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KittyCheshire

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Posts posted by KittyCheshire

  1. My apologies to both Gloomy and Cae, I never meant to insult or come across like that towards either of you. I likely also should have been more polite to TheSupaCoopa.

     

    I'm a big fan of Cae's Vanguard guide, it's made me feel a lot more comfortable with my own Powertech and I'd never doubt his knowledge about the class nor claimed he lacked knowledge about any of the others. I felt the comparison left out vital points but I might have misunderstood the point Cae was getting at. Like for me if person A is close second at everything, where-as Person B and C both shine on different aspects but are rather weak on others, it doesn't mean person A is worst off. But it does indeed mean that they don't stand out at anything which in a 2-person tank-team often would be needed. I completely agree that a class should have the tools to overcome the challenges presented by HM/NiM. Which is likely the same reason a lot of people would like another cooldown/reactive shield rework. Gloomy simply said it a lot better than I did, English is not my first language, sorry.

     

    I'll stop blabbing, it's like we all agree and I got kind of off-topic. Sorry OP.

  2. From what I understood a small part of your Legacy unlocks at level 10, which might even be that you start gaining Legacy Experience, but the full deal is still at the end of chapter 1.

     

    A safe bet would be to do Dromund Kaas/Coruscant without speeder piloting and buy it at level 15 (assuming you're both subbed.) Though the item should not be usuable if the effect doesn't apply, sadly that restriction is sometimes bugged.

     

    It's difficult to find since so many players played before all these small luxery updates or don't realise you can have a speeder before level 15 before they see their Legacy.

     

    Best keep us informed for the next person. :)

  3. I think all Trooper classes should get a combat roll from level one which would be like our version of cover. It would act like this: Pressing the button that "combat Roll" is mapped to and pressing one of the WASD keys would make you roll in that direction, increasing defense for the duration of the roll. You would only be able to roll once every 3 seconds. Storm should also be baseline, but for VGs only. In place of Storm, we would get a CD called "Reactive Armor" which would increase shield and defense by 15% and all damage received by 25%. In addition, your guarded ally(if in range) would also receive these benefits, regardless of class(It would work like a Shield generator for the duration, if that makes any sense) and last 10s.

     

    So you want a Roll with a 3 second cooldown?

    and

    A jump available for every spec? (This I'd actually not mind, but not at the cost of Hold the Line)

    on top of

    Hold the line and Harpoon?

     

    You happen to want phase walk and guardian leap aswell? I agree Vanguard Tanks deserve another cooldown or a rework of Riot Gas, even if it's at the cost of some of our defensive stats. Doubt it will happen, it's kind of the Vanguards thing to be 'easy' though I personally find that it's a bit boring with so little cooldowns to time. But their movement is quite alright in their own unique way. Hold the Line is pretty amazing.

     

    Vanguards Currently

     

    Armor (#1) - Though Guardians have equal armor with riposte active.

    ST Threat (#3) - We lack actual "High Threat" skills and our ...

    DPS (#3) - Both other tanking classes put out more DPS than us. Shadows can put out 20% more w/o breaking a sweat.

    AoE Threat (#2) - We pull ahead of guards here specifically because of the number of AoE options we have. Shadows again destroy everyone.

    Mitigations (#2) - Shadows win Def/Sh both. We pull ahead in Abs. Guardians fall behind on this.

    Cooldowns (#3)- By far number three. No F/T immunity. No secondary damage reduction cooldown of any valid magnitude

     

    But wait... how could i forget!

     

    Auto attack (#1) - Our auto attack is WAY better than the other two. Nevermind that they don't have to use theirs with much regularity...

     

    We have two stuns, we can spec for an amazing amount of slows, we have a leap and a pull, and we have nice range (the little it matters). The only part we are seriously lacking is cooldowns. It would have been fantastic if we could have addressed this with our class questions but unfortunately the Vanguard tanking community is few and far between compared to those who want to do DPS.

     

    Maybe I'm misunderstanding but by comparing it so shallow you make it sound you find Shadows overpowered simply because of their threat ability and defensive stats? Are you forgetting they have about 17% less damage reduction, they need ridicilously high defensive stats to compensate (and let's face it, it gives them an extremely spiky nature.) Not to mention you do count Riposite (you ment Guardian Slash btw :)) but not mention anything else (such as Energy Blast, Slow Time, Force Sweep etc.) But in the end we do agree on Vanguards needing another cooldown.

