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Exertim

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Posts posted by Exertim

  1. I routinely hit 300k+ (450k in one game) as a Arsenal Merc in the sub 50 bracket. Really depends on the map. On Alderaan, I sometimes don't even break 250k since I'll be busy guarding a node. On the other hand, Voidstar tends to be really good for padding damage.
  2. The OP's method worked out OK when the level 50 population was relatively small back in December and all the 50s knew each other. Now? Good luck. You have a better chance of being put on the ignore list than a positive answer to join your group. Never had it work for anything higher than Esseles/Black Talon for the lower level FPs, either.

     

    Honestly, if you don't have an active guild, you're just going to have to wait for the LFD system that Bioware said they're currently working on.

  3. yes the itemization was bad at least on t0 level there were druid set parts with +strength +agility +int +spirit +stamina, warrior t0 pieces with spirit on them (wasnt changed after spirit regen was removed after the beta), paladin set parts with + strength (even on t1 + t2). and the "best" items were those with +xx heal on them due to downranking spells and spaming them. I saw paladins in a mix of cloth + leather + chain + plate gear cause +heal wasnt really present on set items till t3 (t2 had +dmg and healing which wasnt effective compared to raw +heal).

     

    Ok yeah, no denying that the dungeon sets were pretty horrible for most classes (the upgraded dungeon sets that were added later on were much better itemized). Paladins were an anomaly though; it's like Blizzard had no idea what they wanted that class to do. End result is as you said: Holy Paladins wearing a mixture of cloth and leather until their gear was itemized correctly (something that wasn't done until BWL, possibly later).

     

    no molten core mechanics werent that challenging. the main aspect why molten core took such a long time was gear, be it set items or fire resistance items. if i remember correctly u got 2settokens/boss in a 40man raid + 2 random items.

     

    WHile I still think that some MC mechanics were challenging during their time (Ragnaros and Baron Geddon mostly), I agree entirely on the gear aspect; I still remember getting some buff from a mind controlled mob in LBRS for fire resistance for Ragnaros (on top of fire resist pots and fire resist gear). I honestly think that some form of a timesink would have served this game well. Instead you have people getting fully geared in Columi on fresh 50s within a week or two of reaching the level.

     

    Giving people gear makes them feel great about it, but you have to realize that SWTOR is one of "those" MMORPGs when it comes to endgame; when players reach and eat the carrot that you have dangling in front of them, they'll eventually get bored and quit; most will quit temporarily until new content arrives, some quit permanently. Eitherway, it's a loss of money for Bioware eitherway.

     

    well it wanst called spellpower (spellpower was introduced with the end of tbc) it was called "+dmg on spells" or something like that and t2 had some +dmg on spells and the t2,5set had lots of it if i remember correctly. some random items in bwl were actually bis a long time cause they had way more +dmg on them than the tierset... the helmet + staff + cloak of nefarian come to my mind.

     

    I completely forgot about the AQ 2.5 set pieces, lol. Good times back in vanilla WoW but yeah, I don't want to derail this thread any further.

  4. Lots of misinformation in this post. Hey, I'm bored so here goes.

     

    Molten core was hard because of the itemization not because it was hard.

     

    Actually, the itemization wasn't that bad. People remember the green plate +spirit armor while leveling up and seemingly just make up stuff on the spot. Raid tier armor was pretty well itemized. The only real changes to raid itemization was the warrior Might set (T1) some 2 months after launch. The set was extremely good for DPS warriors and they turned around and it made it into tank gear. More than a few warriors in my guild were displeased.

     

    The mechanics were not hard, the freaking mage set with only int and spirit, and all the other useless items were why it was hard. The other hard part was finding 40 people you could trust to not be morons. When they made items actually usefull it became incredibly easy.

     

    Molten Core mechanics back in 2004 and very early 2005 were actually pretty challenging. Why? Because many of the boss mechanics seen in that raid were never seen before in any other MMORPG. Raiders migrating from EQ mostly knew boss mechanics that involved pulling & splitting mobs (via Monks/SKs), Mez/CC control, tank & spanks, CH rotations, your PC screen dying whenever the boss used AoE Flash, and tank swapping. Also take into consideration that WoW is a much faster paced game than the EQ era of MMOs and you'll realize why it took even the best guilds in vanilla WoW 4+ months to fully clear MC.

