn't do well in is the operator boss in TFB as the shield isn't down for more then 30sec at a time.
  4. if u could link that it would be cool as im lazy and don't feel like searching for it. now the whole thing of it being unfair for people with many alts goes down the drain with rep being under legacy as the gear for the comps requires a rather high rep supporting having multi alts to rep grind the time between events. myself, i think the whole gree event was badly thought up and planned. there is a whole area with nothing in it u can go into (southern side where the republic was based at).
  5. would be nice i seen this getting the super nerf hammer or at the top of the tree with a high ammo cost making it near useless this sounds like they are removing adrenal rush which is bad. this sound like it was stolen from the vanguard tank gear set bonus i dunno maybe a base ability now? This sounds like salvation which would mean the first operation based heal for commandos but its most likely anoughter kolto bomb(4people maxed) and is on self unlike salvation. if it was on a full 8 i see sage and sorcs getting mad about this as commando would have more aoe heals than the other two classes and would then get nerf hammered. i see this being our weakest heal for it being the lowest cost and i see this having a very short range for healing, more ment to replace hp from a leap in pvp which isn't very high. trauma probe has always been a single target only so i this just as a buffer for it. im going to guess 5 charges and 10% increased healing with 1 sec rate limit reduced as this sounds like what is should be since trauma probe is no longer free. this is just a buffer to a skill already in the combat medic tree so i don't see it helping much as recharge cell is 2minutes cooldown for its base this is already a skill in the combat medic tree so i dunno if there is going to be any changes this just seems like someone made a typo on the 8 cells part as this is already in the tree as well already in tree don't plan on any changes here might go from the 2 point to a 3 point as a filler of point btw not a big reason to go alacrity in your gear as it stands, its only helps slightly in pvp but in pve its a big waster of ur cells to cast heals to fast and not drop the green beam on people. nothing new here same the only thing i see here is that supercells now allows more for pvp healing commandos but not that much really this looks more for the pvp players which good i guess. the concussive round already has a skill in the gunnery tree so maybe this is replacing it. the numbers im guessing are 15sec 30sec 25% with possible nerf hammer(s) later
  6. i think im focusing to much on one part but for this part that my group has found to work out the best is to have the dps grouped together and get the first two colors. we have the dps spilt north and south one for each color. the next two color groups are tank/healer tank/healer with the tanks channeling. we get the orbs before channeling on all but the yellow tank(he picks up the boss and aoe his orb down). we don't fail any color.
  7. yes but only on standard or weak mobs during the knock-back effect.
  8. i agree on the flat out nerf part. i want my 30m cryo and my knockback stockstrike back as unlike vanguard we are actually base around being ranged. i think it should be added to the passive buff commandos get called mass accelerator which ups some of our skills to the 30m range.
  9. the claw should be a non-issue as long as your group avoid damage from it. all healing classes have some way of healing on the move so even if u are targeted it shouldn't be bad. commandos- advance med probe tank(hp fill and armor buff with slight hp regain) and shoot green at people as u shouldn't take much if any damage the whole fight. commando don't have a true HoT like the other two but if someone gets low u have an instanta cast heal u can throw in here. sages/scoundrel use HoTs. smuggler/sents can cc it but it should not be needed in most cases. the fight is kindof crazy so u as a healer just focus on healing and the dps should focus on the cores while the tank should pick the turrets/big droid guy once spawned. if u are having trouble at the start cc one of the turrets and focus fire on the other.
  10. 1. sort of but the set bonus at lvl50 is more or a buffer then needed, if u geared well as a dps you should be fine to heal in the same gear minus the top end operations (EC NIM/TFB HM) 2. i don't remember it too well but unless ur not keeping up on FP then i would say your fine as long as u spec into the correct tree for your role. 3. um augments are the same for healing/dps but gear set bonus really only become really important for the top end operations so yea u could do fine with one set. on my commando i healed ec hm just fine in my dps set(i had 61+ gear on) 4. for most things the yes.
  11. not to be a down or say that this is a complete bad idea but this has not ammo management from either tech to be effective. yes i see the 1cell back from HiB but this just makes HiB free and does not give u a cell back for it it just replaces the cell used. the real meat of the ammo mamagement in the trees are cell charger in gunnery and adrenaline fueled in assualt which u can't take either to get enought out of either tree for this to work. so without this u will up out of ammo in a hurry so this is bad for sustained dps(bad for pve) and u put it yourself bad burst(bad for pvp). i like the idea but it just doesn't have any ammo management to make it effective.
  12. the DR on crit is not on aim its only from crit rating. i believe 350 crit is the soft cap, and yes i have played around to see that this is about where it is.aim adds to your crit without effecting your DR on it.
