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cmn_ky

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  1. You are/were incorrect. Originally yes, only pubs could complete the Weekly Tactical Flashpoint missions; then they "fixed it" to allow for you to receive credit for imperial AND republic characters. Since then, they have "fixed" it again to where no sub-55 toon can obtain the Weekly Tactical Flashpoint mission anymore; but the pub toons still have it. However, they have changed KDY to only be allowed to queue in GF if you're 55 and once you finish the Weekly, you won't be able to obtain it again until you're 55. I did get credit for each run of KDY and yes, they have confirmed that when releasing a new tactical fp, the mission is reset to 0. Still don't understand why it is reset; but it is. So in the end; they gave us a great way to level our toons (since I ran the heck out of KDY on double XP weekend) just to take it away from us. Thanks for the replies though. I've been waiting about a month or so to receive this answer from Bioware under 3 different tickets.
  2. I'm wondering if anyone else is having an with the Weekly Tactical Flashpoint missions being reset. Have they gone to automatically resetting if you don't complete them within a week? I've had this issue across 11 characters on The Harbinger server and all of them we levels 15 - 55. I have verified (last night) that my lvl 28 Sage had 1 run through Kuat to count towards the 5 to complete this weekly mission for extra comms. Today when logging in after the patch last night, his count was back to 0/5. This is getting really tiring to run a mission to count towards a weekly, just to have it reset at the end of the week...which it used to not do. I've opened several tickets on this issue and I can't seem to find anywhere that this mission HAS in fact changed to be a true "weekly only". But, if they make this change, then why not change [Weekly Priority Targets] and the Weekly Unranked War Zones? Thanks for any input you may have on this front.
  3. I know this is a few months old and hope you have a good grip on where your toons going; but I completely disagree with this statement. The reason is simple (for a healer); I have built a sage seer/balance hybrid and have planned out the skill progression to lvl 55 using mr robot (can link skills if you want to see to comment on) and on paper, he just rocks. So far, I've been able to do nice damage and be a great 2nd healer. Now, I want to qualify what I'm looking for. I'm looking for a toon that can introduce me to healing, while still playing in my play style. All I know is that I ran through Athiss this past weekend and was CCing 3 of the 4 adds, so I could pick them off. Healing the tank when he was out of range of the healer. Healing the healer when she was low on HP or healing the others in the group and was able to heal myself after everyone else fell on the last battle and finish off the final dude (4 - 5 k HP remaining on him) solo. So what I'm seeing from my level 28 Sage contradicts what you stated. I agree with the hybrid Vanguard DPS version. I have found that I do more damage and take out more mobs and elites with the dual DPS tree Vanguard. I also agree with the concept of Healing and Tanking. If it's in your blood, you'll enjoy it; if not, then don't bother. I enjoy tanking and DPS, but am new to heals. I created an operative and absolutely hated because it wasn't my idea of a sniper. However, since then I have created a sage and BH and am enjoying the heals/dps side of things. It's ok to want to attack and do damage, just make sure you have enough energy left to heal the people who need it, when they need it.
  4. Thanks for the information; I've been kind of looking for something like this as well. I went into Mr Robot and added a toon there to 55 so Icould have access to all points available to see what it would look like when said and done. I have a total of 23/21/02 in my skill tree as a basis to shoot for and see what it looks like when I get there. Do I need Alacrity though? I have 2 points in Alacrity, where I can add them to Penetrating Light to increase my Force Crit chance by 3%. Here's my breakdown: http://swtor.askmrrobot.com/skills/Sage#111022112111211230-102122121021213-200 In the end, I'm trying to be a decent healer and decent DPS. My thought is to use this toon to run heorics and FP's as either a healer or DPS. Currently running with another sage and I've been healing her while she's doing her missions and DPSing when doing mine. I like the flexibility of being able to do both; but feel that sometimes hybrids become less effective in both areas; as opposed to focusing on 1 main area.
