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Joxerthemighty

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  1. What is the possibility of seeing Public Quests and Area influence rewards from Warhammer Online introduced into SWTOR. This may have been the single best feature of the game and a major reason I played for as long as I did.
  2. this...same amount of quests per hub, size of area around hub increased 500% they need to add open world heroic areas with a purpose of finding a group and chilling there, ie: warhammer public quests/rifts from rift to all the open space on hoth/alderaan/belsavis/corellia, even as early on as tatooine in the dune sea area is pretty much nothing
  3. not really that exciting or funny but when Vette says "alright alright" it reminds me of imoen from bg2 (not the same voice actor but still they sound REALLY similar and have same personality)
  4. another example: going back to an older planet for a bonus series, but using a companion from a further planet (example finishing tatooine bonus series with Lt. Pierce for sith warrior) dialogue affection is not programmed for companions that you shouldn't have.
  5. ehh grenades have 5m cd, small aoe and do maybe as much as 1 higher dmg skill on your bar. i don't think they are that great or needed a nerf without adjusting the cooldown
  6. you can create finished items for 7 slots on your character as an armormech/synthweaver with customizeable stats through the RE process (redoubt/critical/overwhelming->purple) cybertechs can fill only 1 slot on their own (ear) and they make mods and armoring modifications of which blue/purple versions have slightly higher numbers but no new stats. the only real choice is whether your mod/armoring has higher in your primary stat or endurance and in some cases (strength+endurance for example) there is only 1 option. grenades are terrible due to long cd, unnecessary nerf to dmg as well (and the fact you only craft 1 at a time other than the skill400 reusables) ship parts are nice, but the number 1 ship upgrade is bought in the vendor (the toggle ability to make your blasters/shields stronger). also space combat and thus ship upgrades are nothing but a minigame at this point droid parts are only useful for a select few companions and only if you are able to use that companion. i know for my juggernaut i have no combat droid, and unless one is added that is a healer, i would be unable to use it anyway. speeders are nice, but bind on creation and also a one time thing that doesn't give any advantage over a normal store bought mount. so basically my point is, while cyber tech has a bunch of types of things they can make, there isn't much flexibility in the creation of said items.
  7. found a few as world drops/chest drops lvl17-42 items so go whereever you can get items in that range. also you can buy modable light armor belts from the starship token vendor, if you have enough social points
  8. can bioware confirm whether there are patterns to learn from RE elusive mods purchased on the GTN or removed from the corelia vendor gloves? i've tried a few but they are rare on the GTN and expensive in corelia commendations on the vendors there.
  9. Causes of tank dying first: 1. Not getting required healing 2. Not mitigating enough damage mitigate more damage with cc's, using your defensive cooldowns or even medpacs. if the fight took too long (healer ran out of juice) it may be a DPS problem as well. in fights where mobs enrage after you kill one of the group, if you can manage to weaken them all and then burst them all down the last bit of the way it can be easier, that way you spend less total time with enraged mobs (i'm thinking of a particular warhammer online twin-boss in the city dungeon that had to be killed simultaneously)
  10. sithwarrior: lifetaps, make it happen also some sort of vacuum or grab skill.
  11. shouldn't be screaming, but wasting so many points on making scream better? how does that make sense i mean are you really just doing this build because you see those end tier defensive abilities, don't
  12. rage generation will be a big prob with this build. no channel force choke is effectively double rage building while its active. force scream effectively costs more with no revenge (and honestly the best part of scream is the shield you get, without that talent its just damage for 4rage, which crushing blow does more of and has bonus effects) half as much rage regen from tank stance. less shield chance= less retaliates, retaliate is "free" threat since it costs no GCD. no crushingblow : longer to build sunder stacks 4% hp bonus is not as good as it sounds. at levels where the bonus isn't negligible, you have so much health that it doesn't do what it is meant to do, give the healer a buffer window to heal burst damage. at 20000hp you get +800hp, big deal you already have way more than needed to survive any burst. needing to half-spec into a damage only skill as a tank seems like a big waste juggs are awful at holding AOE threat not because our AOE doesn't do enough damage to be effective but because a lot of mobs are ranged or stationary and we can't pull them into a cluster, lower CD on AOE taunt helps with this tremendously. also about the 20% DR on leaping to an ally/at an enemy, if you are main tanking a boss you don't really have the luxury of leaping around the battlefield in a lot of fights. just saying if you make this build work good for you, but you're just making life more difficult for yourself and your healers
  13. Cybertech grenade reuse timer to at least the same as medpack timer, more than 1 grenade per craft mods/armoring via commendations are too cheap and are exact same as crafted counterparts make reverse engineering show possible patterns that can be learned and also increase chance of blue->purple (i'm on probably 50+ ear pieces with no purple) being able to craft tanking items (ie elusive mods) as someone posted before i think that moving the armoring part to an armor crafting profession while compensating cybertechs with an alternate item to make might be nice. Cybertechs have so many items they need to RE if they want to be able to provide useful items to people its insane (people aren't looking for green armor plates+mods when they can get blue versions from vendors) droid armor production has no value classes without a droid companion
  14. how to see proof this is true: how many times can you use Retaliation in PVE how many times can you use Retaliation in PVP what is a "go to" ability for reliable damage and a nice buff in pve, is rarely if ever procced in PVP except if someone is out of energy. needs fixing, big bump
  15. tool tips on torhead: Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemies is transferred back to you. Requires Ion Gas Cylinder. Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Soresu Form.
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