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flem

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Everything posted by flem

  1. It's ridiculous that 30% stun DR and knockback root are in the Skillful tier. Those are Heroic and Masterful for Sage/Sorc.
  2. Uhh.... it's the other way around. Generally the rule is (a) one set piece per person, rest free roll (need everything), (b) one token per person on a need roll until everyone gets something, or © one set piece and one non-set piece per person on need rolls. When you're done you have to switch to greed.
  3. Congrats! But this is a mistake. By this point, the people carrying you already have all the gear, and are needing for like their 4th alt's second spec or something. They expect you to take a set piece for yourself... Particularly the chest, the demand for which dropped off a cliff early because of the exploit. Set pieces will also make you a much bigger contributor in any future runs. Particularly for Sage heals, which needs the 4-piece to play reasonably and the 6-piece to play optimally (just talking about rotation, not even numbers).
  4. We can have 12x stop? A lot of people seem tied up with that.
  5. I don't know if it would work, but this is the first suggestion in a while that's not totally nuts. Or just implement it for group.
  6. And suddenly... "Better than cross-server" doesn't look so wonderful.
  7. Honestly, that's because you don't tank. Your "bad player" stories if you *were* a tank would revolve around DPS and (more rarely, though it certainly happens) heals. And no, I wasn't suggesting being a tyrant. I was reminding the OP that he should remember his leverage, particularly since he was in the right. It's funny, though: I originally leveled a tank to do public service qs. Then, of course, the shortage of competent tanks did its work and I got recruited for raid groups. And then I realized what hadn't been clear to me before: decent tanks don't need to q. They can get geared up as fast as the lockouts allow, in SM op runs that are now actually faster than many HMFP runs, or in quick HMFP runs to get guildmates' weeklies done. That's why many of the tanks you'll see in GF are either in a hurry, not very good, or both. Sadly, I've sort of become the guy in a hurry. PS - if a craptank drops, you can finish on your own. I've finished a run of Rakata Prime - including the bonus boss - with Treek tanking after our GF one DCed late at night.
  8. Permabanning you-know-who (from ranked if not from the game proper) is the answer.
  9. Don't drop group, initiate a votekick. The rest of your group should know that waiting for a tank can take a looong time.
  10. Liar. Stop the troll threads.
  11. You are doing quite a few things wrong. First, having a shield equipped is 100% essential. This is the single biggest gear piece for your survivability. Having a generator in your offhand makes you worthless as a tank. Second, despite the listings, HM60 flashpoints really are balanced for 186, particularly from a tank. You'll also want to start augmenting as many pieces as possible (all the oranges, anyway) with shield augments. (These augments come with power as a secondary, so you'll up your threat generation by a lot as well.) And at least buy a 186 barrel for your mainhand so your base weapon/tech damage goes up considerably. (Or go to Ziost and get a 190.) Third, Vanguards want absorb a lot more than defense. You'll want to keep your defense under 300 if you can (it's hard without lots of gear scrambling, so just go absorb whenever you have a choice) until your stat budget gets a lot bigger. See this thread for full numbers: http://www.swtor.com/community/showthread.php?t=804989 Fourth, guard the stronger DPS to reduce his threat. Don't guard the healer except in a very few limited situations. edit - I guess I should have mentioned that you want to enable detailed item tooltips to break out the stats of each component of the item. Note that comm items have the high-endurance, low-mitigation enhancements, MK2 drops (FPs and Ziost) have medium-end, medium-mitigation enhancements, and crafted/raid token enhancements have low-end, high-mitigation enhancements (Sturdiness, the Shield/Absorb of the latter, is mostly what you want). Those go in increasing order of desirability. Note that for mods, though (the second of the components within each item), most people have been using lettered (high-endurance) versions from comm pieces and MK2 drops vs the raid token unlettered ones.
  12. Given the ~30% rate of these players raging at you when you politely inform them that 162 > 186, I think we should blame them.
  13. I find this one of the most amusing things about healing, actually. A lot of my 2mil+ matches involve a million+ damage taken. If you can take the hits without dying, it actually becomes a large part of the fun: trolling the opposition while maintaining high output. And if you just hit 60, then other players in the bracket won't know you well enough to peel/crossheal for you by default. Ask for peels in the start zone (slingers are good for this), or ask a good DPS/tank to q with you, or just keep trucking until good DPSers are whispering you when you log on. But take care of yourself, too: stock up on Farium Seismic grenades, use bubblestun and/or KB root, and hump them pillars. (And you had a VG tank in that WZ... were you standing in his Riot Gas?) Of course, it may be time to shelve Sage heals for everyone soon, but that's another thread.
  14. Really? You want the same tiny gain for somehow beating a great team as for beating some pug group half in PvE gear? And the reverse?
  15. Thanks to Dark Eclipse and the other Imps whose presence got some of us Pubs to pug teams tonight.
  16. flem

    A PvP a Day...

    No, kiting while self-healing with Trance fits perfectly into the max HPS rotation - just drop the procced Salv super-fast after (double-tap on a nearby ally - or even yourself - if you're too busy to ground target). So does self-healing with Rejuvenate (sets up procs) and procced Mend if you're not really far from teammates (bounces to other people). The instant self-heal, adrenal, and medpac are off the GCD, so as long as you keybind properly they won't interrupt the flow. It's basically a matter of keeping APM up, targeting quickly and using self-modifier to minimize target swaps, and using all/almost all of your procs. Of course, the downside is that all the learning may go to waste if the 3.2.1 changes happen.
  17. The resolve change will tilt the board a lot in melee's favor. For Knights and Scoundrels, anyway, since snares won't disable the quickmove ability (roll, leap).
  18. You've confused the recruiting pitch of a guy who always guild qs and *one* day solo qing yourself with reality.
  19. Actually what happened yesterday was that the better pubs roflstomped imps all afternoon, then didn't q much or switched to imp alts. Anyway, door, butt, way out, etc.
  20. flem

    A PvP a Day...

    Yeah, that objective doesn't seem to be repeatable, or I'd have hit my cap in one Voidstar.
  21. stim addicts definitely plays, and they're the main guild I tell people about when they ask on fleet. Hellbent is basically PvE. spaceballstheguild -- are they PvP? I see them and they're not terrible. I think the Intergalactic Banking Clan is PvP, though they have wildly varying skill levels. Other guilds you'd want to be in don't, as far as I know, take people off the street. Basically, people will play with you, see that you're good, and start talking guild stuff.
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