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krfsm

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  1. Sometime since launch of the stronghold, one of the small hooks in the long lines between the fountains in the courtyard has gone missing. It's almost halfway up the line on the left side. (The corresponding hook on the right side is there.)
  2. Yeah, should be doable. Quite high damage output at times, but otherwise it seems like a decently companion friendly fp:
  3. Here's a list of flashpoint bosses who are deemed very hard or impossible to solo: http://www.swtor.com/community/showthread.php?t=899196 So Korriban, Manaan, Blood Hunt, and Lost Island most likely won't work. I wouldn't try Umbara or Copero either, considering their higher tuning. (Unless you're looking for a world's first.) And as other people said - soloing is not an efficient way of playing.
  4. In some cases you can get lucky, where the mechanic doesn't apply to or target the companion. In those cases, you "just" have to avoid dropping stuff where they stand. I don't know about those particular fights, though.
  5. Ranged companions won't move unless their target is out of sight out they are put to passive (in which case they go to you). You can use the passive trick for placing them somewhat accurately. Two tips: Ordering them to attack is faster and more precise that toggling off passive. They can't move if they are channeling. (Common with healing companions.)
  6. Your solution would have worked if there was actual demand for the PVE mats, but for some magic reason BW decided on a 2:1 ratio for CMT vs EMC. In practice, everyone who needs or makes augments have enough EMCs to not want more of them. Hence you can't "sell more apples". Clearly they should have had another ratio, like 1:1 or maybe 3 EMCs to 2 CMTs. Then EMCs wouldn't have been completely worthless, and your concept would have worked reasonably. (Also why they didn't add CMT rewards to regular warzones is beyond me.)
  7. If you go high alacrity you must clearly use the proficiency stim to maximize the tertiary stat pool. If you go low alacrity, you use the versatile stim instead. With full gear you should be able to land around 1600 crit with 1860 alacrity.
  8. The rotation as given requires some extra alacrity above the 1.4 s gcd threshold to get saber throw available on every second rotation. With 711 alacrity, you get 23.3 s cooldown on saber throw, but two rotations only take 2 x 8 x 1.4 = 22.4 s Personally I find it easier to mainly think about the shorter rotation with impale - filler - force scream - filler - vengeful slam - filler, as that is strictly fixed while sundering strike, ravage, hew, and saber throw can be swapped around somewhat freely to optimize rage management. Still, it works just fine with a more fixed rotation (padding with a saber strike when neither saber throw nor hew is available), so for people who prefer that it's a solid choice. Btw, Rydarus' vigilance guide ( http://dulfy.net/2016/12/30/swtor-5-0-vigilance-guardian-pve-guide-by-rydarus/ ) is updated for 5.0 even if the vengeance one isn't.
  9. They are still not there. Also, you probably can't do vet mode without a group - the barrels don't allow you to kick them if you're alone. You can see that NiraneShade has group members (who are not present in fp).
  10. Foundry clearly should have additional spawn points - at least one on the correct side of the locked door. I think a similar problem happens if someone new joins the group in progress. Another FP in need of extra spawns is Lost Island - the run back to Sav-Rak (where most groups fail) is way too long. There should be a spawn point at the top of the light bridge.
  11. Extinction protocol is at exactly 29%, but no cast bar is shown for it the first time. It's 5 second cast and 30 second cd after that - 35 seconds in total. Extinction protocol will as far as I know not hit people who are close enough to the boss. (Melee range, maybe? Inside the orbs is surely safe.) If you are the only one in the group outside the safe range you will have a very, very bad day. What happens if noone is outside the safe range at 29%? I have no idea, as I haven't seen this happen. If anyone has a video of that it would be nice to see.
  12. If you only want the companion gifts, then investigation is best. Its rank 5 missions are considerably faster than the other three mission skills' versions. (7 minutes vs 13:40 at companion influence 1.)
  13. It is a bit less grindy if you start playing GSF at 50 or higher. Then you can pick up intro to conquest, use the fleet reqs to get a sting/flashfire for your first game (which at least is somewhat useful in stock config), and then after you've bought every ship in the game plus companions (from the 25k gsf intro quest) you can use the ship reqs from the conquest quest to do initial setup on all your ships. It doesn't make them competitive, but you can at least get the most important components for your ships before you bring them to battle. One thing I would like them to change related to requisitions is the participation rules. If you're fleeing for your life through a flurry of bolts and missiles, you're soon counted as not participating, when clearly you are. In addition to doing damage and interacting with objectives, being hit or being the target of missile locks should count as participation.
  14. If you have no problems staying alive otherwise, you can put the comp ability that contains the cleanse on manual control. That way it will always be available when you need it. Otherwise the comp will use it almost on cooldown, as it's one of the better heals. With the (almost total) lack of dps checks on BoR, there's no reason to kick anyone for bad gear. If your group can do last boss, doing bonus is "only" a matter of coordination (and partially group composition). Especially if your healer has some extra oomph. The third circle is not random, but it can be really hard to know if the player who died had gotten his circle or not. If the dead player hadn't gotten a circle, the third one falls on the tank. And if that happens things tend to go downward. As a healer you might have to select who you want to save. If you survive the C17 release, the third puddle will fall on the tank the next round. It's much easier with only two people alive, as there is no third puddle then. Still, if the tank doesn't have a purge then timing on cleanses is tight. (You need three cleanses/stims in about 23 seconds.)
  15. As I see it, there are two intentions: Promote strongholds in general. Credit sink. The current rules enforce the second point well, since you need to unlock the stronghold fully. The cost to fill the stronghold is pretty low though - it's just time consuming. The effect on the first point is debatable, condsidering it's a royal pain to fill up your stronghold to 100%, while at the same time often forcing you to overcrowd the rooms to keep your bonus. I wish there was a "Warehouse" stronghold title. I would buy it in an instant. It's easy. Base bonus on room unlocks. That keeps (most of) the credit sink from the current method and removes the big pain points. No special room for abuse, and people can decorate their strongholds for the sake of decorating.
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