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Kenj

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  1. I'm feeling very stupid since I paid for the expansion and resubbed, then the server went down... then I played for a tiny bit, then server went down again, and now I'm in queue, which appears to be going up even if the bar is moving. Gonna be annoyed if this is a problem Friday since there are only a few nights this month my friends had our schedules synching up for group leveling.
  2. So anyone know when this showed up or if it really was from beta for sure? That being said the first thing my mind went to given the ominous nature suggested was seeing if saying "Klaatu barada nikto" did anything
  3. Alright, my two creds on these flashpoints. First we had everyone in full 69's if not better in the case of our healer, he did admit he had been having some lag issues, but this is what I observed. Core-meltdown to me seemed to have had no major changes from story-mode and aside from one trash pull turning bad due to a mix of spike and healer lag it was a one-shot. That being said this is what I observed for labs. At the first boss we had two melee DPS, while both could more or less stand in the electrified water for a bit of time without incident it meant that the healer had to work a little bit hard. Added to the fact that the healer was always hit by the grapple from the droid during mid channel and it became a problem. We had a commando healer who only got pulled in during the last quarter of channeled casts as if the AI governing the grapple was waiting for that. It looked like he was pulled even through hold the line several times. More or less this meant that if he was pulled in, and the adds spawned it was likely he'd drop dead too quickly for us to do anything given our two melee dps wouldn't be able to hit the mobs without diving into the electrified water and again making the healer's work harder. I think the adds getting some initial cast would help this issue. The other issue being that as the adds need to leave the electrified water and the melee DPS not being able to stay on the boss if the healer needs people to play it safe that the enrage timer might be hard to beat for 'casual' level players. People who aren't the best of the best in terms of DPS output, but still can manage to beat enrage timers normally expected of the gear level. It seems as if this is just another case of DPS issues where two average or lower ranged DPS wouldn't have a problem, but two average to good melee DPS is a major issue for the casual player.
  4. Alright, my guild's not the most hardcore guild, we struggle to get a hard-mode team on a regular basis. At the same time we've run Scum and Villainy storymode a number of times, but when trying it tonight something was odd in the amount of damage going out for 16-man Story. The first case was Thrasher's tank swap mechanic seemed to hurt more then normal, the healers didn't expect it since we never had to worry about the swap, but we recovered well enough after a few mishaps that felt like a normal, if not a bit messy run. The trash pulls weren't fun before city, it was mostly clean for every other group but something was odd with blue-team. We had the mobs dealing around 7k with their basic attacks to our tank, the tank took around 10k per channeled attack that hit from blue team. We managed to get past this by having two tanks, one in full 69s, one in mostly 69s, and a healer who had a number of 72s. We had our tanks nearly one-shot by the operation chief's attacks and a number of DPS dying outright when rail turrets came up, either due to terrible luck at random target or the mass explosive probe exploding. The remaining bosses weren't any different then expected, not clean but we managed to get by after a few people switching characters. Just curious if there's anyone else having issues with these fights this week.
  5. While I admit it's not exactly a big deal it is odd how this is the only ranged class who's, for lack of a better term 'auto-attack' is limited to melee range. In a good rotation I don't find myself lacking the ability to use it as some 'padding' and as far as I can tell damage wise even if I were to get in close and use it there wouldn't be a real point since it does such weak damage and seems like a GCD waste when if I'm absolutely out of force I'd probably risk the noble sacrifice and a self-heal cast over two/three hits with the current ability even if it were ranged. That being said, an ability that just serves as a ranged animation of the same attack, or something as drastic as making the ability outright ranged are options (I'll admit it would be interesting if the ranged saber strike carried over to shadows in a diminished form if that route was chosen). Though then there might be more people using the stalker armor for the shadow 2-piece set bonus on a sage, which could be overpowered, or more likely would just be a joke to see people try it.
  6. For my low level alts: In the Hammer, Athiss, Mando, Cad flashpoints I had a trend when I was healing that every time I queued I'd find myself with a DPS that thought they could tank. I usually got lucky if I healed when I was at the bare minimum level and gear to get a good tank, but when I got these fake tanks I usually was geared well enough to scrape by if I wanted the challenge. That being said I'd try to strike up a conversation with the various tanks. "Do you have your tank stance/cell?" "I'm getting hit by these mobs a lot, could you guard me?" "Could you please attack more then one mob?" and lastly one of these "Do you speak English" or "Do you read chat" If I didn't get a response at all I started a vote kick. Any snide-remark I'd get, or other remark that conveyed a sense of entitlement and I'd vote kick. If I could heal it and they fessed up I'd just let them have their fun and enjoy a bit of a challenge. The same applied when a tank couldn't keep aggro well, or lost it to a DPS, if someone made me think they weren't entitled or and didn't try the 'I'm right, you're wrong, deal with it' stance I'd just ignore it. At those levels there's a lot of leeway and not much cost to a death so most groups seem to just ignore it. Ninja looting usually gets a vote kick, seen more then a few get vote kicked between final boss and the actual mission complete flag. When people actually try to defend that it's their right to get every piece of loot and they did nothing but DPS the whole run it's annoying to say the least. For my Endgame Characters: If you aren't the right role you're as good as dead usually, so vote kick comes quick and hard, and sometimes before I even see if a DPS can tank, or heal, the latter being far more uncommon to actually see a single heal where there are tanks who can make due in nearly every fight when they're a dps in some way or form. Ninja-looting gets you out and on my ignore list. Being a semi-fail to full fail player and winning all the loot in a run might get you kicked, but that one's more a personal issue given in early game I'll laugh it off with everyone else if it's an honest mistake. Obviously that one varies from role to role, player case to player case.