     

    Which I think only from looking at NiM content. I think Vanguards are and always have been in a solid place. They've got amazing plain mitigation and besides threat they haven't got much they need to watch (keep up the 5% damage debuff and Energy Blast on recharge) which is more reaction than a strict rotation. But in NiM using cooldowns perfectly becomes very important and then Vanguards often feel 'naked' to me, from healing perspective not quite underpowered, but just there, unable to have the control tanks should have. Another cooldown however will likely cost us some plain mitigation.

  4. No. And you can have a stupid non-RP name and you can ride your speeders indoors, and, and, ...

     

    Basically, there is no difference in the servers that say "RP," except, presumably, there is something of an RP community on those servers.

     

    PvP vs. PvE, however, is a big difference. Do you enjoy getting ganked by level 55s repeatedly whilst trying to level up? Play on a PvP server (it's probably better than all that but that's the detail that always comes up when I think of PvP servers)!

     

    To be fair it does often feel that way. SWTOR doesn't support any open world PvP and I can recall about 3 fair fights I've had so far. By fair I mean within 6 levels so I can actually hit them and not too outnumbered. I've been ganked unlimited times though and sometimes stalked, it happens, but it's not too horrible or frequent. But it's not quite what I expected, it's my first MMO with factions so I was likely very naïve. The bright side is that presumably the PvP is more active (I have no clue how much truth that holds.)

     

    And the few times people get lucky with Pushback/Stuns and had the envoirment kill their gankers would likely make some people happy.

  5. Duran'del here:

    I share a SWTOR account with my siblings. I created a second(F2P) account so I could eventually play with them, adn I was wondering what Unlocks to pucrchase. So far, I have:

    -Unfiy Colors

    -Additional Quickbar

    -Cargo Bay

    -4 major EXP Boosts(For Easier leveling)

     

    I was wondering what other unlocks to purchase and would like some advice(And, no, I will not sub because I've got this account.)

     

    Remember to refer the F2P account for 5(?) free minor experience boosts (per character) 1 free quicktravel and 1 inventory unlock module. They're all bound to the character but the free XP boosts are very nice.

     

    Assuming you become preferred (buy 400 CC) all I'd possibly add is 1 crewskill slot (if you use crewskills, crit rate seems to be very poor on F2P) and definitly Artifact Equipment if you want to get into end-game.

     

    Because you noted unify colours you'd likely enjoy Display Legacy Name/Titles, Hide Headslot and Companions Customizations, but in my opinion it's all just fluff.

  6. I'd take a better look at your crafter since you can get to 450 with crafter-only schematics. Make sure you look everywhere: Armourings, Mods, Earpieces, Droidparts or even Grenades. It's been too long to remember exactly which schematic was for 410.
  7. With the economy on the server I play on (ToFN) you've covered the most profitable crewskills: Scavenging (even if you just sell the raw materials) and Slicing on top of the combination Droid Parts (2/2/2) for MK-9 Augmentation kits, but like you said requires you to queue.

     

    You could indeed look at other gathering skills to sell the raw materials. It's a guaranteed profit unless companions fail (do check the GTN if prices aren't below the price it costs to gather)

     

    Another option (if you actively play the characters) is Biochem, I see it as a long-term investment since I use Medpacs/Adrenals whenever the situations asks for it and like walking around perma stimmed, not as useful if you don't do end-game PvE. Same for PvP'ers with grenades. It's especially nice since for me an optimal crewrun is: both Abundant Scavenging missions and both Rich Scavenging missions along with a Rich yield slicing.

     

    All other crewskills (Treasure Hunting, Diplomacy, Underworld trading etc) can sell relatively well below grade 9 due to the lack (very server dependant) but besides that they usually require too much luck to be profitable (to me atleast.)

  8. I would file a bug report, it sounds like you've crafted and from level 1 artifice on everything should give you atleast some points. Another possibility is indeed untrain and retrain the crewskill.

     

    If your main focus is leveling make sure you craft schematics that have an orange dot behind them. About every 10-20 levels you'll want to focus on a new schematic. These should award 2 points towards your Artifice level.

  9. Hello guys, Thezwoop here.

     

    Im looking for a crafter on "The Red Eclipse" - Empire side, to craft me the Advanced Reflex Barrel 31.

     

    I got all the materials needed, my ingame name is "Boga'rok" please add me and contact me ingame if you can craft it for me :)

     

    Thanks in advance!

