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mrwayn

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Posts posted by mrwayn

  1. The change is made to address Assassins being able to complete avoid certain mechanics by Vanishing. This is especially clear in MM operations where the combination of Shroud and Vanish make them the best tank, that every group takes at least one of, often two.

     

    PvP doesn't have such mechanics (nor does open world PvE/PvP) so the change does not apply there, only in Operations and Flashpoints where mechanics cheesing can be an issue.

     

    Which mechanics require you to leave combat on top of vanishing? If you're talking about interrupting a cast by vanishing, I don't see, why that wouldn't work anymore after the change. And if shroud in combination with vanish is the problem, I see even less of a reason for that to no longer work, because you'll still get your shroud, wether you stay in combat or not.

    To me, it seems like the actual reason behind the change is to prevent people from loadout-changing in the middle of a fight. So that you can't start the fight as a sin-tank and then vanish, hit the mara-dps button and finish the fight as dps.Which seems fair enough to me. Stealth-rez's were simply colataral damage imho.

  2. Latest data suggest carnage is topping (or close to it) dummy parses:

     

    http://parsely.io/parser/stats

     

    How exactly is beeing 13th (of 18) and bellow average (-0.19) dps suggesting "topping dummy parses"? :confused:

    Surely you didn't look at the 10mil parses, right?

    Because that would be just silly, considering there is a grand total of 1 (in a word: one) parse for carnage and some classes aren't even listed, because they don't have a single 10mil parse (because everybody parses with the 6.5mil dummy).

  3. I run some FP's to finish my phase 3 chievo and noticed, that after the last patch my stats (mastery, endurance, power) are no longer capped. The UI still shows, that I'm level-synced to lvl 70 and the enemies are lvl 70 too, but no stats seemed to be capped.

    As a result, the FP's became easier ofc, but maybe not quite as easy as they were before phase 3, hard to say.

    So was this intended or is it a bug? (I assume it's a bug, but you never know)

  4. Ran a few FPs in the last couple days, and noticed a trend that the boss adds seem ridiculously overpowered compared to everything else. Examples:

    • Cademimu MM - Similar story; the wookiee boss died in a minute or two, but the ugnaught adds stayed alive for another couple minutes after the fight. They weren't dangerous like the turrets but they did have about 330k health each, compared to ~95k health for silver trash in the rest of the FP. Given that these spawned rapidly in waves of four each, killing them felt like a serious chore.

     

    I sincerely hope BW retunes the balance on FP adds, since this seems to be a recurring problem.

     

    The ugnaughts have always been very tanky, because you're not supposed to kill them normaly, you're supposed to kill them with the wookies flamethrower attack. Sometimes the wookie dies to quickly, before you were able to kill the adds and it's then gonna take a while to kill them, but that happens on the live-servers as well.

  5. I would love to access to this. SWTOR is already making sub-rewards accessible to all again so what gives? why not this one? TY

     

    What for? If you need a portable trainer you can get Senya from the anniversary vendor or Satele/Malgus from CM/GTN. There's nothing special about oggi, so I don't really see why they would risk annoying people who got him as reward back then. And considering the countless threads in this forum about the same issue, annoyed people is a sure thing, if they bring him back... (for whatever reason... personally I don't get all the fuss)

  6. Personally, this seems like an absolutely horrid way to gear. Does this work the same way with renowned crates? My renown rank is 315 and I'm pulling 270s and 272s from them. If so, what exactly is the point of leveling renowned?

     

    Yes, it works the same way for renown crates. There is no progression depending on your renown lvl, if you're wearing 270 gear at rank 300 and the same 270 gear at rank 500, you'll get the same gear out of a crate (i-lvl wise).

    I'm not entirely sure why they put an increasing lvl-count in there, they might as well drop the levels completly and just give you a crate whenever you reach a certain amount of renown points.

     

    As for the system "getting gear depending on your i-lvl": it has pros and cons imho. on your first character, you have no way to fast-track your way to max gear (as far as I'm aware of) and the system encourages you to equip whatever you get, wheter it's actually usefull or not, which is a bit nonsensical imho. On the other hand, since all gear is boL, every other char after your first one can skip right to max-lvl gear, which is nice.

