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Ashane

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Everything posted by Ashane

  1. I completely disagree frankly. If you like, I'll dig up some of the "patches" if you want to get extremely technical, which occur between major chapter points in Lineage 2's story. They are indeed just as large and just as feature rich. It is one thing NCSoft Korea has been known for along its MMO life, from Lineage, to Lineage 2, to Aion and beyond. While I understand you may be a huge fan of Bioware, let's not bury our head in the sand here. Its important to keep developers honest and truthful in a time when so many companies lie as much as they exhale.
  2. Harnessed Shadows indeed functions entirely correct with what the tooltip says. "Project and Slow Time have a 50%/100% chance to grant Harnessed Shadows, which makes the next Telekinetic Throw used uninterruptible and immune to pushback." Your mistake is assuming that knockback or stun are interrupts. They are not. Jolt Instant Cooldown: 12 seconds Range: 10m Interrupts the target's current action and prevents that ability from being used for 4 seconds. ^ That's a interrupt, which will have absolutely no effect while channeling TKT. Part of the confusion probably comes from the fact that few (if any) PvE mobs really interrupt, so its usefulness in PvE is the no pushback and the fact that it heals you. ........ To sum, adore my Assassin Tank, have done every piece of content in the game and it is by far the best all around tank for any situation you will encounter.
  3. To add to that list, Lineage 2 would be a prime example. Completely free updates, several of which were light years beyond what Bioware gave. (Hell, one featured a new *race*, new *classes* and a entire new continent, not to mention dungeons, pvp area's, new castles, etc) http://www.lineage2.com/en/game/patch-notes/goddess-of-destruction/ ^ Even that is light years beyond the content Bioware gave us.
  4. Force Shroud makes you immune to the ball lightning's damage, and Soa's damage, and Soa's "pillar drop", etc. Shroud is your friend. <3
  5. Your Sage should really never be running out of mana assuming they are getting off their free Noble Sacrifice after every Healing Trance.
  6. Yeah, plus you can even directly parse it into a webpage, which could take the data and form a nice table from everyone who has the plugin. Glad you find it workable, hopefully it'll save you alot of work and you can get it functioning quickly with 1.2!
  7. http://advancedcombattracker.com/ You can make a decent plugin for the above program that will generate any log's you might need, in a very nice format as well. Writing plugins for it is extremely easy, check it out, might help.
  8. Yep. A sure fire way to bug those Pylons and let Soa keep his buff is to have people get impatient waiting on the first one to spawn, jump down to the 2nd and kill it before the few people who are at the 1st down their's. You must go in order on them.
  9. The ability to have more then 16 was a bug, that was squashed. 16 is the max op's limit.
  10. You should not be getting out for his pounces. The only time your melee DPS should be off the boss is when he spawns the new platform and your running to it. (Dont stand and fight him there, as it hurts pretty bad) Make sure your using Pool's if you have alot of Melee's, as the pool heals will let them stay in just fine. Guard also dosent block damage in PvE, it will only function as a threat absorb.
  11. That's what we do. We usually one tank it. I'll force charge back in, and usually use Shroud if the healers are busy elsewhere, as it will resist all the ticks. Otherwise, you can do it with two tanks as was suggested. Make sure that DPS is using their detaunts (I know, who would have thought!) so that your 2nd tank can stay 2nd on the threat table. If you still cant get it, do what the other poster suggested and alternate taunts, specifically when he does his knockback or when his weapon starts to glow. You have a very brief period where you can switch cannonnade's target just by taunting.
  12. No its not. You'll get the Rakata pieces every time, *unless* you have ML on which screws your drops. Protip: Dont run with ML on, you'll find your loot increases by alot.
  13. Believe hes getting them from torstatus if I had to guess. http://www.torstatus.net/rwookrrorro/history/7d#!/rwookrrorro/history/30d It's certainly not the lowest population server, and if its hitting standard pop that's actually not horrible. Not great, but not horrible
  14. I was making the point that Armoring mods ALREADY drop, and at Rakata level as well. Therefor, its purely a oversight that Hilts do not. Which is probably why the item system is being modified (again) back to it's beta roots allowing you to remove the majority of mods from items. While your opinion is of course valid, it is not how it currently is in game. You can in fact craft "raid quality" gear. You can in fact get "raid quality" mods. This isnt about things being "handed to you", it's about being able to customize your appearance how you'd like. A great example is Truthseeker, a completely unique hilt design that you simply cant use if you have Rakata. (Yes, I'm full Rakata, before you go "you just want stuff free!111") Regardless, look for it to be changed soon, so whatever, if you dont like it you could always quit
  15. Uh... Considering for the Armoring mods, you have to actually, oh I dont know, run HM/NM to get them, it woudnt make a damn bit of difference tbh. Have the hilts be a BoP perk for Artificers (in that, they can actually *use* Truthseeker, and the other crafted lightsabers) and require the purple rakata crafting mat from NM/HM.
