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OwnzYou

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  1. I don't know how many people played Final Fantasy 11, but one of my favorite things to do in that game was go Notorious Monster (NM) hunting. In zones throughout the game, there would be certain NMs that would spawn according to timers. These monsters were usually the same of type as mobs in that zone, but they were much stronger than the regular mobs in the zone. The NMs would have a certain % chance to drop a nice piece of gear, and often times a lot of them could drop gear that would be great for quite a few levels, and were rare to come by. You just had to investthe time to camp/hunt them. Some NMs were really challenging/fun to get, such as Shikigami Weapon, which spawned 21 hours after the previous kill. It would spawn invisible, and run around the outer ring of the area. You would have to cast spells near it to hopefully aggro it and make it pop out of invisibility and attack you, then you would proceed to kill. This particular NM dropped probably the best chest armor piece for Summoner in the game. Some NM drops were Exclusive (equivalent of Bind on Pickup) and some were just rare, meaning you could sell the drop on the Auction House for a nice chunk of change So not only would you have to keep track of Time of Death (ToD), you would also have to actively chase him and snag him. I spent soooo many hours of my young life camping various NMs, just for a shot at being the first to grab them, THEN hope it drops the item I wanted. I like the World Bosses, they're fun and all, but don't really engage in the process of killing one. You just show up, if he's there - cool. If not, leave and try again another day. But with Notorious Monsters you would actively keep track of death times, and you would have to go and FIND it, instead of just looking for a huge robot and such. I wish more games did this, even offline single player RPGs. It's just an extra thing to do, with a good benefit as well Thoughts?
  2. Yeah, they still need to make good on their promise of the new Warzone too (Ancient Hypergates or something), I'm tired of only having 4 Warzones, endgame PvE is fairly dead on my server it seems (unless you're in a big guild that has a set schedule, but I don't play a video game to have to abide by a schedule to play the content) Looking like after I spend my Cartel Points and get HK, I'll probably be unsubbed within 1 month from now. Been a fun ride, but playing the same content over and over again just isn't that fun anymore.
  3. No item based shout outs to Darth Malak or Darth Sion? Sad day. Sion was ******, I liked him 100x more than Nihilis. That cracked skin was straight boss
  4. This It's pretty much advisable to just leave Gunslingers/Sniper alone and let the others deal with them. 1v1 you simply will NOT beat them unless they're a complete putz and don't know how to play their class. Especially when they pop that screen up that makes them immune to stuns for 15 seconds you're just SoL. The kicker is the skill is only on a 1 minute cooldown, so you can usually assume they'll have it up and ready for ya. On a side note, on the off-day when I decide to mess around on my Gunslinger, I absolutely love picking fights with Marauders/Sentinels. They just can't beat me, heck especially now with the retarded resolve system. Can't be stunned, while in cover can't be interrupted, depending on spec they can have 2 knockbacks, leg shot is 15 seconds cooldown and handy immobilize to make sure they can't run away from an Aimed Shot (2.5 second charge time). The 1 saving grace for a Marauder going against a Sniper is that Obfuscate is GOLD. You see him charging up an Aimed Shot you just pop an Obfuscate and watch him miss ya
  5. One of the most underrated things a DPS should know is that if you have high burst (like Carnage/Rage Marauder, or Deception Assassin for example) you need to learn when to start YOUR fighting. Let the tank jump in and get threat generation, then let him build some, THEN you can start your attacks. This is generally underrated knowledge that everyone should learn. It bugs me when people blame tanks when coked out DPS guy is pumping out a ton of damage and steals hate from the enemy and then proceeds to take a beating (sometimes dying) and making the healer blow through his/her resources faster.
  6. Attention all PvP players. This is a public service announcement. It is advised that you all invest in skills that "Reduce area of effect damage" This will help alleviate stress related to the massive influx of Warriors/Knights trying their improved Rage/Focus skill trees That is all
  7. Ok, so first off, let's all be honest here (and will someone try to put some sort of a number on this), how much of an actual difference is there in Survivability between the 3 Specs? My first 50 PvP character was a Jedi Shadow, and when I hear people talk about "This spec has more survivability" I always feel a little P.T.S.D. about different Specs' so called "survivability". As with a Shadow Tank Spec obviously gives you tank-worthy survivability, Balance Spec gives you baby self heals for crit DoT ticks (they really add up), and then the Stealth Spec has possibly the WORST survivability in the entire game (Light Armor, no self heals, no bubble, etc) I've only gotten my Marauder up to 37 now, and went Annihilation from 11-35, then tried Carnage for 1 level, and Rage for 1 level. Currently back to Annihilation because, unlike the other Specs (at this point in time) I don't have to worry