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Czyirkz

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Everything posted by Czyirkz

  1. Hey guys! So as you know, 2.6 is planning on removing some of the RNG from the Vigilance tree boosting our DPS a little bit, but we're still a little behind, so I had a few possible suggestions to even everything out. 1. Give us something like "Hold Your Ground" in the Lethality/Dirty Fighting tree for Slingers/Snipers, reducing the cooldown of Resolute by 15/30 seconds. Constantly being pushed by people, slowed, rooted and what not is an extreme disadvantage, especially in PvP, so why should a class with the max range gain a benefit like this while those of us who really NEED it are left in the dust? 2. Combine talents. Our tree is extremely bloated and has a few similar abilities that can be combined to reduce the total # of talents. Burning Purpose/Burning Blade, Accuracy/Single Saber Mastery could be combined (Technique mastery/Charge Mastery for Shadow/Sins increases form/accuracy in the same talent), Unremitting/Stagger could be combined because they are both Force Leap related / it helps for when people just walk away when we're channeling MS 3. Increase the duration of the burn caused by Overhead Slash and Blade Storm by 3 seconds, (Without diminishing it's damage), so our DoT's do a little more and we can have a longer and potentially 100% uptime. 4. Change "Narrowed Focus" into something more beneficial, as it isn't recommended by any guides as an ideal talent. If you made it something that "increased the critical strike damage of your burning effects and Overhead Smash/Blade Storm/Plasma Brand/Master Strike (Any of those 4 + burning) then you'd see another bump in our DPS.) I don't feel that this would be overpowered considering our situation, but I think not only does it increase our overall damage, it helps with mobility which is something we're severely lacking in. People will argue, "Force Leap -> Force Push -> Force Leap -> Guardian Leap" is already unfair so our mobility is just fine, but it requires much more effort, coordination, and luck to do then the Scoundrel's Scamper, a Consulars Force Speed, or a Troopers "Hold The Line". not to mention that unlike the other 3 classes, Knight/Warrior HAS to be melee, so while a Gunslinger/Merc/Sorc don't need to worry about being slowed or rooted, on top of the range they have multiple abilities increasing their mobility, which though I'm sure it helps them and isn't "a waste," it just doesn't make sense why we would lack one. Maybe make "Saber Ward" act similar to "Hold The Line," or give us some sort of cleanse so that when we get slowed we can recover. I'm not suggesting that we nerf the other classes by any means. I think nerfing a class is rarely necessary, but sometimes we just need to buff the others. My brother's main character is a Merc and he is constantly using Hydraulic Override (Hold the line) so I know that it isn't useless. My main is a sniper and I frequently use "Covered Escape" (Hightail it) and understand that it has many benefits, but I just don't understand why the other classes gain more in the "immune to immobilizing effects" abilities while the only one we get is Unremitting, but that's only Vigilance specific. Anyways, I know that many, if not all of these, won't take effect, I just wanted to throw my ideas out there.
  2. I'm a fan of trying to make characters match their class with how they look. All of these toons are on the Begeren Colony. It's a few people so I'm hiding it to conserve page space. In the order I made them: EDIT: These two weren't showing Bastila (Shadow DPS): http://i.imgur.com/nVNyUYd.jpg http://i.imgur.com/rh10pb5.jpg
  3. We also have some alts that run a lot of PvP, so if it's a PvP-PvE guild that's also great
  4. Hey guys! So my brother and I left our old guild a while back and are now looking for a new one. We tried a guild that sort of/didn't really know how to raid properly so it was a pretty bad progression group, so we're looking more for a guild that runs 16-mans casually but well organized. Me: Torenes - Sniper - 55 - 5/18/23 http://swtor.askmrrobot.com/character/77b6856f-5325-4afc-b7f4-6a66fcee3231 I also have a well-equipped PT Tank who I could use but I don't really like playing on. My Brother: Arojiya - Merc - 55 - 6/36/4 http://swtor.askmrrobot.com/character/e7894ba6-8edd-4388-9501-91dc16ada851 He has a decently equipped 55 Sorc Healer, but is also extremely capable with healing on Aro. We don't have much HM experience, but we're capable of listening and adjusting to mechanics. We just want to run some casual 16-man ops. Send me some mail in game if the guild you are in is my soulmate, or post here, or stalk me in game, or whatever tickles your fancy.