  16. I completely disagree. Utterly. Right now your missing how 16M and 8M are setup. In anything BUT NM mode, 16 man is far harder than its 8 man version. (By far harder, I mean stupidly so..) There is absolutely no reason that on normal in a 16 man raid (keep in mind, this is the first difficulty level, you know.. your still in golds with daily armor mods, etc) you should be dealing with what 8M *nightmare* mode players have to deal with. None. Period. If you take his statement about the *current difficulty level* of 8/16M Normal/Hard, then it makes perfect sense exactly what hes saying. 8 or 16 shoudnt imply "casual's" or "bad's", that is already present in the difficulty level. Normal, Hard, Nightmare. 8 & 16 man's should be roughly equal, with a slight leeway given toward a 16 man simply because the odds of a player making a mistake are greater (by 100%). You seem to grasp this, and yet keep on claiming that somehow 8 should be for "bad's", and 16 man's should be for "elite's". Let's just say I'm glad your not in charge No offense intended in the slightest, but I believe that the inherent difficulty level slider grants exactly what you want regardless of group size. No guild should be penalized simply because they'd like to bring in 8 more of their friends to a 16 man NORMAL raid, only to have to deal with a 8M NIGHTMARE content scale.
  17. See the Q&A for 16 man tweaking coming. Currently when he says "Your turn!", look for a debuff on your players and remove it as fast as possible, then you wont get the follow up railshot. However you literally have .5 seconds to get rid of it. If you miss it, odds are your going to get one shot unless everyone is using Rakata Endurance stims. (Squishies that is ) Its basically their soft enrage, so what you'd want to do is get one of them down earlier. Try getting Sorno to 70% and then switch to Jarg. By the time your done with him, the two you left on Sorno (Tank and another interupt helper most likely) will have gotten him down to about 60%.
  18. I'm failing to see why what he said was so bad personally. All you need to do is look at how 16 man content is now, and you'll realize that until you hit the NM level, its pointless to even bother with them. Right now, on 16M Normal, your dealing with 8M NM boss mechanics and trash pulls. No CC, your getting lockouts on Fab like you do on NM, your getting puzzle lockouts like you do on HM/NM in EV Puzzle, etc etc. While I dont think 16M should be much easier then 8M, it should be on par, because the odds of 16 players making a mistake is higher than on 8, therefor the raid has to be a bit more forgiven. That's kind of common sense to be honest. That has held true throughout every MMO ever made tbh, even WoW to a certain extent. Some will argue the difficulty all day long, and that's besides the point. The point is that the larger the raid goes, the more forgiven it is for a single player (or two) to make a mistake an the raid recovery from it.
  19. Your dumb. Most industry talent consider NWN to be the first MMO. Massively refers to the technology of the period. That would be like 15 years from now, claiming SWTOR wasnt a "MMO" because it didnt support 100,000 +/- people per server. NWN went from 50 players a server to *500* per server. Sometimes, that feels like more then what SWTOR is handling, so yeah, whatever.
  20. Uh... Wrong. Assassins are the tank/dps build, so yes they get guard. Sorc's however dont for example. Merc's are the healing/dps build, they do not get guard, just like Sorc's dont get guard. Powertech's however do. Welcome to your first day of SWTOR, enjoy your stay?
  21. Well, so far every MMO that tries to please Raiders has since changed its tune, most likely due to the lost subs, but who knows. Bioware has clearly taken a certain stance. The game has the highest retention rate of any MMO in history in its first month. Highest sales of any MMO in its first month, etc. It's clearly doing extremely well, so if your hoping for a huge 180 in design philosophy, your going to be disappointed.
  22. That's what I dont get. They (the last few posters) appear to be under the "assumption" that we are having difficulty with the fight. Note: We arent. Its not hard. No fight in this damn game is hard, minus glaring bugs that prevent you from completing a encounter. We are simply saying that the normal mode fight has bugs that HM/NM dosent, and if it *does* bug out on HM/NM mode, you have a mechanic to directly counteract it, which normal mode dosent have. The last poster says "Ok, even if it IS bugged, that part is trivial anyway!"... gotcha. Its obvious certain groups are having trouble with the fight, so its not trivial to them. Most likely pugs going in if I had to guess. To be honest, its a simple thing here. The fight is bugged, it needs fixed. Period.
  23. Its not the point of if you do or dont, its the point that the puzzle functions completely different in HM/NM. A example would by Pylon. What if Pylon had the HM/NM debuff on NORMAL and none on HM/NM? While it would still be a joke, that would clearly be a bug. Same thing.
  24. To be honest, I'm shocked anyone came over thinking this game was going to be "difficult". It was pretty clear from the interviews with the dev's that this game was aimed at the casual market. That it was intended to be played by a significant portion who had never played a MMO before. They could have taken WoW's direction, release it hard, nerf it later.. and they still might, but at launch you want those casuals to feel comfortable raiding. Trust me, its a huge issue for some people even moving out of a glowing red circle on the floor. Sad I know, but it is. TL/DR Wailt till they release the next set of Op's and see if difficulty is up. If it is, then its following the WoW model. Rejoice.
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