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legalgeek

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Everything posted by legalgeek

  1. As we're now deluged in potential companions, the crafting window has become a little more tedious to manage. It would be really nice if the crafting window could either be sorted by highest influence rank (since those are the ones we'd be most likely to send out) or limited to a smaller selection of companions (assumedly by player choice) to make crafting a little more convenient. Just a small QoL adjustment I think could be nice.
  2. What precisely don't you think here? That's what my DtPS has been for the past several weeks on clears. If I'm missing something that would let me cut that number down I'd like to hear it. As it stands I don't take many if any rapid fire circles, and generally 0 ground burst.
  3. I can't speak for everyone else here as I know my group runs it a little different. Tanks always handle the barrels. We group up for the opening, one tank picks up the first barrel, kills adds and gets back on the boss in time for the scatter blast or whatever (orange cone). Then depending on where he jumps we have tanks, and sometimes dps place the barrage circles in the spawn points. If he stays near the stage area tanks go up there and melee dps drop around the side doors. If he goes towards the fence just tanks on the side entrance. Then around 1:45 for us the second tank picks up a barrel. I know the timing isn't exact and sometimes he ends up holding it longer than ideal and then he kills those either with mass barrage or a static circle. Then the tank that got the first barrel picks up another barrel I want to say around the 2:50 mark and kites them to a blue circle. I'm pretty sure he goes down after that set of adds so its not an issue beyond that for my group, but I could be wrong. Beyond that, we make sure our tanks communicate well, if one needs to relocate they talk and time their movement so they don't run a cleave onto the other one. When exonium carts go out the tank steps away so he doesn't take them all at once, and we use slinger smoke grenades on the targeted tank, which helps a lot. It also helped us alot when I finally convinced my dps that surviving was more important that maxing dps all the time. Hope some of that's helpful.
  4. I'd say the dps DtPS seems high-ish. In my group the ranged are around 700 I think usually, including the runner, and the melee are around 800. Not sure about the healers without asking them to pull out a log atm. I van tank Unit 1 without the tank swap and I vary between 2100-2400 depending on the run. So compared to my group your numbers just seem a little bit high. Might want to work on CD usage here and there, and really strict avoidance of what can be avoided. I don't know how your setup is, but we use the gunslinger shield on the tank holding both walkers during those phases to supplement the tank's CD's.
  5. Not to mention the old content is still there... I'm going to go out on a limb and assume there's plenty of people who haven't gotten through the old content in its entirety.
  6. Yeah, I've had that before in other patches. Just had to reload.
  7. Not gonna disagree with your point, but this has been brought up and BW said they're looking into it. Not overly helpful, but it does seem like it's probably buggy.
  8. As opposed to before when you had 10 points to play with and most of those were pretty much scripted if you wanted to maximize dps or whatever?
  9. Using what were essentially shared bottom tier talents did not make you a hybrid. And as amusing as mixing trees could be it created an overly complex environment for balancing and tweaking. It's less than ideal for players who weren't using more standard specs, but it should be healthier for the game in the long run. It's not like those 46 point options before weren't mostly scripted anyway to either be effective or to get to certain abilities. Personally I like the utility being at least partially separated from the spec.
  10. The increased accuracy per point may not be the case until level 60. Sortof like stats were diluted at 2.0 as we leveled to 55.
  11. I've got no idea about it being gone, seems like something you need to ticket. However, I do know you don't need to move the ship to invade a new planet. Those are two separate functions. I do keep my guild's ship over the planet we invade for the small boost, and for the ease of getting to planet, but I certainly have invaded a planet in Conquest without moving the ship. Good luck finding your ship!
  12. Agreed, I haven't seen the healing bit done yet, but it should flag the healer. On the unnamed commanders I don't think it takes much to overcome the issue, but over the course of a named commander kill this could become a problem.
  13. It shouldn't be the ship issue, since you can invade a planet without moving your ship there.
  14. Prior to Conquest, I think I would have agreed with this thread. I think if it were just about convenience and quality of life for Guilds to be as large as they like, I'm behind it. However, with conquests out now, I think there's a pretty strong argument against it now, since overly large guilds would be pretty much impossible to beat without forming one of your own. I know there's already a big disparity with guild size and conquest effectiveness, but at least the cap reins it in somewhat. I head a small-mid sized guild, so the issue hasn't ever come up for us, but I do sympathize with the issue. It'd just require something else for it to work with conquest as it exists now. Just my two cents.
  15. I've done it to share gear and essentially provide more lockouts for raiding.
  16. Just throwing this out there, on The Harbinger my guild on average had about 10-12 people on during prime time. Admittedly we were above average this last week with 2.9, and most of those 10-12 people have more alts than a sensible person should, but once we applied ourselves it was pretty within reach to make the board. We admittedly recruited and expanded our numbers when we decided to try for the top spot, but a small group of dedicated players should be able to hit the boards, as long as they're willing to put the time in. Can't speak to how it is on other servers.
  17. Draxus Pirellus - Guardian - Focus - The Olde Guard 2997 http://www.torparse.com/a/608299/11/0/Overview Grob'thok Pirellus - Guardian - Vigilence - The Olde Guard 3210 http://www.torparse.com/a/608299/14/0/Overview Bestia Pirellus - Guardian - Vigilence - The Olde Guard 2976 http://www.torparse.com/a/608299/22/0/Overview Tyran Pirellus - Guardian - Vigilence - The Olde Guard 3370 http://www.torparse.com/a/608298/1/0/Overview
  18. Yeah, I've always wanted to be able to defect to the other faction. It'd add a little flavor at least without having any gameplay effects.
  19. Taunt is off the global cool down, and therefore not an issue in terms of your rotation generally. I don't remember off the top of my head, and using phasewalk after the first deployment shouldn't be happening unless someone else is tanking for you. I admit that the general tank rotation is more fixed now and I'd like shadow protection to be longer, but as it stands shadow tanks will be less spiky (higher DR = less spiky) and good ones even less so. My experience in Ops has been that the shadow tanks are feeling a little better for my healers. As for dailies, I can;t comment, but I also cant agree with balancing a tank class for dailies, it's just not practical for PvE endgame content. Not to mention however any of this affects PvP.
  20. Absolutely loving this for my guild's raids. Beautiful addition to the game.
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