  5. Some things before acting like a jerk 1. Make sure you actually know what the post was about. 2. PvP crystals require level 50, so at that point a cartel crystal isn't worth it considering the color options are already available so your #2 is completely irrelevant. 3. Try reading a post before replying. Who knows, it could prevent you from looking like an idiot in the future. I wouldn't consider Artifice a worthless skill. Enhancements are extremely profitable, it's just hard to get them. You also get the Hilts which can also make a profit, and the people who buy crystals from them don't have access to the cartel crystals. I may be wrong, but I don't think I've seen someone who has a cartel crystal choose to take an extremely weaker crystal just because of the level. That may change as you level up and the difference isn't so substantial, but I don't think people will choose a level 7 crystal with a +4 endurance instead of taking a cartel level 10 one with the +41 (Stat). I do get what you're saying though, and didn't think of this suggestion from an Artifice standpoint.
  6. I don't think that the Dark Protection will be easy to maintain in Ops. *I'm basing this off constantly having your 4% damage reduction bonus.* S&V: Dashroode will hit you into the air which takes about 4 seconds or so to recover from, so I don't see you maintaining it. Titan 6 jumps around and given the time you are running to a rock, behind it, then running to Titan 6 it will probably end. Thrasher would be easy to maintain it on. Olak disappears so it'd completely jank up the rotation. Styrak also disappears. TfB: The Writhing Terror would be difficult with him digging beneath the ground, going to a new location and you force-speeding to him, and the Tank Swap may also make it difficult With the Dread Lieutenants, I think that the Tank Swap is the only part I see as difficult when it comes to maintaining it. Op IX would be hard because A) There isn't a constant stream of adds and B) When fighting the boss, he puts up his shield so you can't keep it going Kephess is weird and I think circumstantial. He is difficult to keep threat on since he threat wipes frequently and a lot of the time is spent kiting him The Terror is hard, but not really necessary. Especially when you get to the final phase, most of the damage is inconsequential unless you mess up the mechanics Dread Fort: Nefra would be easy to maintain it on. Draxxus would be difficult with him vanishing. Grob Thok would be easy to maintain it on. Corrupter Zero would be difficult with him jumping around, his lazer beam getting in the way and what not. Brontes would be easy to build up, but with the hands and fingers coming and going, the Kephess looking ugly thingies and Brontes herself, it would be pretty difficult to maintain. Dread Palace: Bestia would be easy as there are always adds and Bestia doesn't go anywhere. Tyrans would be pretty easy as long as you don't fall below. Calphayus would be next to impossible as you have to teleport, wait for the phase to start, then inbetween past/future battles it would probably expire. Raptus would be difficult as the Tank Challenge would cause it to expire, kiting him would, and when he pushes you/you teleport it would expire. I don't know enough about the council to explain it accurately, but I think it would be easy to maintain, but at the start of each new phase it would need to be reset.
  7. First off, I want to apologize if this has (It probably has) been suggested before. I'm TERRIBLE at digging up old threads. I'm really interested in Cartel crystals with normal colors, like "Red," "Blue," "Green," "Yellow." Instead of "Core Blue," just a regular blue crystal, like the one you get on Tython after finishing the story quests there and receive your first lightsaber. Basically just one of those with the normal stat boost of a Cartel Crystal (+41 Exp/End/Crit/Power) I don't think they should be in a pack, but maybe like, 100 CC for an Expertise one, 150 for an Indestructible one, 250 for an Eviscerating one and 500 for a Hawkeye one. I think these would A) Sell very well as I think a lot of people would like them, and B) Give some people that authentic jedi/sith feeling when they play. I also think a normal purple crystal (Like the level 50 one, not the derelict one) would be awesome, just more expensive then the usual ones as Purple > everything else.
  8. When questing you should go with Deception. If you have in-field respec, switch to tanking for FPs so you queue faster. Deception would just make the quests go faster, but if you prefer tanking then bring someone like Andronikos and equip him well and you should be fine, that's what I do for quests/dailies.
