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Exertim

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Everything posted by Exertim

  1. Save yourselves some credits and just use exit area and re-enter if you find yourself with shielded turrets after he's dead.
  2. Not entirely true. Perhaps I spoke out of turn since I'm only speaking from a Vanguard/Sentinel perspective, but the Columi earpieces are without a doubt better even with an augment slot. For example, my Sentinel used a 50 STR/59 END/29 Accuracy/69 Crit/40 Surge earring with a 28 STR augment attached and the Columi earring was still an upgrade with a whopping 22 more strength, 21 endurance, 19 accuracy, and 41 power. Maybe the mastercraft epic earrings are better for other classes aside from those two, I don't know. But I do know that it's most certainly not the case for the two that I play. But yes, please buff the other crew skills, Bioware. Nerfing stuff has never made anyone happy.
  3. Cybertech - earpieces are outclassed by Columi items, which more and more people are gaining access to even this early on in the game. Grenades are OK, but from a PvE perspective, Biochem crushes. My suggestion: lower grenade c/d from 5mins to something around 2minutes. Armortech - same as above, anything a armortech can make (even via BoP schematics found in HM flashpoints) are far outclassed. Throw armortechs a bone here; give them craftable 130~+ rating stuff that requires operations/HM flashpoint items Artifice - Easy fix? Slap stats onto the relics. You're forgetting that Biochems don't magically lose access to their relic slot when they make their Adrenals, so it's not really an advantage at all. That and the second boss in Taral V (HM) drops similar epic grade relic pieces which makes it completely pointless to go Artifice if you were simply aiming for the Relics. Synthweaving - same problems as armortech, same possible solution. I'm not calling for a nerf for Biochem really, BW just needs to show some love for the other crew skills.
  4. Honestly, no one at level max cares about credits. It's so easy to make money in this game that it's a non factor; I'm sitting at 3.2 million credits right now with nothing to spend it on. That being said, what crew skill offers a bigger effective damage ncrease than adrenals? Nothing you can craft is better than the Columi (possibly even Tionese) or higher tier set items anyways, so that effectively renders nearly every crafting crew skill outside of Biochem useless. They need to buff the other crewskills. In some shape or form, and it needs to happen soon.
  5. Here's the problem: No other profession provides the kind of bonuses that Biochem provides. Re-useable stim, 8k~ medkit on a 90s c/d, and of course, the clicky. What's stopping players from going armortech/synweathing, crafting their best armor, then swapping to Biochem? There's literally zero, zero reason to not be Biochem at level cap if you're serious about maximizing your damage/healing potential. In its current incarnation, you're pretty much pigeonholing players into one crew skill. There's a reason why I'm Biochem on both of my characters. There comes a time when you have to admit that something is just too good. Either buff the other professions or change Biochem. I've always championed the idea of buffing over nerfing. And the stuff required to make it isn't even hard to get. The alloys are already rotting in our HM flashpoints.
  6. There are many of us lurking and not actually posting while following this thread. My entire guild has read through the previous two threads and we're all pretty much in full agreement that this issue needs to be addressed. Abilities not firing when they're pressed is a huge problem. This problem is amplified especially if you have play Sentinel or Marauder. I am glad that the devs are aware of this issue and are looking to resolve it (via dev tracker in one of the previous threads), but this really does need to be resolved ASAP.
  7. This boss is faceroll easy even on hardmode, lol @ "mathematically impossible".. Stand under the panels on his side during the burst, interrupt smash, and kill adds. And as someone else already mentioned, misses aren't RNG. Learn to socket your gear with accuracy if your interrupters/DPS aren't at the accuracy cap.
  8. I can't believe I had to go through 3 pages before someone sane finally posted.
  9. Yeah, it's being fixed in the next patch. We just don't do Taral V during our daily run through, lol.
  10. Normal mode LVL 50 flashpoints -> armoring/mods/enhancements from Ilum/Belsavis dailies -> HM Flashpoints Granted, our group didn't do the 1st part, but I wouldn't be surprised if that was the intended gearing route outside of PvP gear. We can clear all HM flashpoints within 3 hours on a daily basis now that we've gotten the hang of it.
  11. Ok? Good thing my friends all hit 50 at around the same time I did. Already been clearing all of the hard mode flashpoints on a daily basis + EV/Karagga. I don't understand why people would rush to 50 unless they have a group of friends/guildmates that are also going to hit the level cap quickly.
  12. Not having a dungeon finder system in-game is a mistake; I could understand if the developers wanted the playerbase to explore and find these instances, but the entrances are all (with the exception of the two on Ilum) located in the Fleet. Spamming general chat is archaic, time consuming, and most of all, not fun. Especially when you try to fill up a group for over 30 minutes.
  13. Loot council only works if it's a small tight-knit group (most likely an 8man guild) of friends. I definitely would never try it with a guild filled with people you have never played with before.
  14. Get better DPS. Not much else to say. Our static group only ran into an enrage on the last boss of Esseles so far at around 2% once, and we've been clearing all of them on an almost daily basis.
  15. Hi, just wanted to drop a note that the final boss in Taral V (hard mode version) drops his normal mode equivalent loot when killed. We still got our commendation (minus crystals) so it's not too big of a loss, but it should probably be fixed. http://i42.tinypic.com/t6pc7s.jpg
  16. Since the beginning of the genre? MMORPGs have always been about progressing your character. Sure, there may be players here and there that prefer to roleplay and whatnot (which is fine), but the MMO genre has always been about endgame content. It began with EQ and I don't see changing anytime soon.
  17. OP is full of it in regards to lack of endgame content. Me and a buddy hit 50 within 3 days of early access beginning and we've had plenty of stuff to do: dailies, PvP, hard/nightmare mode flashpoints, Eternity Vault, Karagga's, etc. SWTOR is the first MMO since WoW that has a huge chunk of endgame right at launch. You are flat out lying if you're saying that you've cleared all endgame content.
  18. We duoed every single heroic with Vanguard + Shadow setup using x2 healer pets. LoS abuse was utilized on a lot of stuff (as well as stealth clicking) but it got it done. Honestly, most of the heroics save the 4man heroic on Voss (where you have to kill some mobs, blow up the towers, then fight a champion with his champion pet that does insane damage) are pretty well tuned.
  19. Hi guys, when you use the door and get dropped down into the pit, your character ends up stuck in place and unable to move. There are a few ways to unstuck (sprint, charge, etc) but it's a huge issue nonetheless. Surprised that this is bugged seeing as how it worked fine during the beta.
  20. Agreed entirely with the OP. While it's not a huge deal and more of a quality of life change, it would be great if this could be added. After all, why buy companion customization when you can't even see the difference when some fugly helmet or hat is covering your companion's head?
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