  7. Onderon Collector Quest

     

    I found where Queen Talia's Necklace was but it wouldn't let me click it and get credit. It's not glowing blue like the other items. You can put your cursor over it and it says, "Queen Talia's Necklace" but that's about all.

     

    I assume somebody else clicked it before you and it was still on cooldown. It works the same way on Dantooine for the onetime "collect-some-stuff"-quest. One can just hope the respawn-timer isn't as ridiculously long as on Dantooine.

     

    As for my own experiences:

    Imp-side, Assassin-dps, heal/dps-comp lvl 22

     

    Most of the quests are straight forward, except for "Rooftop rumble". I couldn't figure out a way to get up there (or if I'm even supposed to). Related to that, I would agree with an earlier post, that the invisible walls are extremly annoying, pls remove them (unless they're only temporary to prevent us from finding something we're not supposed to yet).

    I only found 10 missions, when the weekly needs 12, so I hope I either missed some missions or you're gonna reduce the weekly to match the amount of dailies.

     

    4 small things:

    - when I was trying to use a taxi from "imperial forward operating base" to "imperial cave camp", it wouldn't let me

    - when I used QT to "forward operating base" I spawned in the republic outpost (maybe this QT-point shouldn't be there for imps? or maybe the spawnpoint is just wrong?)

    - when using a taxi to fly back to the hunters lodge, my lovely thranta (or whatever) went straight through a rock-formation at one point (not that it bothers me much, I'm not using taxis normally)

    - there is a typo on the map for one of the taxi-points "imperail archeological site"

  8. Yes, but the "Power Cycle" tactical adds cooldown reset TO Power Surge, which means yes, Electro Net and Heatseekers would be viable, because you wouldn't have to wait for the respective 1m18s & 13s CDs.

     

    Also applies to DFA, because while it has a 3s channel time, Power Surge stays active for 14s. Again, only for AOE situations, but absolutely viable......... if the heat can be managed.

     

    Well, that's not how I understand the description of the tactical. As far as I understand it, only the abilitiy you actually use a stack of power surge on (i.e. a casted ability) gets a cooldown reset. That doesn't aply to any other ability you use while power surge is active. At least that's how I read that.

  9. A lot of it screams heat issues (Surging Powers additional charge on Power Surge, Power Cycles no CD on 2 casted abilities, etc.)

     

    I'm curious: what casted abilities are you thinking of here (dps specs)? Arsenal uses 1 casted ability , IO uses 2 (PS, SS), but none of these abilities have a cooldown anyway. I guess there's also Fusion missile, but I don't really see a benefit of using 2 FM for either spec.

    Unless I'm missunderstanding what this tactical does, I'm 95% sure that this is aimed at pvp, because double/tripple concussion missile is the only usefull thing I can think of for this tactical.

  10. Name 1 ability that is now removed that was used in a serious Min/Max rotation or was pivotal to accomplishing apex DPS. I'll wait.

     

    Everybody knew, that finishing an enemy in pvp with rocket punch as a merc gave you a 10 sec dps boost... come on now :cool:

    Same as everybody knows, that jumping up before using smash will make smash hit harder because of the momentum... common knowledge, really ;)

  11. There were two new achievements added, one to Rishi and one to Ossus, with 5.10.3 Dantooine Incursion. They are both similar to another achievement that can be found on Dantooine.

     

    I see. Thanks a lot for the info. Let's go hunt some books then :)

  12. Today I scrolled through my achievements list, to see where I'm at and noticed something. For Rishi -> exploration I'm at 255 out of 265 points. There are no open/unfinished ones, so it has to be a hidden one.

    I got all the ones related to the datacrons (including grophets) and a quick google and forum search turned up nothing that I don't already have.

    I'm also fairly certain (not absolutly positive though), that I was at 100% for Rishi-exploration some time ago.

