jardars
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Incredibly good AOE? You have good aoe for a short time until you overheat, after that you can enjoy your coffee while you watch your ops team kill off the trash packs
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I'm swiching to my merc as main now. I love my jugg, but for HM progression its just pointless to try and soldier on. My wonderful guild isn't putting any kind of pressure on us melee players, but when I asked my GM/raidleader if he'd be ok with the swap he was very relieved. We have just killed Bulo on HM, but as a melee that fight is pretty merciless. To stay safe from carts and lifters you spend so much time running you very rarely get the time to take a few swings at the damn boss. And as soon as they are gone, there are barrels, barrage, and scatters making damn sure you aren't going to be very useful while waiting for a new wave of carts and lifters ^^. I'm not leaving my jugg because of this fight alone, but as far as 3.0 goes it's a good example of why you just shouldn't bother with melee...
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Slot Machine Nerf wipes out long-standing account
jardars replied to Bristol's topic in General Discussion
They clearly stated that they were monitoring droprates, and would adjust them. If you spent lots of RL money on a ingame credit printing press thinking you could pay to win you just got what you deserved. Come on people, did you seriously think that they would nerf crafting, a rather big part of the game to that extent? The junk droprates were too good to be true, and thank god they changed it to what it is now. -
Basaz's Intellectual Thread, money to be earned inside!
jardars replied to JohnnyFG's topic in Tomb of Freedon Nadd
I'd be a Twente, and the server would be happy if you mauled me. -
16 man ops, Bioware plz do something
jardars replied to mayoonaise's topic in Flashpoints, Operations, and Heroic Missions
Also the difference in loot. 16m drops half the loot... -
Lvl 60 hm Fp's too hard?
jardars replied to NateSmuggler's topic in Flashpoints, Operations, and Heroic Missions
"it gets old after the 6th attempt..." Aww, you poor thing... It's apparently meant to be hard, and a first kill on something hard should require a fricken pug to wipe atleast 6 times... -
Lvl 60 hm Fp's too hard?
jardars replied to NateSmuggler's topic in Flashpoints, Operations, and Heroic Missions
First run through 8 man was faceroll, 16 man was awesome fun, but ALOT harder. It'd be quite ok if 16m gave more loot then 8 man, but alas it didnt. 16man hard is gonna be hard ^^ -
Lvl 60 hm Fp's too hard?
jardars replied to NateSmuggler's topic in Flashpoints, Operations, and Heroic Missions
I dont understand how people can complain about hadmodes being too hard as very fresh level 60's. The "hard" in hardmode suggest that's the intention. We did a 16m ravagers last night on normal, and oh boy if you think the flashpoints are a bit rough, you're in for a surprise. -
If you don't get the orbs when he traps your team you're pretty much screwed. You can get him if you manage to LOS his casts at the right time, but I found it pretty hard. Spent 2 hours on this last night, he's still alive ><
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Tactical ops, really? I still don't believe endgame viability is clear yet. /edit: fp |= ops you muppet. Edited incase sarcasm wasn't detected.
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Glad to hear you're having fun, but you can't possibly know anything about dps viability yet? Any class is viable while levelling, and I kinda doubt you're doing HM/NIM ops yet...
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Doubt it. You still need resources to perform those attacks. May be class dependant, but my powertech would overheat even faster...