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Automnal

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  1. While you didn't mention the level of the toon you are playing... ...working as intended, if I am not mistaken. I'm assuming you're trying to do Flashpoints; BW has moved GF FP content to a reduced selection of activities that rotate on a weekly basis. It is now entirely possible that a given week's selection (such as the FPs "supported" this week) will have level requirements higher than that of players wanting to queue for them. I believe all the FPs this week require a character to be level 50+.
  2. So, unless what I know is out-of-date, you're pretty much correct. All of the gear will still exist and be usable for fashion, but the set bonuses will cease to function at 76, just like the 5.x set bonuses all sunset as soon as you hit 75. Gear won't be moddable, heck new mods won't exist, until they finally raise the IR caps to 334 in a future update, from what I've read.
  3. Sounds like you are referring to Amplifiers. They are going to be removed completely, yes. The devs say that there may be some replacement down the road, but that's a statement with very little commitment behind it. I'd just expect nothing to replace the system and be surprised if they do.
  4. From what I understand and have seen from PTS footage, yes. Utilities are going away though, replaced with a skill tree of sorts that forces certain choices of abilities and passives for those abilities (ex. Watchman having to pick things to modify Force Melt, etc.).
  5. Yup, you did read that wrong. The Daily PO will award GS points. The objective to earn those GS points is to get some Conquest points. Probably something you do anyway.
  6. It is for... tacticals. It's a new class of item in 6.x that modify/enhance certain abilities to give you an edge in combat or in some cases, avoiding it. There are also some event tacticals that increase the amount of event currency gained from event activities, assuming I'm remembering correctly. For example, there is one tactical for Anni Mara/Watchman Sent called Spiteful Saber that will refresh the duration of the burn/bleed inflicted by Cauterize/Rupture and tick its damage when the abilities Slash, Double Saber Throw or Dispatch are used. Another for Shadows/Assassins is called Go to Sleep, Go to Sleep! This allows the ability Mind Maze/Mind Trap to be used twice concurrently, great for slipping past mobs without starting combat. They can be purchased from the set bonus and tacticals vendors in the Supplies section of Fleet. There are four, one for each class for your faction. Inventory is identical across Pub/Imp. Costs are 3k tech fragments and 1M credits each. They can also be dropped by bosses in FPs and Operations (possibly Uprisings as well, but I don't run them). Kai Zykken, the special vendor near the Spoils of War vendors, also sells some on a rotating basis every week for half the normal tech frag cost of the standard vendors (still costs 1M credits as well). The tooltips will say, but I believe most tacticals require your character to be level 75. A note: you will not see all available tacticals and armor when you go to a vendor because the default selection will only show what your class and spec can use. Use the filters at the top of the vendor window to sort "all" if you want to see all that is available.
  7. Slicing will only give you grade 11 data spikes of all three rarities (premium, prototype, artifact) when you run missions for them. You might get all three from one mission but only premium from others on each run. I think there are lockbox missions too, but I never pay attention to them anymore so I might be wrong on that. If you need other mats like dallorian, artifact fragments, etc., you need to run other mission skills on alts.
  8. Et bien? Vous avez droit à ne pas aimer un nouvel évènement, mais je suis curieux pourquoi. Vous n'aimez pas que c'est trop similaire à Thanksgiving ou quoi? Oui ce n'est pas une fête traditionnellement française, mais je me demande si vous détestez également le Jour de la Vie car c'est trop comme Noël... En fin de compte, tout cela se déroule dans un univers fictif avec ses propres fêtes. Je trouve que ce genre d'évènement enrichit la mise en scène, pour ainsi dire. Il y a beaucoup d'autres choses à faire si vous ne voulez pas y participer. Et comme Steve a dit, c'est encore moins utile de vous plaindre sur le forum anglophone.
  9. If you don't mind minor potential spoilers, the only difference is framing. Pubside is defending the station from Imperial invaders, while the Empire is invading and trying to seize or just disrupt the station. The bosses change names, yes, but the mechanics of Lord Modo and Master What's-his-face are identical. The grenade bosses (Major Benes and Lieutenant Krupp, I think) are the same too.