  9. My apologies then haha. If it's guarding/capping then I'd probably suggest a hybrid.
  10. I completely agree, and with the: - 3 stacks of Harnessed Darkness no longer cause the Assassin to be healed when Force Lightning deals damage. Instead, it grants Dark Protection, which increases damage reduction by 1%. Dark Protection stacks up to 4 times and lasts 12 seconds. We also have to take into account how you get Harnessed Darkness, much less how you get it 3 times in 12 seconds. Wither has a 9 second CD and Shock has a 6 second one, so you have little room for a rotation if you do a shock/wither/-----/-----/-----/shock/Force Lightning not to mention you get the "Dark Protection" after Force Lightning finishes casting (Around 3 seconds) so it relies heavily upon 'Energize' which has only a 30% chance of proc'ing. So assuming you have 0 alacrity, you have the GCD (Which I think is 1 second) So Shock(1)Wither(1)/Ability(1)/Ability(1)/Ability(1)/Shock(1, assuming it has proc'd by now)/Force Lightning (3) you have 3 seconds wiggle room to add to your rotation, not to mention you'll be moving around (Mostly PvP) so getting those hits off flawlessly won't be easy, so basically the rotation you had is now janked up to maintain this potentially awesome buff. Things that could throw you off: A moving enemy A CC, which is extremely common in PvP and PvE (whether it's just a normal enemy, a normal player in PvP, an FP boss, Operation Boss, nearly anyone who is gold, a few silvers) Energize not proc'ing Being interrupted when casting force lightning, (Push/CC/Pull) Holding aggro on adds/large groups could both make it easier or a lot harder Taunting someone with a threat table that resets quickly (1 second) 18 seconds was much more ideal and beneficial, but 12 is about the bare minimum that you could benefit from, and for anyone who isn't level 45 and doesn't have Wither, it's substantially more difficult to maintain.
  11. He's just asking about guarding, not advancing, and you shouldn't plan your spec on the assumption your team will be losing because then you aren't prepared to play when your team is winning.
  12. This is what I suggest for PvE content http://www.torhead.com/skill-calc#200McrsddfdGbRZcMZbM.3 It may be slightly different then what other people suggest though. I'm taking considering the Swelling Shadows 2.5 change in this set up as well, even though Tor Head hasn't updated it.
  13. I'd suggest full Darkness for guarding. Even though it's DPS isn't the same, with Spike being usable out of combat, you can survive well enough for reinforcements to come assuming more then one person shows up. In my experience, there's usually a stealthed person accompanying the one person I saw, so in a 2v1 situation the odds of surviving aren't huge, and a full Darkness Assassin has the best chance of 'holding down the fort' while reinforcements head your way.
  14. Hey guys! So as you know, the proposed Assassin Tank changes for 2.5 were: but at everyone knows, instead of swelling shadows hitting 40% armor buff, it's now only at 20% and instead of Dark Protection lasting 18 seconds it only lasts 12. I know that these proposed buffs would have made the assassin tank an extremely reliable option, but with the removal of self heals and the HD heal, our survivability is less sporadic, but not necessarily better. Proc'ing the Harnessed Darkness 3 times in 12 seconds to keep the 4% damage reduction up depends heavily on Energize proc'ing, so the 4% armor buff from Dark Protection isn't as constant or reliable as the self heal. I'm not saying that we should just throw a larger armor buff to the Assassins for free, but if we traded the Discharge damage buff from Mounting Darkness (5%, 10%, 15%) for an armor buff of (5%, 10%, 15%), then not only will the sin tanks already highly capable damage output be nerfed a little, we'll be making the class less squishy. Another thing I think that could work pretty out in our favor is if Dark Ward restored like, 1-2% of health when it expired. If this was included and the 2.5 changes remained as they are, the Assassin keeps some of it's self-heals to make up for them being lost, and with the nerf from the originally proposed class changes, this helps without giving us some extremely over-powered healing ability. If you take into account the Powertech, they have Shoulder Cannon which heals them 20% of their health every 90ish seconds, so Dark Ward healing every time it expires (20 seconds) would make it a little less then half as effective as that, so I don't find it unreasonable. Added to the fact that PT's get Kolto Overload which rapidly heals them to 35%, I don't find this small heal as OP in any way. Anyways, I'm interested in hearing what you guys think considering the class changes that were made. I think that they had the right idea originally, but them nerfing it ended up hurting the class instead of helping it.