    So, is there a new(ish) one? Did I miss an old one? I'd appreciate some help :)

  13. Honestly, this whole "mission" had me more confused than anything else...

     

    I'm a bountyhunter, who chose the republic everytime he gets the chance (even back in the original class story).

    So I get to our little meeting and Lana starts talking about catching republic spies... wait what? Don't you mean imperial spies? With us supporting the republic and all?... Guess not. So I tell her "well done" (for letting them get away) and we move on.

    Now Aygo comes up and sais: since you're back in the empire, I'm gonna peace out. And I'm like whaaaat :confused: How does our main military guy not know on whose side we're on :confused: But whatever, surely I'm gonna say: just a prank, bro, no need to worry.... appearently not... instead I let one of our most important guys walk away and replace him with an imp.-lady :confused::confused: I'm sure, that's not gonna be awkward at all, once we tell her whose side we're actually on... :o

    And to top it off, appearently not even Theron knew what's up... makes sence, I guess, he's only our right hand after all... At least we can get our "just a prank, bro"-line in this time.

    And than we get a call from some random sith dude, who wants us for his ad-campain... since as a I-d-rather-do-the-job-than-speak-about-it bountyhunter with obvious ties to the republic, I'm totally qualified for that... I guess :confused::confused::confused:

     

  14. If you do that, you won't transfer the new set bonus to the old gear because the new set bonus is on the new shell, not the armorings. (And pulling one yellow 240 augment and drilling a new slot and keeping the new set bonus is almost certain to be cheaper than pulling three yellow 6.0 base-tier mod-oibjects and losing the new set bonus.)

     

    And nothing stops you drilling an MK-10 augment slot for now...

     

    Well, yes, if we're talking about getting a new (= different) set-bonus, I agree with what you wrote. I was talking about getting the same set-bonus but higher i-level (so from 290 to 300 or whatever). Which might not have been what the op was talking about, my bad, I guess.

    And if I remember correctly, it has already been confirmed, that there will be new augs, so no point in pulling 240s out and waste a mk-10 kit, if you're going to get mk-11 ones anyway.

  15. But I think OPs concern was about old augments on new set-bonus gear, and the answer, as I noted above, will be to drill the new shells for augments, and pull the existing augments from the old shells to put them in the new gear.

     

    Well, that depends on the cost of the aug-kitt. If they are expensive (and at the beginning of an expansion, everything related to crafting will be), it might be cheaper to pull out the mods from the new gear and put them in the old gear. The devs already stated, that the set-bonus wont change with item-level, so that wouldn't be a problem.

  16. When we did ToS today after the patch (8m, sm), we ran into a bug at the underlurker. Even when standing right next to the boss/adds without any line-of-sight-obstacles, the message "target not visible" would come up and you couldn't target that enemy. You had to run around untill you'd finally get a spot where you could shoot the boss (but since he jumps around a lot, you couldn't just stay there of course).

    As our healers told us, they couldn't even target teammates properly, same problem as with the boss.

     

    I've never run into that particular bug at the underlurker, so I assume it got introduced today.

  17. I was under the impression, that the weekly mission you get from the "time limited missions"-droid (currently: gain 8 medals in a single pvp match) would be changing and alternating between pvp and pve. And since it's called a "weekly", I assumed it would change... well... weekly. Is that not the case?

    Because it's still the same mission since 5.10 went live, so I'm a bit confused.:confused:

     

    Did I make some false assumptions or is something not working properly?

  18. Tier 5 gearing is a total pain. Games should be fun and NOT be a chore. It's too much work that it just robs the fun out of it.. And let's face it, a lot of players have already left or moved on to other games simply because of this reason. We want them back and we don't want more people leaving.

     

    I suggest to ADD another process to obtain the Tier 5 gear. The original process of getting Tier 5's will remain, but having another way of getting them will definitely help SWtoR player base on their gear progression. It's better to have options.

     

    Here's what I suggest:

     

    1) Add a Tier 5 vendor on the fleet similar to the existing Tier 1-4 vendors already in place.

