Darthmufasor Posted April 18, 2012 Share Posted April 18, 2012 (edited) Part of the fun for running HM raids is getting the new gear and showing it off, but with the current system in place, if we want to be ready for when Nightmare mode releases we have to take the Armoring, mods, and enhancements out of our new tier gear and put it in an augmented orange piece. Not only does this orange gear look bad half of the time, but there's no way of just looking at someone and telling that they've downed the new content. The best solution for this should have been that gear dropping from Hard mode Explosive Conflict should already contain an augment slot. Going along with that thought, it could be an empty augment slot so that crafting will still play an important role. Hopefully someone on the dev team looks at this, it's in my opinion a major issue with the current 1.2 patch. **Edit** The new tier gear is Bind on Pickup. If I don't have armormech/sythweaving I'm SoL. Now if I do have one of those professions, I have to take the mods out (each one costing 44k to remove, so 132,000 credits total) and then RE the new tier gear I just earned from downing a HM Boss in Explosive Conflict HOPING it crits for an augmented slot. If not, I just lost my new tier gear and it's back to crappy looking orange gear. Edited April 18, 2012 by Darthmufasor Link to comment Share on other sites More sharing options...
RedWolfs Posted April 18, 2012 Share Posted April 18, 2012 Part of the fun for running HM raids is getting the new gear and showing it off, but with the current system in place, if we want to be ready for when Nightmare mode releases we have to take the Armoring, mods, and enhancements out of our new tier gear and put it in an augmented orange piece. Not only does this orange gear look bad half of the time, but there's no way of just looking at someone and telling that they've downed the new content. The best solution for this should have been that gear dropping from Hard mode Explosive Conflict should already contain an augment slot. Going along with that thought, it could be an empty augment slot so that crafting will still play an important role. Hopefully someone on the dev team looks at this, it's in my opinion a major issue with the current 1.2 patch. So take your local armormech/sythweaver along on your hard mode runs, give them the modable gear you like. Have them RE the gear, and give you copies with the augment slot. Then you can have the new look and an augment slot. Link to comment Share on other sites More sharing options...
KrittaB Posted April 18, 2012 Share Posted April 18, 2012 You can get an augment slot out of your raid gear by reverse engineering it into an orange schematic and then crit crafting it. There's no need to simply give them away. Link to comment Share on other sites More sharing options...
Darthmufasor Posted April 18, 2012 Author Share Posted April 18, 2012 So take your local armormech/sythweaver along on your hard mode runs, give them the modable gear you like. Have them RE the gear, and give you copies with the augment slot. Then you can have the new look and an augment slot. The new tier gear is Bind on Pickup. If I don't have armormech/sythweaving I'm SoL. Now if I do have one of those professions, I have to take the mods out (each one costing 44k to remove, so 132,000 credits total) and then RE the new tier gear I just earned from downing a HM Boss in Explosive Conflict HOPING it crits for an augmented slot. If not, I just lost my new tier gear and it's back to crappy looking orange gear. Link to comment Share on other sites More sharing options...
Darthmufasor Posted April 18, 2012 Author Share Posted April 18, 2012 Bumping to keep relevant. If it can't be fixed for this patch, hopefully this is taken into consideration for future content. Link to comment Share on other sites More sharing options...
Nitrosnwbrdr Posted April 18, 2012 Share Posted April 18, 2012 (edited) It wont be changed, sorry bud, but those are MY perks of being a Synthweaver. I get to make the new tier gear (which currently is fugly for Sentinels) and RE it to get the Orange patterns so I can make them have augments. Augments aren't required as per Bioware and having them only gives a statical advantage. If anything Id expect Bioware to add something like a consumable that adds augment slots. Edited April 18, 2012 by Nitrosnwbrdr Link to comment Share on other sites More sharing options...
Darthmufasor Posted April 18, 2012 Author Share Posted April 18, 2012 It wont be changed, sorry bud, but those are MY perks of being a Synthweaver. I get to make the new tier gear (which currently is fugly for Sentinels) and RE it to get the Orange patterns so I can make them have augments. Augments aren't required as per Bioware and having them only gives a statical advantage. If anything Id expect Bioware to add something like a consumable that adds augment slots. Bioware has stated multiple times that they want to make sure nightmare content really is a nightmare to complete, so saying that having augments on all your gear isn't necessary for nightmare Explosive Conflict is kind of funny to me. Link to comment Share on other sites More sharing options...
cbowsin Posted April 18, 2012 Share Posted April 18, 2012 Bumping to keep relevant. If it can't be fixed for this patch, hopefully this is taken into consideration for future content. It won't be fixed because it is not broken. The issue you are really having is that you do not like the 'look' of augmented orange gear that is available to you. This is an issue with player preference not the game. Link to comment Share on other sites More sharing options...
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