  5. Ok, need some guidance on my gear. Not 100% sure I need to fix it or if it's ok. Looking at Noxxic, they say to have Will > Shield (40%) >= Absorb (44%) > Defense (18%) > End - I've heard mixed emotions about using Noxxic. Some say it's outdated, others say it's impossible to get the #'s he's saying while others say it's the bible and should be followed to the T. That being said; I'm trying to figure out what's a good stat and what's an ok stat for a 55 Assassin Tank. Here are my stats and not sure what you need so it's the book: Str: 112 Pres: 380 Sim: 54 Cun: 60 End: 2419 Will: 1738 Exp: 0 Social IV Melee: Damage: 974-1209 Bonus Dama: 440.2 Acc: 93% Crit Chance: 10.48% Crit Multi: 51% Defense: Health: 29400 Aromor: 5996 Dama Reduc: 31.99% Def Chance: 18% Shield Chance 38.38% Shield Absorb: 42.36% Gear: Ear Piece: Veracity Advanced Supercharged Resistance Module [Augmented] Implant: (2) [Rampart Experimental Resistance Implant [Augmented]] Relics: [Arkanian Relic of Shield Amplification [Augmented]] [Rakata Relic of the Shrouded Crusader [Augmented]] Mods: Advanced Robust Mod 28 Armoring: Advanced Resolve Armoring 28 Enhancements: Advanced Sturdiness Enhancement 28 Hilt: Advanced Force Wielder Hilt 28 Crystal: Advanced Silver-Blue Indestructible Crystal Augments: (7) Sheild Augment 28 (Blue) (5) Absorb Augment 28 (Blue) Not sure what to do about the "high" endurance because the only thing I can see that is End specific are the crystals. I can change them, but to what? They don't have a shield or absorb crystal do they? I have 7 Advanced Shield Augment 28's in my inventory and can add them at any time; but the improvement to my shield chance would be minimal; so "what's the point?" if there is something I should be using instead. I do not have 2 items augmented, cause I'm waiting for comms to buy another Relic; and I just haven't wanted to drop the $ to augment the other implant until I knew what I was dropping in there. As far as I know, I can craft advanced augment 28's on every augment available; and have the materials, so I just need to figure out what I need to craft. In the end, I took him for a roll around Makeb and CZ-198. I lost abut 6 - 9k in health going against a 56k dude on Makeb; so I think he's pretty sweet. but is there anything I need to tweak or should improve or just leave it alone and add 1 shield & 1 absorb when I aug those last 2 pieces and call him done; until the I start grabbing 69 gear? Sorry for this being so long; but wanted to make sure you had all the info you needed.
  6. Promise it won't happen AGAIN? How do I get WE get OUR time and Credits back? Everyone paid 125K for the part, and paid a repair bill if they got into a fight in the Outlaw Den. Everyone spent a few hours (or so) traveling around Drumond Kaas looking for the part. What about US; their customers? Are we just out of luck and then next time we decide we want HK we're just supposed to grind it out in less than a week to ensure "it doesn't happen again"? What are they saying about this and possible reimbursement for at least the in game $ we spent?
  7. Ok, I have successfully run all missions for HK parts minus the foundry. I saw a message on fleet LFG for the foundry so I figured I would check to ensure I needed that. When I looked, my mission had reset to [Heroic 2+] Directive: Activate Assassination Protocols (Travel to the Theoretika). So A: WTH is UP? B: Who can I put a hurt lock on to get my stuff back? All components are gone from my mission inventory and I definitely didn't receive a refund of the 125K I paid on Tat for the part. PLEASE HELP. Who can I get that will ACTUALLY help? Any suggestions would be greatly appreciated.
  8. Not sure if anyone has figured it out yet, but the Diaphanous Crystals are indeed for the new (old) Dye Modules. The Black and Deep Blue Dye Module available from CZ-198 Red vendor needs 4 of each color, 4 Rainbow and 1 Mytag to craft. Not sure about the Deep Blue and Black Dye Module which is available from the Voss Rep vendor. The Deep Red and Black Dye Module which I believe I obtained from CZ (maybe Section X) does not require these new crystal types. Thought I would share this information because I have about 200+ and wasn't sure what to do with them.
  9. Got you. Thanks for explaining this to me. So, the best way to get a true test of damage would be to get a testing dummy or whatever and then test 1 build and then respec and test the other one...I guess? And I will focus on Aim on my Augments and worry about accuracy from other pieces like Enhancements and maybe the correct ear piece. Will see what I have now. What's the best ear piece to have lvl 53 wise anyway.
