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Sphillipe

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  1. It's baked into the skill now as a hidden passive. All this change means, is you're no longer tied to a tree selection to get it, freeing up other choices for that level.
  2. I highly doubt the difference you observed was purely purple gold vs purple augs lol. Fury is top DPS spec atm, verified by multiple parses and first-hand reports. "sniper" tells us nothing, Marks, Engi, or Virulence? Regardless Virulence is top sniper spec DPS wise and Virulence is slightly above the average. That's the 200k you're observing. Its okay to not agree with something just because you don't like it.
  3. 24k is below average lol the top specs (Fury, Deception and Pyro/AP) are well north of that 37-45k, according to multiple parses and first-hand reports. Which is almost double what youre claiming is "good" and how OP is wrong lol
  4. Some of these changes might be addressed in 5.1, but the majority of these suggestions still apply.
  5. I'm not so much against the system in general, but we are in T1 WAY too long and the green gear makes no sense, esp when you can get 228 artifact gear for dirt cheap off the GTN, soon as you hit 66, let alone crafting it. They want to make it RNG and give everyone the chance to gear through all aspects of the game? Fine, but lower T1 to 1-50 and remove greens from the drop table. We didn't get greens when turning in Crystals/Tokens pre-5.0. While at it, add L1-5 CXP boost unlocks in the Legacy system. Every tier should be Artifact with a "chance" at a legendary piece and the Legendary piece should be 4-6 levels above the Artifact equivalent. It should feel legendary, not a hardly noticeable gain.
  6. This is only one of many changes coming to the GC system. I am almost positive all the 7(?) patches of KotET will have SOME sort of GC change/addition/removal associated with it, leading up to a full-on possible removal in 6.0. Don't like what you currently see in-game or in upcoming patch? Leave your feedback in the suggestion box and unsub till a change is made that you are willing to accept. As far as the 5.1 changes so. I think it's a step in the right direction for giving more incentive to raid, but it's not the absolute answer. Would still like to see a change to the system where disintegrating a FULL crate, improves your chances of getting Artifact(T1)/Legendary gear(T2/3). It's a real motivation killer getting 30+ crates of BS green gear after X hours of grind. There has to be some give and take.
  7. Most of these have been brought up, but would like to put them all in one place. Though I am not totally against the system, I disagree with its current implementation. -Remove Green 228 gear from T1 crates. This makes up most of the hardship and frustrations people grinding to T2 face. You can get Artifact 228 pieces upon reaching level 66 off the GTN for dirt cheap now(and its craftable) and 228 greens make up 50-60% of T1 crate gear rolls and it's an immediate disintegrate by rank 5-10, assuming the player hasn't bought/crafted any 228/230's. There was no green gear while tuning in Crystals/Tokens pre-5.0. There is nothing more of a grind motivational killer than opening 30+ green gear crates, seemingly in a row. There has to be some give and take here. -Change the T1 ranking bracket to 1-50(Max). This is a no-brainer really. Base endgame gear(old common crystals etc) were always only a stepping stone. Even then, most people were able to get a full set of common crystal gear the second they hit the level cap, granted they saved most of the crystals from leveling+ the solo flashpoint part of SoR. Just makes no sense to be in this Tier for so long. heck pre-5.0 you could get full Glowing Crystal gear etc. in a day or two with a pre-made. -Add CXP boost unlocks to the Legacy system. The legacy system caps out on unlocks at level 15(?) and nothing has really been done to it since I can remember. Here is a perfect time to revisit and revise the Legacy System and I'm pretty sure the community as a whole would jump at the opportunity to unlock a L5 30% XP perm boost for a few hundred thousand credits, esp with the slog it takes to get EVERY toon on your account to T2 (rank 90). -Revise the system to grant higher chances of Artifact(T1)/Legendary(T2/3) gear each time a FULL crate is disintegrated. The system already looks to see what "Role" the player is in and gives gear appropriate to that role already(THANK GOD), this change only makes sense and is used in other games. -Increase the CXP rewards/add loot drops for harder content. As it stands now, there is little incentive to run a 45 min FP or 90 min OP, when you can get FAR FAR more CXP spamming 10-15 min PvP matches or 8-10 min Vet Fractured Uprisings. This completely alienates harder content and makes gearing almost pointless after a point. Grind to T3 Command, so you can finish a Vet Uprising a few minutes faster? If there is no incentive to do harder content, then what incentive do players have to grind through the command system to get gear appropriate FOR it? I may have missed some, but those stand out to me the most. I think we can all agree something needs to be done, esp when you have to rinse and repeat the process on EVERY toon on the account. People proposed legacy wide Command ranks, but I cannot see how that would be a GOOD thing, unless logging on to another toon on the account at level 70 and I get ALL the previous ranks crates that I've already unlocked.
