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jamescloutier

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Posts posted by jamescloutier

  1. Last toon I leveled was a sniper. Did 1-25 during normal XP then 25-50 (before level cap raise) during double XP weekends. My /played time was 2 days, 12 hours. But this was the 8th toon I leveled and I was trying to go as quickly as I could once double XP weekends started.

     

    Under normal conditions I'd say 5-6 days played is more than reasonable expectation.

  2. When you expand the vanguard spoiler (PT mirror) you'll see entries like:

     

    {1700,{defense->920,shield->620,absorb->160}}

     

    The number on the left is you total of defense rating, shield rating & absorb rating (you total stat budget). then you have you defense rating, shield rating & absorb rating for that budget. So if your budget was 1700 for your gear level you should have around 920 defense rating, 620 shield rating & 160 absorb to get the most out of your gear.

  3. Always was this way. To my knowledge you have 3 options.

     

    1 - LOS behind pillar and that will break the channel stopping the debuff from stacking any higher.

    2 - Ride out the channel. Becomes very heal intensive but with cooldowns can be done.

    3 - Sin/Shadows can stealth. This will break the channel stopping the debuff from stacking any higher.

     

    But no matter what you do Xeno will not change targets once the channel starts until after it is complete/broken.

  4. What you can dig up got changed in the patch on Tuesday.

     

    Macrobinoculars and Seeker Droid Missions

    •Players who have completed Uprooting the Last Seed (Republic)/The Alchemy of Evil (Imperial) can now dig up both the Star Forager and Dreadseed armor pieces from the treasure dig sites, regardless of the Light or Dark Side choice made during the mission.

     

    So even if you got the wrong chest, you can still get the other chest piece from Alderaan. Here is a link to the Dulfy guide on where to dig. http://dulfy.net/2013/04/15/swtor-dreadseed-and-star-forager-armor-locations-guide/

  5. Plus this is the 3rd time this event has been active and they are planning to retune it for level 55 and keep bringing it back. Even if you didn't manage to save up enough rep items for the next few weeks you will have a chance in the future to gain more rep.
  6. I'm not familiar with the Gree event & looked it up. Appears to be a series/group of missions on Illum to build reputation which you can then get rewards...

     

    - Scalene Armor (look like Tron)

    - Nifty hamster ball speeder

    - a rare pet drop

     

    Is there anything else?

     

    There are also some legacy bound weapons but that is it so far. The speeder was added in the 2nd time the event happened so I wouldn't be shocked if more items are added in the future. Say when the event is retuned for level 55.

  7. ^^ agreed. when I say on the node I mean close enough to react. Of course that also involves people being aware of what's going on around them. Losing south in NC because 4 people are fighting where the other team drops out of spawn and don't break off when the panel start to change color is fail. I have also walk behind players in CW and capped a side node without sapping them because they were waiting for someone to come walking up in front of them (snipers are usually good for this). Or plant the bomb on the door while a fight rages on between the columns in VS. So distance isn't always the be all end all for "fighting at a node".

     

    Basically nothing about a class bugs me. CCs in general could be tooned down slightly but I accept the state of the game for what it is. It's people who derp it up over and over again that grinds my gears.

  8. 1) Multiple people fighting away from node/objective just to have it capped behind them. All for putting pressure on the other team but keep an eye on the objective. Hell in NC you don't even need to see the actual objective, just go back when it starts to get capped.

     

    2) People who break CCs for no good reason. I'm not even talking about bang bang type action cause that happens to all of us. It's the lumbering hulk who comes running up and has to force leap the first red name they see even though I just sapped them for the second time so a teammate can cap/plant but it then all goes to hell after that.

     

    3) This one made me want to reach through the screen and slap the guy this weekend. This idiot agent walks up behind me with Infiltrate going in civil war when I'm over 5s into capping mid and the other team hasn't dropped down from spawn yet cause they couldn't figure out which way they wanted to go. Breaks my cap. He moves away so I start capping again and he walks back to me breaking my cap a second time. Then there proceeds to be a 10 minute fight at mid cause there is a 5 healer minimum in war zones as of late (I've been playing a healer so I'm part of that problem :p)

  9. I'm curious of the team composition you guys have.

     

    My ops group has 69/72, most of us have everything with 28 augs and we're having trouble clearing the first boss in SV HM. In TFB HM we got stuck at operator.

     

    What tanks and healers are you using and what gear do they have ? (class)

    Did you clear HM before you got full 69 ?

     

    We use 2 jugg tanks. Sorc & OP healers. DPS has been sorc, merc, sin & marauder. The sorc has ben a fill in the last couple of weeks for a PT who hasn't been able to make it.

     

    As for gear we were mostly 61/63 when we did HM TFB after 2.0 with old augments. Now we are mostly in 69+. I'm one of the tanks and I'm still rocking 4 61 pieces (MH, Head, chest, legs). With the exception of the new recruit we all cleared EC NiM prior to 2.0 and got titles on different toons. Since nothing changed mechanics wise it was just a matter of adjusting to new dps requirements.

     

    Tonight our title run group will go in for the first time. 6 of the 8 ran the other night so it'll be interesting to see if we can get a full clear this time. That group is sin & PT tanks. Sorc & OP healers. Merc, sniper, marauder, and PT DPS.

  10. I'm hoping NiM is tough as well. In my guild we almost completely reformed 1 raid group from the ground up. 2 people stayed on the same toon & roll. Everyone else at a minimum switched rolls, swithced classes or were new to the group. So we started 2.0 in a lot of 61/63 gear. Started raiding 3 weeks ago and clear HM TFB still mostly in 61/63. Did TFB HM/SV SM/GF SM for a few weeks to get some gear and time working together before hitting SV HM for the first time on Tuesday. Our first run lasted 3 hours and we went 6/7. Thrasher was the only fight we didn't 1 or 2 shot and if it wasn't for LOS issues on the snipers we probably would of 2 shotted him too. Personally I enjoyed the sence of accomplishment and progression we had when EC & TFB came out. I hope NIM TFB/SV brings that back.
  11. Omophorus outlined it very well. For marauders I've leaned towards power augments do to a lack of a main stat boost in the skill tree. But the difference from main stat augmenting vs power augmenting was very small prior to 2.0 and hasn't changed a ton since. As long as you aren't the sorc on Shadowlands fleet augmented with all accuracy augments then you are doing it fine.

     

    When it comes to the mods in your gear, go with the ones with higher power (unlettered deft mods). This is because you are trading around 1 strength for 2 power. In that exchange rate power crushed main stat.

  12. I had it and when i looked i already had the blue and purple schematics just didnt get the message so i wasnt aware that i had it

     

    I did the same thing when it came to the medpack. RE'd 15-20 extra cause I never noticed or the message never came up about being successful with the RE. A day later it showed up in my crafting list.

  13.  

    • Rested XP will give you double XP for kills only (not quest turn-ins). Can store up to a full level of rested xp.
    • You can buy bonus XP consumables from either the GTN or Cartel Market. You'll also get a couple from doing your story quest chain as rewards. These are 25% boost that are either limited to one area of play (warzone, flashpoints, etc) or cover all play. There are 1 hour & 3 hour versions. Can only have 1 consumable boost running at a time.
    • Legacy perks that give bonus exp for some different gameplay. These go from 1%-6% boost and stack.
       
      Each of these different boost stack.
       

     

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