     

    In contrast, nearly every single one of SWTOR's operation boss mechanics (save the Droid in KP) have been seen in some shape or form. Raiders migrating from WoW have long been conditioned to avoid standing in fire, moving out of the raid when they have a plague/bomb debuff, interrupting the boss on rotation, killing/avoiding adds, not get hit by cleaves, etc. It's simply to the point that it's not challenging.

     

    Also, the Mage tier sets never had any spellpower on them until TBC and beyond. Mages gained all of their spellpower mainly from their mainhand (Spellblade from Golemagg, Staff from another MC boss) and trinket slots. In fact, MC held one of the two infamous spellpower trinkets (the other from ZG) that ultimately got Mages the nerfbat.

     

    And master loot was totally broken at that point, we all used FFA loot and trusted no ninja looters would be there because it did not function at all.

     

    We used master loot starting back in December 2004 with 40man UBRS raids. We never had an issue and continued using it all the way into WoTLK. While I never really ran into any problems with it, I do recall a thread on the RnD forums about Master Loot not locking the drops and players could just shift click loot all of the items. Not nearly as bad as SWTOR's version, where Master Looter straight up eats all of your loot.

     

    At molten cores release no such thing as spellpower existed on any epic item. All epics were +stats. In fact as far as I remember spellpower was not even in the game.

     

    Completely untrue. See above.

     

    All in all, it's pretty disheartening to see how buggy SWTOR's endgame is even after 2 months. If your internal raid testing team needs help then for the love of god, give us PTR premades or just allow us to copy our characters, remove the operation lockouts and let us help you fix it.

  5. For those of you that missed it:

     

    Last but not least; add-ons are still under discussion, but there's no current timeline for when that functionality might be implemented. While add-ons would give a lot more potential options (assuming a robust add-on community), there will still always be many people who want to use the game's default UI (new players, for example!). Therefore it's important for us to ensure the UI that we have works well, hence our ongoing development and expansion of UI options.

     

    Still under discussion, but with the GCD cooldown UI fiasco that's been ongoing for several patches, I wouldn't be surprised if the devs over at Bioware have finally begun to realize that it would probably be a good idea to support player made addons/UI due to everyone having different preferences.

  6. And this is precisely why Bioware needs to hurry up with user add-on support. Everyone has different preferences, the default UI will never be "good enough". Quite honestly, I'm shocked that you're even wasting resources on it when you could be freeing up said resources by allowing players to do the work for you. The same could be said for internal testing; not having a level 50 pre-made generator or character copy system in place for PTR is horrible. Every single weekly patch seems to introduce unwanted changes that sometimes get reverted/hotfixed (resulting in even more downtime) and even more bugs.

     

    To be rather blunt, it seems as if there was a real lack of foresight.

  7. I was merely making a suggestion on how bioware could give us some control of our character back. I can't believe I expected anything other than immature responses...

     

    I was hoping for some constructive feedback on how bioware could make the game less of a stunlock/knockback/interrupt crapfest where you rarely seem to have control of your character.

     

    At least that's how I see it. If you don't agree, fine. I'm not saying everyone has to agree.

     

    The responses you've received are entirely warranted given how terrible your suggestion was. Interrupts are already a joke as it is and you want to completely remove them from the game? Seriously? If anything, interrupts need to be buffed so that they lock out your entire spell tree (DPS spell = locks out DPS abilities, ditto for healing). With the way interrupts are right now, there's zero need for me to juke my heals - if one of them gets interrupted, I just start casting the other.

     

    Also, if you're having trouble getting any spells off period, then it's most likely because you have terrible situational awareness and bad positioning. It's not anything new, I'd say the large majority of healers I've seen have terrible positioning which ultimately lead to their or their teammate(s) death.

  8. Maybe if Bioware actually had premade characters or character copies for the PTR server we wouldn't have 2-3 maintenance days every week along with even more bugs being introduced every patch.

     

    But obviously that's too hard of a concept. Let's just allow all of these bugs to go live along with other horrible changes (hello there, ability cooldown UI change).

  9. I'm at 48 and was pretty much on par with Alurez until a week or two ago. Leveling new alts is a slow way to go if your sole goal is to speed level your legacy. All you really need to do is your dailies everyday (I'm pretty sure he did it across two different 50s) and you'll hit 50 legacy fairly quickly.

     

    It should be noted that dailies on Ilum used to give 8k? or so Legacy EXP. This was ninja nerfed down to 3k not too long ago.

  10. Lol, why would you ever link Halion as an example of a "difficult" WoW fight?

     

    And I'm pretty sure everyone knows how fundamentally basic this game's endgame content is in terms of difficulty. No boss really changes mechanic wise (with the exception of the Droid in KP) on harder difficulty settings so it's pretty faceroll for the most part.