  8. Well to be honest, 80%+ of the people queing for non-ranked PvP pre-5.0 were already in full PvP sets. Going up against someone with full PvP gear, while yourself in a full set, just canceled the benefits out really, if you think about it. Even then I remember doing some tests in 4.0 PvPing with a PvE set and a PvP set and really didn't see much difference thanks to the borked bolster system. The removal of expertise isn't really a noticeable change when you break it all down as far as PvP effectiveness is concerned. The only time you really "felt" the PvP sets difference was going up against someone without a set or vice versa if you were trying to get geared. But there again, the bolster system kinda already killed the "need" for a PvP set to be effective to begin with. As far as people not queing, don't kidd yourself. PvP grants upwards 800(?) CXP every 10-15 mins, more with boosts etc. The fact people can que without "pvp gear" means more will be apt to do so, given the CXP gains. All the ques were instant for me thus far when quing for PvP in 5.0. PvP and Veteran Fractured (Uprising) are the two BEST ways to obtain CXP in the shortest amount of time atm. I don't think quality will drop per say, PvP is widely a niche community to begin with in MMO's. The ones that PvP for the thrill of the hunt and enjoy fighting REAL dynamic players vs scripted AI fights will continue to que and the ones that don't like PvP or think they can't will still NOT que. Quality imo will stay largely unchanged.
  9. Always loved this thread and have used it so many times, but I am wondering how accurate your 5.0a figures are. Seems they are mathematically based off PTS changes. Problem is, it seems like most of the PTS nerfs didn't make it to the live server. I've noted a few of my tooltip figures in 4.7 and rechecked them when 5.0 went live and no changes were reported. Like with my Madness Sorc which was supposed to get a 10% nerf to Death Field, yet my DF tooltip was reading the exact same figures I wrote down in 4.7. My Madness Sorc was also well ahead of the Arsenal Merc on my team in DPS, whom was better geared and had a solid rotation. Also when I looked through the official 5.0 patch notes I didn't see many (if any) nerfs? Not saying you're wrong, just curious if maybe I am missing something here?
  10. We're now 60+ hours since this bug was initially reported. A game breaking bug that gates KotET content. If they were smart and actually cared while faced with the reality that they couldn't formulate a quick fix, they should have allowed players to skip Chapter 16 and go straight into Chapter 1 of KotET via the new Mission/Chapter UI, while they formulated a fix.
  11. Seems like they won't do anything about it, till the expansion goes live-live on the 2nd. What a way to give players the middle finger. They really crapped the bed on this one.
  12. Nope. Still not fixed. Quite perplexing how this hasn't been fixed yet. Any other game would have dropped an Emergency Hotfix 2-3 hours after the servers went live. Especially since this bug has been reported since 9:45am EST yesterday (27 hours ago) on other threads and it's pretty game breaking seeing as the Arcann fight directly gates KotET content. "Early Access" lol.
  13. #3 does not work. You have to use bash in order to force him into the next phase of fight (Stairs). Did fight 5-6x now and stood in place with shield for 30 mins, reflects orbs but Arcann never takes damage. It's clearly bugged and pretty game breaking. Seeing the pages upon pages of it on forum and on reddit, as well as gen chat, seems like there should have already been an emergency hotfix on this, esp seeing as it directly gates KotET content.....
  14. You are trying to compare apples to oranges here. Concealment is a burst spec and like most other burst specs, you are not going to see high sustained DPS figures(like in the DPS rankingscharts). If anything the DPS tables pretty much give a cut and dry picture of which classes are the more burst heavy/focused specs (if you are reading the lists from the bottom up). NOTE: Though this is a great write up and optimal gearing guide, the term "optimal" here only applies in the sense that you are trying to maximize the SUSTAINED DPS/HPS with each class/spec. So even on say Concealment, a burst spec, this would not be the "optimal" gearing guide if you are trying just to maximize the raw amount of burst damage you can do in the shortest period of time(what burst spec'd classes are designed to do), which usually just equates to soft capping Critical, then rest into Power/Mastery. EDIT: Can't seem to find the post to quote, but to answer thier question and many other lingering questions on "What's generally better to use", it usually breaks down as such; Sustained DPS builds/specs:(what this gearing guide is tuned for) -HM/NiM Operations -HM Flashpoints Burst/AoE DPS builds/specs: -SM Operations -Heroics -Leveling -Dailies -PvP -Tactical Flashpoints Granted this is not saying you can't bring a burst spec like Concealment into a HM Operation or a sustained spec like Annihilation to a PvP match, just means they are not ideal.
  15. Carnage/Fury + Treek and everything is faceroll easy as far as leveling goes. Gear, Keybinds and Rotation also play a large role into the ease or difficulty in leveling. The only thing I can suggest is running the best gear you can, helps if you can afford it to go full custom set(s) and upgrade all the mods, enhancements and armorings after each planet, as custom gear fully true to level is on average about 5-8 levels better stat wise then exchange/quest greens true to level. Learn the ins and outs of your class. See what abilities do what, what skill buff/proc others and work out a rotation that achieves the best single and multiple target bursts. I can tell you no matter the class the best AoE heavy spec, is the ideal for planet leveling ( as most mobs are in groups of 3-5). Your other option, if low on funds, income or resources and just want to level, is to run Tactical Flashpoints 24/7. Great way to level, esp with legacy unlocks, rested XP and other XP boosts. With tactical flashpoints, good gear is non essential as all of your stats are bolstered anyway.
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