about any procs. I just do my thing, and everything goes as regular, as opposed to having to get 4 Force Choke ticks before a Smash, or checking if my Force Scream procs are all up. From what I've noticed is the baby heals from Annihilation add up, but so far that's all they do - is add up and give me a Healing Total, but doesn't really have much actual impact on my matches, except for in 1v1 situations. The biggest thing I missed when I checked out the other Specs was I was SO used to having no Minimum Distance on Force Charge that I found myself trying to Force Charge people while I'm right in their face. My god though, nothing beats watching a single Smash hit 3-5 people all for 2.5k+ Also, 2 more personal things I had gotten used to (and miss) from Carnage Spec was the abundance of Immobilize. Force Charge, Deadly Throw and Ravage all Immobilize people, which is amazing in Huttball! Also, the other thing I miss about the Carnage was being a Predation FACTORY. I never used Berserk in Carnage Spec, as it never really seemed to suit my situation/playstyle, so I would have Predation going round the clock. There was 1 match on Novare Coast where I was allowed to live long enough to fire off 3 Predations for my team! Really excited to continue this character and get to level 40, where we start to get super beefcake. Also, DEATH TO THE INFIDEL GUNSLINGERS!!! I cannot for the life of me take down a Gunslinger unless I catch them with their pants down. Even with Rage Spec, Obliterate has such a short range, it doesn't really make that much of a difference against them *sad face*
  8. But only 10k when we thrash the other team and I pulled in 16 medals??? It seems that when I lose I get more exp, lower Commendations. When I win I get lower exp, but more comms. I don't understand this exp system for these Warzones. I thought maybe it went off my Kills, but no Talking obviously of lowbie PvP
  9. Well, I suppose the new Crit Bonus on Crafting would be cool, I DO like getting 2x Barrels sometimes, makes it faster for my Gunslinger. Only problem with this (well, more of a great advantage) is my Gunslinger starts a companion (Corso) that has +5 Armstech Crit, and add on top of that the 3 Crafting Legacy perks, I Crit my Armstech stuff quite frequently. Now don't get me wrong, I would love crafting stuff for free, that'd be awesome, but I'd rather they stick with the 2x Crit Mods and such, and then just revert it back so that Crit Crafted gear has an Augment Slot that isn't level limited. This will now break the game. People will still buy Augment Kits to augment gear they already have, or to Augment lvl 50 gear and such. Seriously have no idea why they would restrict Crit Crafted gear augment slots. It was fine the way it was before
  10. Assassin pull is 45 second cooldown if I remember correctly
  11. Unfortunately because the game is 100% objective based, having a Tank be able to survive 2v1 for a long time would completely screw up how Warzones play out. Void Star would be painful to play. Huttball is already painful at times Novare Coast already takes forever to cap the turrets, could you imagine how much harder it would be if tanks had even more survivability?? Tanks are fine
  12. This. This right here. The game's engine runs like crap when there's a bunch of people. You will be playing a huge fight at 2 Frames Per Second..... it will be unbearable
  13. Why not just extend the Deflection and Resilience CDs from Shadow/Assassin to Sage/Sorc? Those CDs wouldn't be that OP on a Sorcerer, because the only time Resilience is OP is during Huttball matches, and nobody wants a Sorc carrying the ball unless absolutely necessary. Sorcs would get 2 good Defensive Cooldowns, which could make all the difference. This is far less drastic than just giving them a huge nuke on a 2 minute cooldown, that's just ridiculous. I dunno why people always complain about Merc DPS, my roomy always has Top 3 damage in any match our team is competitive. Give Operatives a little more survivability and it will really help. Or, a 2nd vanish ability would be acceptable too, although a little more extreme. Having 2 vanishes could make them a little too OP at defending nodes. Currently once an Operative pops out and slams you with his initial burst/stunlock, they don't really have much else, so they're praying they can take enough of your HP in the beginning to be able to dwindle it the rest of the way down.
  14. OwnzYou

    PVP and 1.4

    Well for starters here we go: - "Expertise Cap" for Unranked Warzones. That way a team of WH players (that should be doing Ranked) can't steamroll through the under-geared teams - Reduced cooldown timer on our Stun Breaker. OR, reduce the amount of resolve needed to fill the bar - A new, large Warzone map that has 5 Objectives to hold. That or just a much larger map in general - A new Warzone that uses the "Conquest" game type that Battlefield has made famous, that way you can sort of have a ghetto Team Deathmatch, but also keep teamwork and objectives important - Redo the Commando/Merc "bubble" so that they aren't immune to interrupts.... seriously this is such b/s, I'm glad they nerfed your heals into the ground - Let us choose which Warzones we would like to Queue for - Lower the numbers on Expertise a little. I still think it should be there, and do what it does, but just lower it a little. Didn't 1.2 buff Expertise? Why not tone it back down? I think we can all agree though that..... WE NEED NEW WARZONES
  15. With the exception of Rage Marauder lol
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