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WooliestWorm

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  1. If you read the gearing part of the google dac the advice given seems to be to use a mixture of Accuracy, Crit and Alacrity to hit the targets stated.
  2. Honestly I consider this to potentially be a buff rather than a nerf, I don't know about specific numbers dps wise but the fact we don't have to use our main gap close, which doesn't even do that much damage, as part of our rotation means we'll have it available for those inevitable knockbacks / enemy mobility as well as preventing the aforementioned issue involving hitboxes in certain fights.
  3. Honestly I don't know their value on the gtn and that quote is out of context considering that I mention the existence of decent colours through rep vendors. But I craft to gear my own toons stat wise, don't particularly care about cash as there isn't that much to buy and like I say, the majority of baseline dyes are pretty meh looking. It requires a lot of effort to make valuable dyes, a lot more than the HM gear is going to take to craft in 4.0. Also every profession that had something taken away got at least a little back with the exception of artifice. Cybertech, no reusable grenades and no armourings but you get enhancements and stronger grenades. Bio chem no reusable stims but you get a bunch more and they last longer. Artifice, no enhancements, no top tier relics and screw you guys.
  4. I disagree, they've essentially given Cybertech 2 universally used item modifications. The only reason crafted mods weren't used in 3.0 was because they only gave the poorly balanced versions, this will change if they actually provide the optimal mods to crafters. The crafted dyes aren't worth that much, sure there's a couple of decent ones available from some rep vendors but the majority are from the cartel market, pretty much the same as crystals. As for relics, why is it only relics that suffer from this? Why not Earpieces seeing as Cybertech already have all those modification options. Or what about Implants. All artifice can provide with their baseline crafting gear wise at an op level is hilts, which are only used by half the classes. Sounds like a shafting to me.
  5. So Artifice seems like it's getting shafted. No more enhancements, colour crystals are near pointless these days and relics don't apply to the "craft story mode and hard mode gear". So the only thing worth a damn there is a mastery heavy hilt and an endurance heavy hilt. 2 items while cybertech have full crafting rights to every mod and enhancement.
  6. I was the odd one the other day. Playing on my sent and loaded in late to Battle of Rishi, can't remember why, and the first pack looks to have been cleared. Walk on through and my game finishes loading in and I'm stood in the middle of the pack. As my guild's main tanktinel it wasn't hard to clear but I'm sure the rest of the group were a little worried by the pull
  7. As was previously alluded to, Resolve hilts are the only type not accessible through elite commendation purchases. A might offhand saber can be purchased on either faction due to sents/maras, Skill barrels are available on rep side due to slingers and Reflex barrels are available on imp side for mercs. Consulars/Inquisitors are the only class not to have a dual wield advanced class on either faction meaning the Resolve hilt is only available through mainhand token drops in ops meaning it'll be the last hilt/barrel to turn up on the gtn.
  8. Well all I've got is 5 and I've maxed artifice, guess it's bug report time. Edit: Nevermind, just hadn't seen them due to being grey difficulty and not paying attention to what I'm buying while levelling :/
  9. In the past artificers have had an absolutely ridiculous number of enhancement schematics but with the green 36 enhancements we get a grand total of... 5. Does this seem a bit low to anyone else? I get that it was kinda stupid before but at least give us stuff like the initiative enhancement, or anything with accuracy for that matter.
  10. The purpose of both the gathering and mission skills is to obtain materials for the crafting skills. For treasure hunting this is the gems used in prototype and artifact level schematics in Artifice and slicing it's the materials that Synthweaving, Armstech and Armourmech use to craft prototype and artifact level augments and the artifact level materials of slicing at least sell for a fair bit on the gtn.
  11. I'm not denying that the look at our guild bit is stupid and no it's not entirely his fault, it just sounds like his response to the dps tunnel visioning the strongest mob was to also tunnel vision the strongest mob, in that situation you should be focusing on making sure the adds don't switch off you to the healer. Worst case scenario you lose aggro on the elite but as you mentioned they generally don't do a great deal of damage and for most groups you should be able to keep your taunt free for when this happens. If he's inexperienced as a tank fair enough, it just might be something he'd like to bare in mind if it happens again.
  12. True the dps were doing it wrong but you have to wonder what the tank was doing as well, they should at least be building enough aggro on the whole pack to prevent the healer pulling.
  13. After 2.4 it seems the Revan Holostatue no longer functions as a basic commendation vendor however, the item description hasn't changed with respect to this. So is this an intended change or simply an oversight due to the changes the basic commendation vendors had in 2.4 so they now sell Black Market gear? Not really a huge issue but I'm on a certain balloon on Tatooine and find myself with some time to kill.
  14. You may already know this but I just want to mention you should also be stacking power in your mods/enhancements. Just wanted to make sure you realise as it hasn't been mentioned so far in the thread.
  15. Granted any dps should be capable of keeping aggro off a healer if they have enough situational awareness and are familiar with their skills and by the sounds of it the mara is pretty bad but maras don't have any taunts or high aggro abilities as, like your sniper, they are a pure dps class. As such there's no reason he'd be able to keep aggro off of you, a higher levelled and better geared sniper even if he knew the class well. As I say he sounds like a fairly bad player but to be honest you should have expected to be the main aggro holder from the start. Just because maras are melee doesn't make them tanks, there's a reason half the posts in this thread (exaggerated a bit but you get the idea) are complaining about maras/sents who think they're tanks. That came out as a bit of a rant but it's meant to be informative, just thought you might be interested in learning a bit.
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