  10. If you don't mind, what do you mean by "they have a hidden Enhancement slot"? I know you can buy an Augment slot for them; and I have augment slots on everything except 2 pieces of gear (Ear Piece & 1 Relic) just because I'm too lazy to go and find modification station. Yeah, I know there's one on fleet, but I'm out doing GSI dailies and such and will probably do it next time I hit CZ-198. Anyway, I'm not 1 to question any advice that someone can give me on better fleshing out my toon; but I did take a look at your hybrid link on another forum. While I tend to agree that the 2/22/22 hybrid spec has possibilities (more HP, but less damage than my assault spec); I noticed that the 8/22/16 has more and I would like to know your thoughts on why. Here's what I found out so far. Original Assault Spec: Damage: 1218 - 1435 Accuracy: 99.72% Crit Chance: 14.82% HP: 30282 2/22/22 Hybrid Damage: 1203 - 1420 Accuracy: 99.72% Crit Chance: 14.67% HP: 30783 8/22/16 Damage: 1218 - 1435 Accuracy: 99.72% Crit Chance: 14.82% HP: 30783 So, based on shear character information; the 8/22/16 allows for more Damage, Higher Crit Chance (even though it's minimal) and the same HP as the 2/22/22. What are your thoughts on this info? Either way, I feel it's a good thing and I'm glad I found it. Yeah, I lose the plastique; but gain Gut and the potential to do more damage over time. Only thought would be that it's a single target versus "every enemy in 5 meters"...and it's a range of 4 versus 10. Thanks for your time in your reply and for posting the links to the hybrid post. Here's the 8/22/16 for quick reference: http://www.torhead.com/skill-calc#801hMhZrsMrobRMZfG0rzo.3
  11. Ok, not really sure what level you are, but from what I was told by guildies is this: (in PVE cause I don't PVP) Focus on surviving until you're about lvl 35ish then go to fleet and respec as the build until EG. So far, I'm enjoying my DPS Assault Specialist Spec; just because the Plastique that is available at the top tier. That being said, lvl 55 with 1218 - 1435 Damage with a mortar volley of 6796 - 7252 damage and the plastique does 2434 - 2548 damage with 1999 Environmental damage over 12 seconds. So basically 13,234 damage over 12 seconds (if you include the environmental) but most things don't last that long. Normal rotation: Mortar Volley, Explosive round, Grenade, Plastique...if they survive that long.
  12. Ok, I'm sure this has been addressed already, but couldn't find anything when I searched for "Augments" on the forums. Here's my history: I have a level 55 Vanguard and am playing with augments and trying to see which ones benefit me the most. I have Aim, Power & Accuracy to play with. Guild members have told me I need accuracy over 100% to be beneficial on Ops, so I'm trying to focus on that; but also trying to focus on getting DPS up to a respectable level so I can help kill things (Don't like hearing "We need more DPS" while tanking an op) so that being said...here's my stats (if it helps). Damage: 1218 - 1435 Accuracy: 99.72% HP: 30282 So far I have 5 Advanced Reflex Augment 28's in my gear, 3 Reflex Augment 28's, 2 Overkill 28's & 2 Accuracy 28's, to achieve the stats above. My question is do I focus on crafting Advanced Reflex, Advanced Overkill or Advanced Accuracy to help my stats? I'm trying to find the materials to make Purple Accuracy (Initiative I believe) Enhancements, but the MyTag's are really hard to find, but still looking for them. I dropped 7 Blue's into my gear and went from a 96% accuracy to 99% and then with the 2 blue augments that went to 99.72%. I'm trying to get the most bang for the buck on the Thermal Regulators I find; so, Do I keep crafting Aim or focus on Power or Accuracy? Not quite sure what an accuracy of over 100% would gain me, if my DPS falls too much is my thought process. So my thinking is to have 100% accuracy (or more if possible) while having my DPS as high as possible...and HP will follow suit. Last piece of info I think you guys will need is that I'm Assault Spec. Only reason is cause I love the plastique I can throw with a grenade and the ensuing chaos. Yeah, it's the simple things I enjoy. Not bound & determined to keep it, if the Tactics tree is better overall DPS. Sorry for the book, but wanted to give you all the info I could think you may ask for. Thanks in advanced for the help.
  13. Appreciate your efforts in putting this together; but your weapons are backwards on the Bounty Hunter and Agent. The BH has access to Blaster Pistols only and the Agent has access to Blaster Rifles. Not sure why the Bounty Hunter can't use a rifle; but still. Just wanted to let you know.
  14. Not trying to sound rude; but I have no idea what you're talking about. I have a Vanguard as my main toon and have always used a blaster rifle; with autofire, and everything along those lines. I'm not sure if you're saying you don't want access to "explosive round" and "mortar volley"; plastique and items like that. But I'm DPS, using a blaster rifle under the assault specialist tree. I haven't tried the Tactics Tree yet, just because I like access to the Plastique and can usually knock out a few targets with Granade, Plastique, Explosive Round. Not sure if this helps, but try it out and let us know. I haven't gotten into my OP yet, so I can't speak for it. I know I didn't like it at the beginning because I was expecting a "sniper" and I got weak trooper...in my mind anyway. I have accepted what his is and have "embraced" the healing aspect, so I'll probably play with him some more.
  15. I agree as well. Posted the same ideas in the game dev section a few weeks ago. I do find it odd that you have to chose and you're stuck with it. My thoughts are slightly more restrictive, unlocks for the class/adv only. Jedi Guardian with 2 sabers, sentinel with access to double-bladed, Vanguard with access to Pistol (cut scen comment) and assault cannon. Stuff like that. But I agree whole heartedly. My idea of a TANK carries a BA GUN. Not a small little blaster rifle. Just me though.
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