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cashrender

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Everything posted by cashrender

  1. There's a very good reason why Armormech doesn't get to make their mod. It's because they get to craft either a 3 peice orange MATCHING set of chest, helm, and legs, or a choice of several different 5 peice epic sets. Armstechs get their barrels because we can only fill two slots at the most. You can craft your major armor slots: Head, chest, legs, boots, and gloves... and some belts and bracers at max level as well. See the difference there, you have 5 slot purple sets or a three slot orange set to sell. All anyoen else gets is either mods, or a slot or two. That's why Armormech doesnt' get Armoring mods... it already has the sellign benefit of making actual sets of matching armor.
  2. Yes, each discovered mission allows you to perform that mission only once. After you perform it, you will have to acquire another copy of that mission to redo it. Makes sicne ocnsidering the fact that the purple grade discovered missiosn provide a very substantial amount of resources.
  3. I'm sorry, but if you're havign a hard time leveling your Crew Skills and having money to buy the things you need, you're doing something wrong. About 2 hours ago I hit 400 Armstech, I have 358 Scavenging, and 286 Investigation. I'm about 100k XP from 39 adn already have the moeny put aside for my level 40 speeder trainign and bike, have only 2 inventory rows left to buy, and have my second bay on my bank. All that without slicing. I have every Reflex Barrel recipe from 2-20, and the only reason I dont' have the ones past that is I havent' been back to the trainer since hittign 400 as I'm out in the middle of Quesh. I made a puple assualt cannon (I beleive it was the [Leadership Heavy Assualt Cannon (Superior)] and sold it for 60k and the only way I could make my orange cannon I had equopeed as good in damage was with the purple quality Reflex Barrel for that level. Even then I couldnt' match the stats on it (+Aim, +Endurance, +Crit, and +Alacrity)without droping some serious money with an Artificer and Cybertech who had the purple grade mods of the right type. So no, crafting skills are far from useless or inferior. As to the whole "rare components need to come from the nodes" notion, I disagree. Credits are so easy to get there needs to be a credit sink invovled with dedicated crafting, especially compared to how powerful soem of the high level items that can be crafted are. Look at the Kauti Missile Launcher Rack that Cybertechs can make if they get the recipe. Holds 120 missiles I beleive and boosts another part of your ship. Or the purple quality Reflex Barrel 23, provides 48 Aim and 33 Endurance. Or the fact that at 400 Armstech you learn quite a few Orange grade weapons. They said before that to be a good crafter was goign to take dedication... well part of that dedication is the credit sink to get the rare components so you can make the good stuff. If you don't like it, then just make the green stuff until you max out the Crew skill and hold off on your mission skill until your 50. Credits are far too easy to get, the only time it's hard to do missions (mine currently take 30-50 minutes for standard ones, the discovered oens all take an hour or two dependign on the level and blue/purple quality) and keep your credit income high is when you're first startign the Crew skills and are low level because you finish a mission in five minutes. In which case, you can't really complain that it's not a fair system because you arent' high enough level to see how the system really works.
  4. Just posting to say you're doing a wonderful job, Slaign. As an Armstech driven to acquire as many schematics as possible, this has helped with knowing how many levels their are on each tier Amazing work and if I find out anything that further needs adding, I'll pass it along.
  5. How often are you having to reload after a fight? Spamming Grav round is terribly inefficient. Especially when Full Auto does more Damage and regens most of it's cost in it's cast time. It's not hard to prevent gettign hit while using it either. Just saying though, the only time I have to actually reload after a fight is if it was a Heroic 2+ pull and I had to heal myself a little because Dorne got stunned during it. So relatively no down time, and quick killing of most enemies.
  6. I also was very disappointed when Jaxo turned out just to be a fling and not a romancable companion. She's spunky and has an attitude problem that I'd like to adjust Though I can't say I'm disappointed with Dorne either... her cold demeanor just begs for warming up
  7. While that is true, the Commando Medic tree does support the idea of critical healing. +6% crit chance in the first tier, procced +5% Alacrity from said crits in second tier, +15% Critical healing bonus in the sixth tier, and picking up Special Munitions for an additional +3% Tech crit chance while using Combat Support Cell. Enhancign your crit chance is favorable for the synergery already developed. Like I said, until we have solid numbers to compare the "caps" for each secondary stat, we don't know the balance and ratio for each one definitively. Personally, I would go with the pre existing synergy as a guide. EDIT: accidently had the Alacrity proc listed as 6% instead of 5%.
  8. Until we know the actual numbers on how Power and crit stack and effect heals, I'd put my money on crits over power. What power peices I have equiped haven't made a major difference in either my heals or my damage. Where as critting is a significant boost when it occurs.
  9. In this case, no, he actually thinks it's broken. He has two threads about open about how he thinks it needs to be fixed. However, ti's effectiveness/efficiency is determined by knowing when to use it. In groups, you should rarely have the threat focused on you unless it's an aggro dump mechanic or random target ability. In solo play, just be smart about it. use it on melee opponents, not ranged. If the melee gets close, hit them with the knockback ability (Concussive Round?), then unload it while they're slowed and unable to hit you. It just takes learning when/how to utilize the abilities you have at your disposal. It's not just hit a sequence of button over and over again. Think tactically about when/how to set yourself up to get the most of your abilities.
  10. I dropped Explosive Round from my mian hotkeys, but still have it on my side bars for pesky cover users. Pulse Cannon is amazing for melee swarmers and doesn't have the placement time of either of the other abilities. Hammer Shot should generally be in your rotation as your filler to keep ammo steady rather then bleeding yourself dry. Only exception is if you're just straight ammo dumping for preparation of Reload. But for long fights (bosses, heroic elites, etc) hammer Shot is your spam shot for keeping your ammo regen balanced with your dps. Think of it as Steady Shot weaving on a Hunter in WoW, if you're familiar with it. It's working as intended. When you suffer damage with a channeled ability, you lose ticks fo that ability. Just like when casting somethign witha cast bar, it pushes back the cast... both reduce your DPS.
  11. Power affects how hard you hit/heal. Crit affects your chances for a critical hit/heal. I'd suggest crit since First Responder gives you a 6% Alacrity boost whenevern you get a critical with damaging or healign abilities. Atleast until Crit starts stacking poorly, which I don't know the numbers on that yet.
  12. Until you get Grav Round, Full Auto>Charged Shots in damage. I'll have to check when I get home from work if Grav Round actually beats it, but I'm pretty sure Full Auto still actually beats Wins in pure damage. My general priority (currently lv 21) for single target is: Getting 5 stacks of Gravity Vortex up (5 Grav Rounds at the moment) Full Auto off cooldown High Impact Bolt Grav Round between cooldowns Hammer Shot weaving to maintain 3-4 on your regen rate On bosses, burn through your ammo with the 5 Grav Rounds, Full Auto, and High Impact, then pop your Reload CD to get into the weave with Grav and Hammer while waiting on CDs.
  13. Armstechs make the barrel mods for blasters and Armormechs make the armor mod for armor peices. As far as I'm aware from beta, Cybertech can make both of these slots.
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