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ladwar

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Posts posted by ladwar

  1. You still need armoring mods, mods, enhancements, barrels and lightsaber hilts as you level. Crafting is not useless.

     

    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. The problem with opening up with FA is:

     

    1) You can be almost done with your GR cast by the time the tank engages, getting your damage out there that much faster (I realize FA hits immediately, but that's a different matter, I think);

     

    2) It's important to get the Armor Pen out there for your allies who don't have any of their own;

     

    and 3) There's 0% chance of that FA having the proc, as well as it will have no armor pen on its attacks from your Grav Rounds. It's generally better to get at least two GRs on there and have the chance for the proc on FA before you cast it.

     

    But that's just my opinion.

     

    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. Personally, I use HIB before DR - keeps your ammo higher, so it's better for regen.

     

    That said, I've pulled aggro *before* the HIB/DR part of my rotation. Regularly. I've taken to (sometimes) hitting my aggro dump after the 3 GRs/FA.

     

    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. The items you can buy are BoL. The reason that the Gray Helix Comps are BoP was explained earlier by a Dev. Apparently it isn't considered fair that someone with 8 alts would be able to pool the rewards from his alts to quickly get a weapon for his main.

     

    Of course this kind of flies in the face of all the pressure put on players by Bioware to make alts to "enjoy all the storylines available" but, hey, sometimes things just don't make sense no matter how you look at it.

     

    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. I won't post the link because these changes are unofficial, but here's the changes that I've read which should be interesting for Combat Medics:

     

    - Electro Net (general): Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing x energy damage over 9 seconds. The damage dealt by the electro net increases by 20% for every second that the target remains moving. This effect stacks up to 10 times on enemy players or up to 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts y seconds.

    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

    Into the Fray: Increases the duration of Reactive Shield by x seconds. In addition, suffering direct damage from area attacks generates y energy cells and heals you for z% of your total health. This effect cannot occur more than once every 3 seconds.

    this sounds like they are removing adrenal rush which is bad. this sound like it was stolen from the vanguard tank gear set bonus

    Kolto Bomb: Lobs a kolto bomb at the target area, exploding on impact. Heals up to 4 allies within 8 meters of the targeted area for x.

    i dunno maybe a base ability now?

     

    Kolto Pods (Combat Medic tree) - Kolto Bomb leaves behind a pool of Kolto which heals allies for x over y seconds.

    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.

     

    Kolto Wave (Combat Medic tree) - Concussive Charge now heals yourself and all allies within the range for x.

    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.

     

    Probe Medic (Combat Medic tree) - increases the healing of Trauma Probe x%, increases the number of charges by y, and reduces its rate limit by z.

     

    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.

    Cell Capacitor - Recharge Cells now immediately recharges 1-3 additional cells, and grants 10% alacrity for x seconds.

    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

    Efficient Conversions - Reduces the cost of Concussion Charge, Concussive Round, and Cry Grenade by x.

    this is already a skill in the combat medic tree so i dunno if there is going to be any changes

    Field Triage - Advanced Medical Probe has x% chance to lower the cost of the next Medical Probe by 8 energy cells

    this just seems like someone made a typo on the 8 cells part as this is already in the tree as well

    First Responder: Critical results with healing or damage increase alacrity by x% for y seconds.

    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.

    Frontline Medic: While affected by your own Trauma Probe, firing Hammer Shot at an enemy has a <<1>>% chance to trigger your Trauma Probe. This effect cannot occur more than once every 3 seconds, but this rate limit is separate from Trauma Probe's rate limit. This effect will not occur at full health.

    nothing new here

    Med Zone: Increases all healing received by x% while Reactive Shield is active.

    same

     

    Supercharged Cells: Full Auto cost reduced by 100% while Supercharged

    the only thing i see here is that supercells now allows more for pvp healing commandos but not that much really

     

    Overclock: Reduces the cooldown of Concussive Round by <<x>> seconds and Tech Override by <<y>> seconds. In addition, Tech Override has a <<z>>% chance to yield a second charge, making your next two abilities with an activation time activate instantly.

    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'm confused as to why you don't have your DPS channel. We have our healers or tanks be the ones in the middle so that they can keep doing their job. We also deliberately fail the purple phase by taking time at the beginning to AoE the big adds, focus down the add you get for failing, and then finish the rest of phase 1. We've had a few times where this wasn't necessary though.

     

    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. 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.

  8. Level 36 Bodyguard Merc

    Questions:

     

    1 - Being a scriber, I can respec free so cost for that isn't an issue - for regular FP healing is gearing an issue beyond making sure I at least have aim? Are any differences in power/crit mods at my lvl going to really be noticeable? Is there one I should focus on more between power and crit?

     

    2 - Rapid fire heals around 82-88 per shot, depending on buffs, and crits for roughly 130 or so 2-4 times in a row fairly regularly (the math may be off on that, most of the time I'm pretty dialed in to what I'm doing so I don't pay attention to the numbers). My scans are good for about 1k (again, math is not my friend). At my level, can I and should I be doing better numbers than that?

     

    3 - If at some point, I want to go back to Arsenal can I do so without replacing augments or having a 2nd set of gear?

     

    4 - Endgame - If the answer to question 3 was "Yes" can I still go between the 2 specs at lvl 50 with minimum retrofiting?

     

    Sorry about the wall 'o text, but I'm starting to get lost in the math

     

    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.

  9. I have been thinking over the upcoming expansion. The 5 more skill points we are going to get are going to be exactly what we need in order to create a hybrid that, dare I say, may kick almost as much *** as a marauder.