  10. I'll take a stab at giving some advice. Disclaimer: the extent of my group play thus far ends at FPs (both Vet and MM). Some of what I advise probably extends into Ops, but raiders can chime in with whatever they want. First off, yes, there are guides that can help. Vulkk has some guides (there are others as well) that can help with gearing recommendations, utility allocations and primers on rotations. Generally, though, the thing I think is most important for group content of any level is knowing the mechanics of boss fights. Pay attention to what's going on, where the damage is coming from, what abilities need to be interrupted and when the boss is using them, etc. Also, know the differences in mechanics based on difficulty. For example, the final boss of the Athiss FP has a couple mechanics to watch for, and they can change a bit between Vet and Master: Occasionally the boss will disappear and summon 4 red balls of flame. Any player that catches a "fire" debuff (it will look like that player is on fire) should not allow the flames to touch him/her as they rapidly damage that player. This is true in both difficulty modes. Another mechanic involves a purple circle the boss will place on the ground that gives a very bad debuff and damages the player immensely. In Vet, this circle will disappear after a short duration; in Master, they never disappear until the end of the fight and can eat away at the free space in which to fight the boss without taking a lot of damage. The second thing you should know is your class. That sounds basic, but you should know what your abilities do, how they synergize, and what your DCDs (defensive cooldowns) are in case you need to save yourself from bad situations or in the case of Shadow/Assassin tanks, when to cheese boss mechanics with their DCDs. Some more hardcore raiders will probably say that you need to know the optimal rotation in order to do max DPS (if that is your role) and the like. Just pressing whatever random order of abilities you may be used to might not cut it in harder content. Third, gear. It's not a panacea to bad play, but it helps. Others might be able to put it more eloquently, so that's all I'll say. My personal recommendation comes fourth: speak up. Chat exists. Since you're asking this question, you likely don't know skips and bosses. Say so. Silence is often interpreted as "I know what's going on and where we're going." Some will gladly help explain stuff. Blindly charging ahead and pulling mobs is a quick way to anger some people. It's unfortunate, but jerks exist. If you have a mez (an ability that stuns/puts an enemy to sleep without starting combat) learn to use it. Examples include Mind Maze/Mind Trap, Sleep Dart, etc. Some will expect it of you so that the group can sneak by without unnecessary fights. This does get a bit ridiculous as some people will try and skip everything even when they could solve the issue with 20 seconds of combat. In the same vein concerning Ops: if the prospect of learning all this seems daunting and you don't want to do it in a pug setting with randoms, join a guild. Many would likely be glad to teach you mechanics and give you advice on things. Hope that helps.
  11. I had been running a lot of FPs in the last few weeks trying to gear toons, and when doing FPs at Vet or Master (Nathema, etc.), I have seen decos drop as group loot. Heck, I've been lucky enough to win the rolls on a couple. So unless they changed loot tables in those few weeks, they do still drop even outside of story mode.
  12. Not entirely true, although I'm only going to reference Lana. There is a customization that forces a certain body type and armor for her, but if you remove it, you can put anything you like on her in terms of armor. As for the cutscene default, that's true in a couple places and for her lightsaber and blade color, however it will show whatever you dressed her in in most scenes.
  13. I find it rather rude to say that those that don't use that set are without sense. Anyway, it's also a bit misleading to generalize that there is only one good set for Assassin/Shadow. Maybe for DPS, but tanks can also use Efficient Termination with good effect.
  14. Above was a pretty thorough explanation, but I'll touch on a couple of your questions they didn't seem to answer. You will lose your class companions for a time, yes, but not necessarily all companions. Also some clarification: not all class companions will return by the end of KotFE/ET. Some don't return until Jedi Under Siege and Onslaught. Certain comps like the Gammorean Bodyguard you can buy from the NS Nightlife event never go away. Once you start, you cannot revert that decision, to the best of my knowledge. Theoretically I suppose you could abandon it as long as you didn't complete any chapter, but I've never toyed with it. Someone else might know. That being said, as for other content like FPs: yes, you can step away from the expansions and do whatever else you want at any time. It effectively pauses it. You can resume it by clicking the "Play" button that is usually next to the current objective in your mission tracker. The difficulties are just that, difficulties. Your question here is a bit hard to understand, but you can definitely beat it on MM. I hear it can be a royal pain in a couple places, though, so if you're just trying to power through it, play Story difficulty.
  15. Maybe slight necro, but this is a PSA because I didn't see it in the patch notes. As of 6.1.3, I noticed in MM Athiss the Arch totems are back. Not sure about Vet, but it looks like it got fixed!
  16. If I'm playing one of my DPS or tanks, they are usually set to heal. If I'm on one of my healers, they become a tank or, very rarely, DPS.
  17. You're telling me EVERY raid only takes one? Okay, if that's the case I learned something new. I can see roster space being at a premium in 8m content, but in 16m? That said, it does work as a solution if there are two or more, no?