    2) Exchange the 248 shells and gear pieces for the corresponding 258 item. Now, the tricky part is pricing. I understand BW didn't want to make it easy. So the requirements for the exchange will be steep. For EXAMPLE:

     

    258 Main Hand requires -- 248 shell + 7000 UC + 5 Masterwork Data Crystals + Legendary Ossus reputation +

    10M Credits.

     

     

    Again this is just an example. BW can decide a price reflecting their desired level of difficulty on how Tier 5 gear should be obtained.

     

    Constructive feedback would be nice.

     

    Correct me if I'm wrong here ( and I might very well be), but isn't the way it works now 2 MDC's for a 252 piece and then 3 MDC's + the 252 piece for the 258 piece?

    So in your example, you would need the same amount of MDC's but on top of that 7k UC's (which is like 10ish MDC's) and 10kk credits.... and how exactly would that make things better :confused:

  19. There seems to be a "workaround" for this problem.

    After the boss has been pulled you can quit the group and you'll get credit for it. Worked for me and a couple of guildies on both bosses today. Of course quitting the group will make things pretty awkward for the healers, so you probably want to stay in the group until the boss is about to die. (also: no guarantee that it works 100% for everbody, but it did for me and the guys I talked to).

     

    Still needs to be fixed asap, of course.

  20. I will verify but I am pretty sure that alternate mods at 258 (such as what you described) are crafted with the schematics learned from reverse engineering.

     

    Maybe I'm missing something, but what exactly are we supposed to RE in order to get a 258 lethal-b-mod-schematic (f.e.)? There is no gear with lethal b mods in it and as far as I know, command crates don't drop 252/258 single mods/enhancements either, so where are we supossed to get a lethal b mod in order to RE it?

  21. Question for the people who tested this already (or the devs of course):

    Does the stuff you do in this custom warzones count for achievements? (f. e. solo-kills/killing blows/whatever)

    I guess that would be a nice way to farm some of these ridiculous pvp achievements, without bothering some random pvp'ers in your group.

  22. If you want to go with an off tank spec, I would recommend either a jugg/guardian or a shadow/assassin. Unfortunately right now a vanguard/powertech DPS are close to the bottom of the pack regarding DPS output

     

    In what game ? :rak_02:

    Pt-dps are among the best on dummy-parses and they do even better in real op's. I don't know a single raid-team, that wouldn't gladly take a good pt-dps for their team.

    The complaints about pt's come from pvp'ers and it has nothing to do with low dps output.

     

    To the op's question: vengeance jugg is a very solid spec. Good dps, pretty easy rotation, very good aoe-damage. You should be able to do well or at least well enough in all game modes (sm/hm/NiM). Rage jugg isn't terrible per se, but pretty much worse than vengeance in almost every aspect, so hardly anybody is bothering with it.

  23. I'm trying to solo story mode, but after cut-scenes or when I enter a story instance my companion auto summons. Is there away to stop that?

     

    If it's just about the challenge of soloing stuff, I'd advise to set your comp to passive rather than dismissing him/her. He will stay passive after cut-scenes too, so you don't need to dismiss him over and over.

     

    If it conflicts with your imersion too much, to have a creepy guy stalking you and photo-bombing your cut-scenes, the only other thing other than constantly dismiss them, is to send them on long crew-skill missions or let them craft a lot of stuff (war supplies take relatively long f.e.). But you need to have the mats and/or have the missions/blueprints unlocked, of course.

  24. Sorry to hijack your "my class sucks more than yours"-thread, but I figured, the Op deserved an actual answer to his question (although I wouldn't be surprised, if he no longer follows the thread, maybe even deleted his forum account after all this...).

     

    To the op:

    For leveling, deception works really well, I'd prefer it over hatred. On the other hand, if you level with a friend and you maybe planing on doing flashpoints, you should also consider playing a tank (darkness). That could make your group-stuff easier.

     

    As for how assassins are in general:

    Solo-content: great

    Small group content: good-great

    Operations: good damage, ok raid-utility, tank-spec is great

    Pvp: Opinions differ, as you could see on the last 4 pages... I'd say not the best, not the worst.

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