     

    Highly doubt they'll buff the current endgame content available; you'll just have to hope that future operations will be a bit more creative with boss mechanics.

  11. All that means is people are going to level Synthweaving/Armormech, crit an entire set of orange armor for augments, then swap back to Biochem. It changes nothing. Bioware needs to look at crewskills and do an entire overhaul.
  12. I'm only losing 24STR and I think 10 power? Not much of a nerf but rather the intent seems to be that other players will also be able to use stims on par with our re-usable ones (Energized vs Rakata).

     

    And yes, this nerf STILL changes nothing; Biochem is still the best when you throw in re-usable Adrenal and Medpack. This is made worse since you can just crit your bracers/belt/relic etc (Artifice/SW/Armormech) for augments and go right back to Biochem without any penalties. <- Not complaining about that, especially since I'm one of the people benefitting from it but it just seems to me that the Bioware developers don't have a clue when it comes to MMO tradeskill balance.

  13. From the PTR server forum (http://www.swtor.com/community/showthread.php?t=260938):

     

    Biochem

     

    Energized and Exotech stims and adrenals no longer require Biochem to use.

    Energized and Exotech stims and adrenals are no longer bound, allowing them to be traded or sold to other players.

    Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals.

    The Exotech Med Unit schematic obtained from the Eternity Vault Operation now functions properly and can be learned.

     

    All in all, I'm sure many of us saw this coming. Unfortunately, there's still no buffs of any sort to crew skills like Armstech, so it remains terrible.

  14. Droid can still be solo tanked even post patch.

     

    And lol @ trying to pull the "go back to WoW" card if you want easy faceroll fights, especially when you're using it in an attempt to defend this game. Nothing in endgame SWTOR is remotely hard, even on nightmare. Some of the hardest fights in MMO history is located in WoW: pre-nerf Twin Emps, C'thun, vanilla 4-Horsemen, Kel'Thuzad, pre-nerf Sunwell (in its entirety), pre-nerf Ulduar, etc. Blizzard adapted to a "nerf content gradually over time" path so that everyone, even terrible players, could eventually see all the content which ultimately culminated in the LFR system.

  15. You don't need any fancy mouses or keyboards to do well as a keybinder. I play a Sentinel/Marauder which (arguably) uses the most abilities in PVE/PVP combat and do just fine with your average run-of-the-mill keyboard with a Logitech MX518:

     

    http://img52.imageshack.us/img52/6301/screenshot2012020115101.jpg

     

    All you need is your standard keyboard + a mouse with two, preferrably 3 side buttons (2 on the side, 1 in the middle in between LMB/RMB) and you're set.

     

    Switching from a "clicker" playstyle to a hotkey playstyle will be very confusing for you initially and you might even do worse. Just keep at it for a week and muscle memory will come into play soon enough.

     

    Edit: almost forgot. If you haven't done so already, rebind A and D to strafe left and strafe right. That frees up Q and E for you right there.

  16. Melee in general tend to be overlooked for ranged DPS in this game. Throw an AC like the Guardian in the mix that has little to no raid utility and inferior DPS to its Sentinel/Marauder archtype and you have a recipe for disaster.

     

    That being said, SWTOR endgame is pretty easy so any balanced composition will work. Nothing in this game is so difficult that you'd need to stack a raid in order to beat it. Your best bet is probably forming a guild with some friends if you're having trouble finding a DPS slot as a Guardian for HM FPs/Operations.

  17. Because we have a ******** of crit already and get it with our surge modding yet again.

     

    As an example if I want to have surge on my boots, I will also get 34 crit, there is just no workaround. Add mainstat increase on top of it and you will have a ton of crit already and the DR on it is kinda unforgiving so, I would suggest getting Columni War Leaders package with a crit and you don't even need to craft it yourself it is bind on equip so check your GTN for it, but be ready to pay around 750k-1mil + another ~150k for the augment.

     

    Ahh, I see. There is a semi workaround, though - if you run with a premade group for HM FPs and everyone is geared, just grab the Columi class tokens that have Power/Surge on them (e.g. Agent/Smuggler helm) and just steal the enchants that way.

     

    Those that do Operations will also find a level 58 version of Power/Surge enchants from the Bounty Hunter fight in HM/NMM Karagga's Palace. Using these two methods, I've been been dumping my crit rating in exchange for power whenever I go above 30% unbuffed.

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