  18. I understand that's how the opener worked. I don't know how to express this without being accused of talking in circles... I think the upshot of this change is that BW designed the tactical system to be a hot-swap of abilities for environment navigation and boss fights. The utility system was meant to be a modification of abilities tailored to specific combat realities at hand (extrapolate that to mean "boss fights" if you wish) but not micromanaged in the way this seems to have been. Essentially "set it and forget it." That's how I'm reading it, anyway. Does it "ruin" the opener? I suppose that depends on your point of view. Certainly it'll need to change now, but here's what I'd propose: Instead of relying on every Marauder/Sentinel using this trick of precasting then modifying their utilities, have some or even just one designated to use the group raid buff after popping Valorous Call/Frenzy (you only need one, right? It does have a 40m range) while the rest use it to pop Zen/Berserk. This frees people from having to dive into their utilities menu multiple times due to failed ready checks as you describe while up against the clock of their resource stacks expiring and taking whatever utility they were going to replace Contemplation/Brooding that actually matters to the fight.
  19. Correct me if I'm wrong, but these are the current total effects of standard effects and utilities if taken to alter Force Camo: 6 seconds stealth duration 50% damage reduction Threat reduction Builds up to 12 stacks of Hidden Advance which give 4% damage increase per stack to next melee attack Cleanses all cleansable negative effects Does not break combat regardless of taken utilities. I fail to understand how this is overpowered in PvP as I haven't played it in forever. Does it actually break combat there? If not, it just means you can't attack them for up to 6 seconds (unless you have a stealth detection ability) and while they're building Hidden Advance (if they have that utility) you have those 6 seconds to prepare for a potentially big incoming hit with your own DCDs. I can see where the inability to attack them can turn into an effective 100% DR for 6 seconds, but if you have an AoE ability that causes damage, they're still going to take that half that damage if they stay in its effect radius. The fact the abilities break on performing a damaging attack means they can't hit you without consequence either. You want to give them a hard 50% DR no matter what as long as you can see them? I have a hard time swallowing the loss of camo in a PvE setting because of what's going on in PvP.
  20. I'm going to advocate (maybe too strong a word here, but whatever) the other side. Yes, it sucks that Marauder and Sentinel start with 0 resources at all. That said, reading your post, you don't mention the fact that these classes have an ability, Valorous Call/Frenzy, that immediately builds 30 Centering/Fury. I'm certain you're aware of it. Further, the way you worded your disapproval of this change, you make it sound obligatory that you take the utility to build Centering/Fury to have a good start. No, it's not. If there is a utility that has more benefit, take that instead and use Valorous Call/Frenzy to build your 30 stacks of resource. Allowing players to spec a utility to have Introspection/Channel Hatred build resource is nice, but allowing them to do that and then reallocate the utility point that allows that to some other utility while keeping the resource stacks, while probably not a true exploit, certainly seems exploitative.
  21. So what's the story here? You're reverting the Task Force Nova banners (pubside) to the Alliance banners for all toons? I don't understand the logic. For toons that rejoined their faction, the banner update made sense. Not so much for those that remained independent. Is that persistent lighting bug going to get fixed?
  22. Sorry for necro, if this counts, but I feel like spilling my guts a bit here. Really like the decision to give us these decisions. I've only played two Pub toons through this (only one finished so far, the other is on Mek-Sha still), but I like it so far. My Knight went back to the Republic, but my roleplay headcanon felt like it was a slight betrayal of the trust the Alliance members put in them to fight for a worthy cause, separate from the constant bickering (deliberate understatement) of the Republic and Empire. That said, the title of Master, not just Battlemaster and a seat on the Jedi Council with the opportunity to rebuild the Order was a bit too much to turn down. I'm having a harder time reconciling this for my Consular. One meta reason I don't want to make that same decision is that I would like to see how the story differs if you keep the Alliance separate. Now for the headcanon gymnastics that have me leaning toward saying either yes or no to the offer to join the Republic: Pro-joining: For one, she's the Barsen'thor, it makes more sense for her to rejoin the Order since she's technically already a member of the Council. As an aside, the dialogue Gnost-Dural spouts about not being an official Jedi anymore if you refuse rubs me the wrong way. Second, the way Rans proposes joining the Republic with Odessen as a member world doesn't seem to absolutely preclude that the Alliance or whatever it morphs into stays as it is organizationally, potentially with the "Commander" as head of state, more or less. Less independent, sure, as it's would be a full member world subject to Republic law and customs, but not completely dissolved as an agent on the galactic stage. Third, the Alliance fulfilled its mission of bringing down the Eternal Empire; folding into the Republic is a decent strategic move, given that its power seems to be diminishing. That said, they're still powerful enough to be sought as an ally... Pro-Alliance: One of the more interesting plot points from KotFE/ET that I liked was the urging of Satele and Marr to move beyond light and dark (maybe even going as far as to move beyond "Jedi" and "Sith") in order to beat Valkorion. With that in mind, it makes me wonder "If Task Force Nova is about rebuilding the Jedi Order and Rans wants us to help with it regardless, why does rejoining the Council and Republic matter that much?" I want this character to be beyond these petty labels. She still considers herself Jedi, a master at that, why do we need this other guy that was hiding for 5 or so years to tell us what we are? Elsewhere, this character is married to Lana. Lana has previously stated she serves and loves her, the Alliance Commander; that the Empire holds no more sway over her. Why shouldn't this character change a bit too and say being in the Republic/Jedi isn't all that defines her? If I decide to have her rejoin, it kind of feels like an unbalanced relationship, no matter how well they write Lana to be accepting of the change. Although her sassy anticipation of menacing padawans is funny... Maybe I'm overthinking it, but I am leaning toward keeping the Alliance on this toon.