     

    Hey,

     

    I can't help you but I want to point out that you can search them on the GTN and befriend the names on the crafted ones and reach out to them. Since the 2.4 update not a lot of people still advertise, but quite a few have the schematic since it can be reversed from off-hands! :)

     

    It's odd that the 2 other replies act like it's such a weird thing to get something crafted, it gets done here (TofN) all the time. Scams are rather rare on my server, but if you are unfamiliar with any of the crafters it might be worth finding someone who can trade the materials/fee for a barrel straight away.

  10. Definitely just choose the one that is most fun for you to play. No matter what class is the current OP or nerfed class there is always somebody who is good at it and will kickass with it. If you're learn any class inside and out you'll still outperform 80% of the muppets who play. And your can still become a key player with any class, it might just take alot of practice for some of the "nerfed" classes.

     

    I think DPS operatives are at the bottom right now but there is a DPS Scoundrel on our server I hate to play against because he's so good. He unstealths behind you, and you can only resign yourself to laying on the ground till you're dead. Meanwhile everybody is yelling at you for not calling incoming, but it's all because you were dead in 4 seconds. It wasn't a late call, just a fast death. Even in a group melee is slides through polishing players off and seemingly shrugging off damage.

     

    Scrapper and Concealment are so damn fun to play ;) I know the experiences you speak about from the other side, I run with ridicilously high surge and it only requires one or two lucky crits if someone doesn't use the right cooldowns (or doesn't have access to it) and if it fails, stealth/mez or flashbang if stunbreaker has been used. But that's kind of our thing, our only thing. Whenever I get an arena pop (oh god you should see the hate from teammates, where-as it's not my fault it's 1 queue) I need to get extremely lucky because 1 stun or 1 DPS focussing me means I need to play safe.

     

    In PvE we're not even that bad off, uninterrupted we pull tons of DPS, how-ever, so prone to any melee hate which is everywhere in OPs. But only one team ever let me run it in HMs and even they asked me to please just get a Sniper out, can't blame that. I pull higher numbers in the Operation where-as on a Dummy (aka uninterrupted) my Operative wins by a mile. (Dirty Fighting/Lethality btw)

     

    To the OP: Hope you found a class that you can have fun with! :)

  11. Is it weird that I find healing one of the easier roles? We usually have the least mechanics, in SM most mistakes are easy to outheal and overall the healing required is relatively low. 16man is even beyond ridicilous, sometimes I feel I might aswell not be there since straight after my heal hit I see another 5% being cleared by another big heal from one of the others. It would really suprise me if you can get 1 group where all healers can't pull their weight.

     

    That being said I possibly overestimate DPS, I find it important to be on the right target at all times and maximizing my DPS even if we're not near any enrage timer. Tank isn't too complicated either, but has little room for errors and well, sadly it's very difficult to do your job properly with a taunt-it-all buddy that forgot to stack any mitigation because his epeen needs HP to feel good. To be fair unless the tanks are beyond saving I've never failed a PuG-operation. Which is rather sad considering I've not yet came around a mitigation-heavy tank.

     

    In FPs I have come around some really bad healers (if you kick a healer and Treek can keep your team up you will want to cry.) But I also get around quite ridicilous DPS or simply plain rude DPS that rush in, not pop a single cooldown and don't care at all that their pug-tank might new to tanking, whilst I get aggro of everything he ignores and have to heal my *** off, sad part is that it's possible without any wipes, not does it push me to use consumeables, except on squishy Sorcerer/Sage.

     

    5th option - Bioware makes addon API and more people reroll healers because it will get easier and more fun. :)

     

    Google failed me, could you explain (in easy terms) what that is? :) (PM if it's very off-tpic, I would really appreciate it!)

  12. The predicted outcry:

    Though I won't say it's a bad idea, I'm not too sure whether it is or not, it's a little too late. What happens if right now Armourings get moved? Will I get the schematics in some way so I can transfer them to my Armourmech or can I start reverse engineering all over again?

     

    I do think adding grenades to Armtech might be a smart idea, but that still leaves Armormech and Synthweaving behind.

  13. Thanks for the answers. I gathered some of that from one of the other posts.

     

    What is the rough range of Cartel Coins that unlocking collections tends to be?

     

    For as far as I know it varies between 60 and 600 CC, how-ever I've never unlocked a whole rare armourset, so those might be even more.