     

    http://www.torhead.com/skill-calc#800ZMIzrRrzRzcZfhMMz.2

     

    have a look. The 5 new points go into high friction bolts and ionic accelerator.

     

    The spec would run using the, now fully buffed, plasma cell and would combine the sustained killing power of gunnery with the kiting ability and tab doting of assault. Ammo management looks like hell but I think it could be managed.

     

    The main idea:

    Grav round procs full auto and buffs the damage of high impact bolt. Full auto in turn resets high impact bolt. This would allow you, in theory, to fire a fully buffed HiB every 6-10 seconds while standing still. Full auto is also good for procing the plasma burn and the plasma round can be added for additional effect. There is no real burst in this spec, but some preliminary testing with full gunnery using the buffed plasma cell indicates, we should be able to break 2100 sustained dps with a combination of the central gunnery rotation and the assault bleeds. This spec should also be lethal to smashers since energy shield breaks their only slow, plasma cell snares, stock strike roots, and concussive charge is more powerful. We should also be more resistant to interrupts since both Grav round and Charged Bolts can be used to proc full auto, though grav rounds is prefered since it also gives charged barrel.

     

    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.

  10. I have a point in Special Munitions which gives me 3% tech crit chance with CSC active.

     

    So with all power augs I have 39.72% crit chance and 630 bonus healing.

     

    All aim augs gives me 40.69% crit chance and 628 bonus healing.

     

    Trading a less than 1% crit chance for 2 points of healing doesn't worth changing as at 39% I'm already working my way into the DR. I could care less about crits for range as all of my heals are tech.

     

    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.

  11. As someone who spends 90% of the time tanking, I agree with you in general. The only ones who occasionally pull from me in guild ops will be our full Dread Guard Marauders. Even then it is not that often. When I do a HM FP pug and some ranged DPS thinks they are so awesome and demand the guard I find it funny. More often than not, they pull aggro simply due to the fact that they start the pull before I do. I find that 80% of aggro issues are poorly behaved DPS. Pulling first and not burning the weak and the adds first so they end up mobbing the healer.

     

    I tend to be dynamic about who i guard, Start with it on melee DPS. DPS that pulls before me gets no guard and it goes on healer since I can see that this is going to be a problem group. You have to guage the group and see where it will do the most good.

     

    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.

  12. Against any competent opponent you aren't going to get 5 stacks of Charged Barrel unless you managed to get them before going into the fight. Even then, an AMP might give you 3K healing, if it crits, which usually isn't enough to save you.

     

    To get the full benefit of either Demo Round or HiB you are going to need to get off 3 Grav Rounds which, like I said, against any competent player you aren't going to do. Same goes for the 5% Damage Reduction with Charged Barrel. Against a decent smasher that can get between 5-6K crits, you just saved 250-300HP. While better than nothing, it's still not going to really save you.

     

    Maras/Sents: No, you aren't going to beat them in a burst race. They have more ways to shut you, and your damage, down than you have to keep them at range.

     

    Shadows/Assasins: Same as above.

     

    Sage/Sorc: You break about even with them.

     

    Guardians/Juggs: A little bit easier then Maras/Sents but you have the same problem. They have more ways to shut down your damage than you have in getting it out.

     

    VG/Pyro: If you manage to stay at range, you have a bit of a chance. If they get their pull off, you are going to eat a cryo grenade, ion pulse, Demo Charge which will be followed by a HiB so it and the charge do damage at the same time. There might even be an IR thrown in there just for good measure. You have just taken 10k, or more, worth of damage before you got your Concussion Charge off.

     

    Sure, you can LoS but that works both ways. You break their LoS and you buy yourself a few seconds to heal up a bit but at the same time, you have given them time to reclose the gap. Against any class except for the sage/sorc you are not going to win a burst DPS race.

     

    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.

  13. The same thing has happened to me many times on the following boss fights over the last few months:

     

    Operator IX has spawned invisible and unable to be targeted. I have to click on another one of my raid members and use their target of target to select the boss. Same thing with the Thing from the Stars.

     

    I've also been having problems with spawns not spawning immediately like the adds and vortexes in the tentacle phase of the Terror from Beyond fight. Any ideas on how to fix this?

     

    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.

  14. You won't be replacing your Dread Guard gear with gear you pick up as you levek and thanks to improvements in the way item power is calculated, we won't be handing out any entry-level gear at the new level cap. "

     

    http://www.swtor.com/community/devtracker.php

    If Dread Guard won’t be replaced by gear acquired while leveling to the new cap…neither will BH/Campaign; since the difference between Lvl 26 to Lvl 27 mods is only +3 to each stats/mod.

     

    This is a traditional MMO, precious gear you've worked weeks/months to obtain will suddenly and painfully be made obsolete. Get used to it.

     

    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.

  15. The OP means - Soa becomes untargetable and invisible during the phase of the fight where you are all the way at the bottom of the vault, and he is running around - the tank is trying to kite him underneath the pylons. It's at this point in the fight that he becomes invisible and hence, un-targetable.

     

    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.

  16. ] I've reported this issue multiple times over the past 8 months using in game support tickets. Always they have closed the ticket saying they cannot help with anything other than class missions. I really don't understand that response at all. I've also reported it as a bug but they close that ticket too saying it can't be tracked once submitted. So, it's still unresolved and I know other folks who have this same problem.

     

    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.

  17. 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.

  18. 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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