  15. I think a lot of these complaints could be avoided if two things happen. 1st: "Players who have already purchased Rise of the Hutt Cartel and are an active Subscriber on September 12, 2013 at 4:00AM PDT / 11:00AM GMT will receive a new title, “The Risen,” via in-game mail on or before September 25, 2013 as our appreciation for the purchase." Anyone who purchased RotHC AFTER August 10th (People receiving the "refund" cartel coins) should not receive the title. If the title is supposed to "make it up" to people who are upset, then shouldn't it be a special item to them instead of an extra bonus for people just purchasing it? 2nd: It's something different then a title! Because the Expansion pack offers access to Makeb, I think instead of the title "The Risen" people should receive a Golden Fury pet (Toborro's Courtyard Operation Boss) that shoots your enemies while it's with you (Doesn't damage or change outward appearance, just a little droid shooting people occasionally.) This way people get something that's actually cool (And I think it'd be wanted), it would be extremely unique (It fires a harmless laser) and it would be for the people who already purchased it, not the people getting cartel coins. Everybody is happy then.
  16. I don't really get why people who pre-ordered it are getting upset. With the items they got, I think it was completely worth it for them despite that it's free now. I'm one of the people who joined the game and purchased RotHC after it's release and before August 11th, so I'm just going to post my concerns with this. I only have a few issues and they are as follows: 1. The "reward" we get for purchasing it was a title. 2. People who are getting the 1050 cc are also getting said title 3. People may have spent the $10 for RotHC and didn't want any cc. 1. The reason this "reward" upsets me is because we're basically receiving a title that says "I paid for what people are getting for free." 2. Not only are people who waited longer to pay being rewarded more for waiting, they're being rewarded the same thing as us "loyal subscribers" for doing... nothing. They bought what we bought and got an extra $10 on top of that, whereas everyone who purchased it before August 11th is just receiving a title that will be extremely common. If it were remotely difficult to obtain, or was actually a good title that could actually fit a character than that'd be better. I have a level 55 BH and I'd much rather be "Tiarnes Wanted: Dead Or Alive" Instead of "Tiarnes The Risen" Like, what am I? Bread? We're not part of the Hutt Cartel so it's not like us completing the story already has made us "rise" in any way. It's a poor title that has no significance. You spent $10 for a title that doesn't make sense... Lucky us. I've seen a lot of "You payed for 5 months of access to this content," which is a total load of crap. Everyone that purchased it paid for ACCESS to the content. Throughout our purchase, it was said we are purchasing access, not "early access." I doubt Bioware intended to make this free and I'm actually happy they are, but it seems kind of lame that this is the way they decided to go about it. 3. Like I said in #2. "Everyone that purchased it paid for ACCESS to the content. " People may have just wanted the extension, but instead they basically got tricked into paying for cartel coins. Instead of Bioware saying "This is going to be free so you are no longer able to purchase RotHC, they let people continue, knowing full-well that they were going to make it free. The executives at Bioware didn't wake yesterday and just decide "Today is a good day to make our first extension free." They've spent time thinking of how to announce their decision, all while people looking for the extension were really just paying for something they may not even want. Plenty of people love playing this game but aren't interested in cartel coins. It's like going to a store and buying a shirt. Like people have stated, 30 days is a common amount of time for a retailer to give for refunds. So you go to this store and buy this shirt. Then a few weeks later (Or days for some) the shirt is free, so you go and ask for a refund. You say "I'm within my refund time, so can I please trade this back in" and instead of you getting your refund, you're given a belt of equal value. I think all this frustration and anger that some people are having could have been avoided had Bioware simply said "RotHC is going to be free soon, so if you purchase it now you will not be refunded." 1. People who purchased it wouldn't be rewarded twice. 2. People wouldn't be forced to pay for cartel coins they didn't want. 3. Everyone else is happy (or at least happier) that people aren't getting two things for the price of one 4. Bioware saves some face with loyal customers. People are probably going to disagree with me or take what I said and break it apart in an antagonistic way, but that's fine as I don't think my opinion will change anyone's thoughts, I just felt like posting it.
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