     

    The ones I happen to recall:

    Endurance Crystal: 60 CC

    Common Mount: 60 CC

    Non-rare Weaponset: 90 CC

    Weapons: 240 CC (though less rare weapons likely cost less)

    Hawkeye Crystal: 240 CC

    Rare Headpiece: 600 CC (Toothpick in my case)

    Rare Mount: 600 CC (such as Throne/Varactyl)

  14. Operative

    Assasin

    Maurauder

    Jug

     

    First of all, any class can perform well and it's highly dependant on how you play it. How-ever some classes provide some more utility or are less prone to disruption, or simply in a good state this month (favour of the month) though SWTOR doesn't have a lot of classchanges. Due to this reason the serious premade teams (such as ranked arena's) and high-end raid-teams will prefer certain classes (in certain roles.) Though quite a few teams will take who-ever can pull it's weight.

     

    Operative: DPS potentional is very high. How-ever the downsides are that it's very frail to movement and interruption, something that both in PvP as PvE can form an issue. On top of that in PvP as DPS they prove to be rather squishy. Though very fun to play as either DPS or Heal I doubt any high-end group will be too fond of taking those, especially if something as a Maurauder or a ranged (this goes for PvE mainly) could take it's place. As healer you'll be plain amazing though.

     

    Few of the issues explained:

     

    Currently a team-opener would be Orbital Strike followed by going into stealth and Hidden Strike (to build upperhand and ofcourse it's damage) but in a team-envoirment you usually only get the choice between one of them. Another issue is the movement, if a Maurauder for example gets knocked back he simple leaps back. You can use your roll, but it costs 20 energy, something a DPS-operative is usually not able to afford. Another issue is if a fight requires interruption (long enough to lose your upperhands) you're back to your opener, often without stealth. These issues can affect your damage output a lot.

     

     

    Assasin: Currently in a bad place DPS and Tanking-wise in PvE, though we'll have to see how 2.5 (expected around December) will rebalance this class. In PvP this is an amazing class though. With stealth you can be a good node-guardian aswell as picking your targets well in a bigger fight, on top of that you have some sweet cooldowns. Similar to an Operative you are prone to shut down, but from my experience Assassins are slightly better at recovering from it.

     

    Maurauder: Currently in an amazing place PvE and PvP-wise. In PvP they bring some very nice defensive cooldowns to the table aswell as great damage. Smashers are often considered overpowered for a reason. In PvE they can provide group/raid-wide buffs, Predatation (increased movement speed and defences) and Bloodlust (15% damage/heal increase) are an amazing addition to any party. In 2.5 they're going to be toned down a little and we'll have to see what kind of results this will have.

     

    Juggernaut: Currently in quite a good place. They're formidable tanks in both PvE and PvP aswell as great DPS mainly for PvP (Rage once again) for PvE DPS I doubt they're the first class a person would consider for their team since they don't bring near as much utility to the team as their sister-class Maurauder, but I'm not too experienced with them outside of PvP or Tanking-spec.

     

    As a conclusion I'd be wary of the Operative outside Medic spec, but the other 3 classes will most likely be on almost equal foot, especially after 2.5.

     

    I would once again like to say that any class how-ever will be able to pull it's weight and it's a lot about how you play it and how good you are at mechanics. I'm just aware what a certain class can and can't bring.

  15. Healing in DPS spec is never a good idea, it might be doable to a certain level or if your groups (mainly tank) carries you by either being very skilled or overgeared. With respec being free (and for 200k available anywhere at any time excep for warzones) I personally think it's plain rude to drag a team down just so you can get a quicker queue. Even if you're some exceptionally good player, the difference between you and a healer specced Sorcerer will be great.
  16. Dear community,

     

    I'm currently a sub but don't think I'll stay one. I was wondering how it goes with character slots. I know as preferred I'll have access to 6 out of the 12 I currently have. What happens when I buy a server character slot as preffered, will I unlock an additional slot for a new toon or will I gain access to one of the 6 unaccessible toons? Or will I get to chose between the 2?

     

    I just want to know if I should make 12 characters with the look and names I like whilst being a sub or wait until I'm preffered.

     

    Thank you in advance!

  17. You best send in a bug report. You should be able to craft anything you want aslong as:

    1. You don't have more than the maximum amount of companions out

    2. Got access to the crewskills (Preffered for example only have access to 2 out of 3 even if they had 3 as a sub.)

     

    Nothing needs a crafting station as far as I know, except adding an augmentation slot to a piece of gear.

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