  13. yes but im betting u are better geared then most tanks. i know when i dps if don't have a guard i pull the boss alot even when i drop aggro correctly and thats where i want the guard so i normally ask for guard on weaker tanks long before any boss. i never seen a fresh tionese tank hold aggro aganst me without guarding me and sometimes even then i have to really turn down the dps to give the tank a chance to hold aggro. yes i play the good dps and wait for tanks unless they take a long time(ie me sitting for 4minutes or more wait on the tank) or its clear they don't know how to tank and most mobs at not a big deal. when i play on alts that are not as geared i do often see the right dps not get guard(ie sent/mara pulling aggro like crazy on the boss while the healer is guard who has 16k). i do see that guarding a heal is ok sometimes but its more of a buffer for the tank to help manage aggro and usally not needed unless there a good size difference in gear and imo something is better then nothing. i do note that all tank should have target of target up. if u lose aggro it show to who so u know who u need to guard if u are not guarding already just to give u that extra buffer in threat when the boss fight comes.
  14. looks like a glitch so that would mean u posted this in the wrong area, but im not sure if u didn't use sneak and not stealth. either way ticket and repost on the customer support.
  15. it has an effect, but only the tank usally feels this effect if u are in good group. it on a cone attack he does which stuns anyone in the cone.
  16. your point view, but w/e. i usually end up having 5 stacks of charged barrel most of the warzone, but im guessing u rush in to stockstrike juggs/maras and get owned or making a rage post becuase u are a jugg and mad that commandos stand a pretty fair chance at beating you. btw for classes that shutdown with stuns resolve is ur friend and countless time i beaten assasins/shadows/mara/sent on a full resolve bar, it all bout using ur cc breaker at the right time. my post is saying that commando do stand up fairly well aganst similar geared classes on 1on1s and if u can't see that then don't play a commando as u will never make a good commando. there are some classes that do better aganst other classes, but it usally comes down to skill with a bit of gearing in pvp not ur playing the wrong class.
  17. we like other classes and its the same cooldown. i think u just don't use or know what it is. btw its called Tenacity
  18. im going to repeat this. have u ran swtor repair on the launcher, this seems like your problem. for the thing from the stars is the only glitch that i know of and seen the problem. Operator IX has not had any glitch of being untargetable for raid group i have seen and seems like a corrupted file. the vortexes i have seen a lag in for damaging but they have a spawn timer not a spawn on damage like the adds, this is for the first phase of the fight so they won't spawn at the same times.
  19. only soloable as a jugg/guardian, the link vid was pretty cool, some other classes can do it as a pair(mara/sent) but why would u want this unless u really want that look.
  20. this, meaning dread guard will be BiS when the expansion does come out. the way i look at it is columi might be what is at the end of the new level cap, but it looks more likely it will be a slight step down from it without a set bonus. this is all untill they phase in a new set of gear to beat dread guard which most likely will come from TFB NiM and/or a new Operation which nothing has been said about so its not likely to come anytime soon. IMO it might be 8months-a year and half before dread guard is replaced as BiS.
  21. i have to say i think this might be a file problem, the shield of Soa might be having errors and it making this problem, try repairing Swtor from the launcher and see if this fixes your problem.
  22. also what you report it under affects who it goes to. if u send it in under class/companion or story this issue will be closed every time as they can not change it, wrong team got it. but this is off topic. this bug is to hard to work around and not get affect by.
  23. i am not sure on what point Soa is un targetable you are talking about. is it only after you kill him? as for the thing from the stars he commonly glitches and resets to the base line plane ie below ground and becomes untargetable. this is a common glitch, you should be able to target him after you do an aoe on top of where hes. this trick works around 75% for me. Soa is ment to be untargetable while the platforms are falling and i have not seen any issues with him being untargetable during the main fight phases or after he was killed.
  24. wow... learn to play. first is u run gunnery tree u can instanta cast advance med probe with 5 stacks of charged barrel which isn't hard to get, plus u get bonus healing in that tree if u choose to, plus u get added DR from charged barrier(i think thats what it's called might be wrong) i don't like the root but its there if u want it. In the assualt tree u reduce ur cd on your shield with damage and crits reduce ur adrenden rush cd, also in the tree u can add to your DR. In both trees if you chose u can add slow to different moves. i have no problem beating any other class, yes some are harder then others but gunslingers in cover are easy pickings, u have moiblity over them. use los sticky and if ur using assualy dot them and assault plastic with gunnery sticky get a few gav rounds out and smash em with demo round and HiB and remember you can heal they can't. mara are fun, even more when then leap on me knock back and beat on em, it all comes down to dps and u can beat them. the shadow/assa stealthers are harder but it takes a bit of skill and some luck with one on ones and u can beat them. scoundrel/ operations lol never hard to beat, oh u poisoned me, cleanse gone. oh that dodge thing is 3sec long so sticky and demo round if both are on cd expolsive round. sage/sorc that bubble is annoying but don't waste ur hardest ur hits on the bubble and u should be fine. juggs/guardians mostly the same as mara/sents but i usually save my cryo for them if the releap to me vanguards.. not fun but range is ur friend here as a dps spec van only has a pull and its 45sec long 30sec if speced into.
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