  7. So I'm somewhat confused as to why the GTN is already flooded with [Deep Green and Medium Yellow Dye Module] and [Deep Orange and Deep Red Dye Module] given they come from the collector's edition vendor. Was this a mistake? or was it intended for these dyes to be resold?
  8. I will admit, ignoring DPS for timing out isn't something I'd considered, but I suppose that's because I know some days a DPS will be in queue for several hours, and decide to take a bathroom break right when queue decides to pop. It's strange how since making this thread I've had groups where we end up with two tanks or two healers, and they try to complain that they don't have the gear for DPS and expect to remain in group, even stranger is my pointing this out and vote kicking such players is often met with resistance, even in PuG groups where nobody knows anyone else. Though only one other case of someone having a misqueue and kicking me who was queued as DPS due to a DPS who's class could tank forgetting to fix their role.
  9. Our group hasn't encountered this problem yet, we have had our main-tank get lost, but the off-tank in our group hasn't gotten lost after getting the shield, that being said we haven't run this operation that many times yet.
  10. So you're that guy who queued wrong, do you switch specs and try to fill the role you mistakenly queued for or do you leave the group hanging because it's not the role you want to play? Not the role you can play? Or maybe you're in a guild run, and one of your guild mates queues wrong and you end up needing a role filled that nobody can fill. Does one of your guild members leave? or do you remove the one unknown from the group? Do you offer the unlucky pug anything for their trouble? or just the false sorry, and perhaps false hope that you'll offer to run something with them once your run is finished? You're the unlucky pug who's been in DPS queue for a seemingly ungodly amount of time. You get into a group, maybe it's in progress, maybe not, and the group has someone queued wrong. You're the one kicked of course, so how do you react? should you just accept it? complain about it? Ignore list the players, and possibly the entirety of a guild over the matter? Bad mouth the players in General Chat? -------------------------- When it's me it's not normally a problem. I usually keep two sets of gear on all my characters, given the RNG it's not uncommon for my offspec gear to be better then my main, so with that and field respec and just play the role I land in to the best of my ability, giving the group fair warning. When I'm on a pure DPS character my options of role are limited obviously, but the chance the misqueue is my fault is just as limited. When I'm a DPS who gets kicked from the group I try to take it, but some days, when queue time seems to take an hour, or more, and I'm pressed for time, or knowing that it will be several hours at least before my turn comes again I complain about it to the group, say how long I've been in queue, and such. Maybe the group offers false hope, maybe they don't, either way it ends with me being kicked out to wait in queue again. A few times it happened twice in one night.
  11. Interesting if true, I've had multiple people claim they were at max range from me, but slightly within the 27m of the boss and still getting stunned. I'll try to get a clearer check on that next time I can get a guild healer involved.
  12. Sounds like I'm just having bad luck with healers being able to keep up with the damage going out then. I'm guessing I shouldn't be needing to decide between my life and a def CD outside the stun/smash combo? Since that seemed to be the case on the vanguard at least. Likewise Hold the Line on the vanguard does the same as Resilience/Force shroud in removing the stun debuff and by extension the damage and it's only a 30 sec cool-down compared to my shadow's 60 sec, not to mention it not being intended as a damage mitigation ability as far as I know. Yes Ranged-DPS have the easiest time with this fight and put the least strain on healers. They don't take damage from the stun and they don't loose damage time to the stun... so yes this fight is easy for them since there's nothing to bother them from getting perfect rotations off. Two M-DPS are going to lose a large amount of damage time during the fight, and those who don't gather up for AoE healing on the other hand are going to be torn apart repeatedly thus requiring a lot more work from the healer.
  13. Alright, so after several runs of every level 55 Hard Mode and bonuses I've noticed this boss tends to be the hardest of the bunch. On my vanguard tank tanking it isn't too terrible unless there's an enrage timer hit. I've watched a guardian in DPS gear almost manage to tank the entirety of the fight... But when I try to tank this fight on my shadow it's almost a sure bet I'll die to that boss. This doesn't exactly make sense to me given my shadow is almost entirely in 66/69s. My vanguard conversely is barely in 61s with a few 63s added in. Things to note. The stun apparently can be dodged by remaining 27m(?) away from the boss. Stun-Breaks/Stun Resists seem to prevent the bonus damage from the boss. I have yet to see two M-DPS without a stun resist complete this fight. So does this boss need a re-balance? it it just the bane of shadows? Or is there some gimmick people have figured out to make it easy yet? (beyond the obvious troll responses)
  14. True, tunnel-vision that comes with focusing on situational awareness and 'rotation' tends to make you loose out, but in this case the abilities are playing close to the character, making it hard to see the differences on the outside. Playing a r-dps and watching sentinels didn't look quite so interesting pre-2.0, but if it's related to alacrity or not I'm unsure. Some abilities like zen enhanced blade-rush seemed more fluid in execution from the outside view, while the chain of ability use seemed to imply my sentinel had a third lightsaber waiting to be pulled out for some of the animations to make sense.
  15. I will admit, running a sentinel first person looked boring as usual, but watching the replay from our healer's perspective seemed like it was far more interesting.
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