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murshawursha

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Everything posted by murshawursha

  1. Yeah, because the community team is totally responsible for a deployment error. C'mon, don't be stupid. Some dev or whoever behind the scenes made the error. Courtney just has the unfortunate job of conveying the message to the community. Frustration is understandable (and justified to an extent), but at least direct it at the right people.
  2. Courtney and Eric deserve raises. Just sayin'.
  3. This is... a pretty big fail. Especially coupled with the launcher issues over the past week or so, some unfortunate people are going to have to re-download the entire game twice in the span of a week. Some sort of update would be nice - I downloaded the patch and am currently in-game. Am I already screwed, or will I be okay if I just don't open the launcher again until after the patch tomorrow?
  4. It is without question the most awful quest I have ever had the misfortune to complete.
  5. I got one too... Have to say I'm disappointed. It sounded cool in the previews, but I was hoping it would just be three or four explosions like a regular orbital strike rather than a constant pillar. Also, the fact that it knocks you down for the duration is stupid.
  6. I don't really have anything to add that hasn't already been said, other than this: Make sure your tanks have adrenals for the regulators. It's pretty much the only place in hard mode I use them consistently, but the healers tell me it makes my (assassin) tank less prone to being spiked. Also, make sure the DPS is interrupting End Line on the first regulator to spawn. If the second one comes out before the first one is dead, the tank should 'rupt End Line on the second one.
  7. I think the reason for that is to give the higher-level/talent abilities a more powerful feeling and a cooler look, and thereby a reason to look forward to them. I haven't played commando, but I know with Mercenary, Tracer Missile is far cooler than powershot (which is one of the most boring abilities out there). Same with Voltaic Slash - first time I saw somebody use it in-game, Ithought to myself, "Damn, can't wait to get my hands on that." But yeah, I think they purposely make the starter abilities boring so your character visually appears more skilled (or to have access to more advanced tech) as you level up.
  8. Well, given that Sorcs have a grand total of two lightsaber-based attacks... I actually do think it's reasonable that they wouldn't appear to be particularly skilled with it. But I mean, they can shoot lightning. Pretty much the only time I ever use thrash on my sorc is to add insult to injury when finishing somebody off in PvP. I get that you like it for flavor or whatever, but given how few sorcs actually use thrash (and, honestly, how pretty much useless it is beyond level 10), it's probably not worth spending dev time and resources to change its animation.
  9. Tech Bonus Healing is modified by three things: Your Aim stat, your Power stat, and the Tech Power on your main and offhands. Tech Power is dependent on the item rating of the barrels in your weapons, so keep those up to date as you level. Other than that, stack power on your gear at every possible opportunity, and make sure you're always using armorings that have a higher Aim than Endurance.
  10. It's true - his presence on the battlefield alone is enough to turn the tide of a warzone. I once saw an entire Imperial team leave an Ancient Hypergates while up 300-0 because Sir Copperfield was backfilled onto the Republic team.
  11. About the only thing in the OP I agree with is more planets, and I'm actually a fan of action combat. I love Vindictus, and I've probably sunk more hours into that than any other game over the past three or four years. But if I want that kind of experience, well, I'll go play Vindictus. SWTOR is what it is, and I enjoy it as well. Redesigning the entire combat experience on a whim would be a terrible idea, considering it wouldn't even be the same game anymore. If an action-style star wars MMO were to be released, I would sure as hell try it. But SWTOR is not that game, and is a good thing in itself. Don't mess with it.
  12. Because a +41 power crystal equates to a whole 9.43 damage... Yep, that's sure gamebreaking all right
  13. And there goes any credibility you may have previously had. One can't simply disregard an entire facet of the game because one doesn't prefer to play it. Plenty of people do, and they want to be able to perform as well.
  14. My guild has a list. Everybody in the raid starts on the list. When you win a roll, you get checked off the list. Once you're checked off, you can't roll any more until everyone else has won something and been checked off. Once everyone's checked off, the list resets and starts over. Your guild needs a better system for handling loot.
  15. Honestly, hype inevitably leads to disappointment in the long run. Cautious optimism is far better, and if the SSSP manages to stay under the radar until it goes live, I think it'll be better for the game as a whole.
  16. Because, as others have said, some of us are okay with how Bioware does things. I pre-ordered RotHC, hit 55 during early access, and have been raiding every week in the ~6 months since. I have most definitely gotten my $10 worth out of the expansion. And you know what? I'm actually happy that it's going to be free now. I've been trying to convince one of my friends that played at launch (but had to quit because RL issues didn't give him the time to play) to re-sub and raid with us again. He was on the fence because he'd also have to buy the expansion to raid with us, but the announcement that it' going free pushed him over the edge to re-sub and play again. I got 6 months of content, and now I get to play with my friend again. It's a win-win. And I imagine he's hardly the only person who's going to feel that way about it, and in the long run, this move will probably increase subscriptions and get more people playing endgame content, which is a win for everyone in the game. I should also note that I would pre-order another expansion without hesitation.
  17. Quinn. I wouldn't kill him, because death is more than what that sonofa***** deserves. I'd tie him to a stake and use him as a combat training dummy until the end of time. Seriously though, the fact that we're not allowed to kill him is complete bull. That motherf**ker needed to DIE.
  18. Does that share a cooldown with Serendipitous Assault, or can they be used together?
  19. Actually... In PvE it kind of is. So my class can stealth? Great, what use does that have when the 6 or 7 other people in the raid can't? Spoiler: none at all. Oh, I have a taunt? Cool. So if a tank screws up a swap or something, I can grab aggro and watch as my healers blow all of their cooldowns to keep the boss from tearing through me like wet tissue paper. Bottom line, non-DPS utility is useless in progression raiding. If your tanks are doing their job (and in high-level PvE, they should be), then you have nothing to bring to the table except subpar DPS.
  20. Thank you... Your website is probably our guild's most-used resource for guides and news. Awesome work, as always.
  21. I was having problems in Hard Mode 55 PvE content with 106% accuracy. I would go to 108% minimum, and I pushed mine to 110%. And as far as crit goes, I think pushing all the way to 30% requires more crit rating investment than is responsible. I would aim for 25%-27% and then go into power. Anyway, to answer the original question about power vs. willpower augments, it really doesn't make a bit of difference. With willpower augments, you'll end up with about .8% more crit at the expense of 12 damage. Both too miniscule to give a crap about.
  22. My math came out slightly different from yours - I gained .8% crit chance and lost 12 damage using willpower augments compared to power. To answer to original question, honestly, it's pretty much a wash. The difference is miniscule enough that I would say just go with whatever's cheaper. Mainstat is better for classes with a +% talent, but since sin/shadow doesn't have one, yeah.
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