  23. You can also change the scale of your buff/debuff tiles. I think the default is .35, I bumped mine up to .5 or so to see them better on my heal toons where I need to see how many stacks of Resplendence I have. There are highlight options you can play with too, but I'm not sure Dark Ward/Kinetic Ward would be one that gets highlighted based on the options they give us. Play around with it and see what works for you.
  24. I can't help myself from opining. Also loving how we get this choice; I agonized over it so long the first time, it kicked me back to the character select screen. Sorry if this becomes a ramble. My main (at least I still consider it my main) went back to the Republic, but I felt like I was betraying the trust of a lot of the people who came on to fight for a worthy cause, not get mired in the same old war again. Haven't seen anybody leave (other than that "off camera" frigate crew hightailing it), even though my headcanon says at least some must have, even if they aren't main characters like Aygo or Koth. I'm really tempted to stay independent on one of my Consulars, but I don't see the Alliance having much longevity that way, as others have said. Really tough... The most interesting takeaway for me: I'm not sure there's too much difference in the choice to return to the Republic or stay independent, at least so far. I know nothing of the Imperial side as yet, so "no comment." All the dialogue still seems to be referring to the people residing on Odessen as the Alliance. The Republic's offer seems truly complicated and that makes it delicious: join as a member world? That means the organization is more or less free to remain as it is with the Commander becoming head of state, essentially. But then again, would the Republic expect all the "defected" units and ships that the Alliance has had control of for some years at this point to be folded back into the navy and army or would they be permitted to stay as Odessen's "national guard?" There was one email during KotFE/ET that said the Republic renounced all claim to ships, soldiers and other personnel that joined the Alliance during the war with Zakuul. I like the idea of staying independent, since it's a nice ideal to try and be able to pivot amidst the petty squabbling between the Republic and Empire, choosing to side with whoever does the most to work toward peace, but as others have mentioned, without the Eternal Fleet, how much can they actually accomplish? We're still forced to cling to a faction as an ally to get anything done (at least that's how it's written, in my opinion). I've seen people say that you essentially get labelled "unofficial Jedi" if you reject the offer to become a Jedi Council member, but maybe that's a good thing? I mean one of the threads from KotFE/ET was moving beyond Jedi/Sith, right? Why does it matter? Of course, that depends on how you're playing your characters; some might be deeply offended, others might say "Right, I wasn't Jedi/Sith anymore anyway, piss off." Another problem I have with rejoining the Republic on one of my toons: they are romancing Lana. She has stated that she serves (and loves) the Commander; that the Empire has no more hold on her. Why should this character not change a bit too and say the Jedi aren't all that defines them? Maybe becoming a Gray Jedi is natural in this instance. Of course this is my own heacanon problem, I suppose.
  25. Bummer, because based on a lot of comments I have seen, the community regards the classes you just ruled out as the easiest heal specs to learn. With that restriction in place, your best bet(s) is/are going to be Combat Medic for Commando or Bodyguard for Mercenary. They are pretty "bursty" but are best when healing single targets. The Scoundrel/Operative heal specs are largely regarded as the hardest to learn and require a lot of prediction and therefore knowledge of what damage is going to be coming out. I'm average at healing, I think, so the healing mains could probably do this explanation more justice.
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