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Maylander

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  1. Wow, people need to get off their high horse for a moment and stop talking about difficulty, as if the difficulty of doing a heroic quest or whacking low level mobs is the reason anyone objects to the level sync. No, it has got nothing to do with "God mode". What it boils down to is a sense of progression, which is essential in any RPG. It's why the dreaded level scaling of Oblivion is often considered its main weakness. My level 65 Guardian feels no more or less powerful than my 60 Juggernaut, and my level 60 Juggernaut feels exactly the same as my 55 Juggernaut. That simply feels completely wrong to me, and brings me back to my Oblivion days where I kept bumping into "SUPER RATS!" that could hold their own against a dude in Daedric armor. It wasn't that the rat presented me with any actual problems, but it removes the lack of character progression. And don't give me that rubbish about "keeping abilities and passives" - I'm well aware that a 65 will feel different from a level 10. The question is, how different will they be compared to a 55 (which is two whole expansions worth of leveling I might add) or 50 (three expansions), and how much of a progression will anyone feel leveling through those expansions? Consdering the fact that even gear gets scaled, I'd say the difference will be almost irrelevant, and that's just not good enough.
  2. In one of the final passages of Loramarr, before getting to the cache, there is now an exhaustion zone that is impossible to pass through. I have not seen this behavior prior to the latest patch, so I assume it's a recent bug.
  3. Getting conflicting stories here - is he nerfed or not? It seems the amount of people killing him has increased a lot, so I assume some changes have been made. I'll probably help someone out at some point to verify how difficult the fight is now. I honestly wish BioWare would confirm any changes made to it instead of leaving people in the dark.
  4. Hey folks After levelling a Guardian, Commando and Sorcerer to 50, I've decided to work on a Scoundrel. However, I generally find myself a bit more "pure" than I did as a Sorcerer or Commando - either I can heal, or I can DPS, but I can never do both. Rather similar to WoW classes these days. This build is inspired by good ol'Shockadins from WoW, which had strong single target healing + strong situational burst, but very little aoe healing and only mediocre sustained damage. The use is primarily PvP, but it's also possible to tank heal, especially if the raid healer is a Sage. The spec currently looks like this (24/17/0): http://www.torhead.com/skill-calc#701MffbzGokzZMIModzb.1 For survivability it's possible to move Keep Cool to Scar Tissue and Sneaky to Brawler's Grit, but I prefer additional movement and energy. The idea is to be able to burst from time to time with Back Blast and Sucker Punch, while still being able to heal by alternating Alternative Medicine and Emergency Medpac. Rolling Slow-Release Medpac is usually mandatory, but at <30%, spamming Emergency Medpac is probably the best idea (depending on incoming damage). Most class forums have lots of hybrid discussions, but I haven't found any around here, so I figured I'd post my thoughts on the topic. I'm sorry if this spec/idea has already been suggested and discarded - like I said, I couldn't find any threads related to hybrids. Feel free to post any input on how the spec would perform, or how it could be optimized to perform even better.
  5. Press N to open the companion interface. Try to re-summon your companions there.
  6. It consumes anything and anyone strongly connected to the Force, regardless of scope. Whether it's every Jedi aboard a ship or on a whole planet is irrelevant. The more, the merrier. It has been used to wipe out planets in an instant. Revan was so strongly connected to the Force he'd be dead long before he even got close to Nihilus.
  7. It's gone after a single hit from any serious boss. From what I can see, the set bonus basically just reduces that one hit by 20%.
  8. Rusk actually does immense damage, just be careful of his powerful AoE - he has a habit of getting himself killed by attracting lots of enemies. Overall, I still preferred going with Doc though, as it lead to less down time between fights. I was (and still am) defense specced, by the way.
  9. Seems they decided to tune it a bit. Good news, I honestly don't want future Jedi Knights to go through what the first ones did. After all, the game is supposed to be fun.
  10. I use a Naga, so I don't have any major issues with keybindings. That being said, we do have a bunch of similar or near similar abilities that could be replaced as they don't really add any "flavor" to the class. Examples: - Once talented, Sundering Strike should replace Strike. Strike only adds flavor through its animation, so by all means give Sundering Strike the same animation too if people get too picky about how combat looks. - We have enough focus dumps already. Do something about Slash, for example a slight reduction in cooldown on one of our other focus dumps so Slash is never needed. - Opportune Strike is a complete waste of space in most settings. There are probably a few more issues too, but I think I covered the most obvious ones.
  11. You should read the rest of the thread before posting. There are several high level, well geared tanks that also feel the same way. And no, it doesn't really get any easier. The damage, and therefore threat, of well geared DPS classes scale a lot more than that of tanks. Our 50% threat bonus is simply not enough to outscale their massive DPS jump at 50.
  12. This is my experience as well, similar stats, and when a Sentinel or Shadow starts bursting - I haven't got a chance. Taunt is my only option, but that means taunt is not available for random situations during a fight. Given the tight enrage timers on most bosses, we can't really wait until the tank has built up aggro either. That would take too long. We definitely need a bit more threat, especially when doing end game content. Perhaps if Guardian Strike or Sundering Strike were threat building abilities, similar to Hilt Strike?
  13. I did it, and I can confirm that it's definitely doable. However, until you get Doc at 30+ it is a bit challenging, no doubt about that. After you get Doc it's a breeze though - you can fight elites and end the fight with full hitpoints, ready to move on to the next target right away.
  14. I posted early in this thread about my frustration regarding this fight. I was Republic's first level 50 on my server, so there weren't too many around that could help. After that disaster of a final fight, I decided to put my Guardian on hold and level a Commando to 50. Now I've returned to my Guardian and I've done the only reasonable thing: Get help. We were two JKs that teamed up and killed him twice, one for each of us. Even then it was hard, but certainly doable. Seriously, just avoid the hassle and team up to do it. I know it's meant to be a solo fight, but it simply isn't in its current form. By the way: Trooper class quests are nowhere near JK ones in terms of difficulty. They are downright easy in comparison to several of our fights.
  15. Valis is a piece of cake compared to the Sand Demon or the final fight of the JK quests (won't spoil who or what that is). The final fight is, by far, the most difficult solo quest I've encountered in TOR.
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