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eunichron

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  1. While I agree with OP, ************ about why "my" major issue isn't being fixed is dumb. What is dumb is supporting a game that is not FINISHED. SW:TOR is a fun game, I enjoy it. But there are a multitude of minor and major bugs and missing features that make the game a frustrating experience. It needs more baking time in the oven. Perhaps when it is done I will resub. And no, I'm not going back to WoW. I'll be going back to Rift... and possibly BF3.
  2. Did it hard mode with a Sorc healer, Jugg tank (me), Assassin DPS, and Sniper DPS. Overall was pretty easy. Hardest boss was the optional droid, but with 2 CCs he is only a strain on the healer. Every other boss is a joke. Got Columi helm tokens off the last two bosses, was hoping that there would be belt and MH tokens (did get that MH lightsaber from the 2nd boss, the giant Rakhghoul, Tionese equivalent). Trash was annoying at parts. AOE stuns and proper interrupts make it not that bad. As a tank being constantly stunned/knocked back/pushed around was retardedly annoying though. My biggest complain was that it was pretty much just lolzombies. Star Wars is such a massive IP it would have been nice to not see them jump on the zombie bandwagon so early in the game's life.
  3. Pretty much this. I'm a Jugg tank and I have cleared every single HM FP, and 4/5 HM EV as my guild's main tank. Our damage is OK, the only thing I would like to see is a couple more abilities that have an innate threat % increase (like Backhand).
  4. While I don't care if all of the tanking classes are equal (I firmly believe that each class should have its unique niche), lacking in AOE threat should conceivably mean that Juggs are better single-target tanks, which currently we are not. I've contemplated putting in DPS modifications in my gear just to push out a little more threat while tanking Ops.
  5. The grenades don't do so much damage that they are not healable. They do splash, so make sure that your group is spread out, including melee (make sure the tank and any other melee are at their maximum attack distance). Jorland is definitely tankable in all aspects of the fight, the only outgoing damage on the group from him should be the grenades. The enrage is about 3 minutes, giving you a minute to kill each. If your groups gear is as you say it is then you should be able to kill two of them and have the third sub-30% before the enrage, and you should be able to kill the last one through defensive cooldowns during the enrage. As for fresh 50 -> Columi gear progression... you do get Energized gear drops off the other bosses in FPs, which is basically Tionese level. Not quite Columi, but still better than the upgraded questing gear. There are higher level mods you can get by doing dailies on Ilum and Belsavis. There is also a lot of gear to be gotten through crafting.
  6. There is nothing wrong with the fight. My group kills Massey first, then Jorland, then the Medic, and we 1 shot it every time without any fancy exploits or graveyard zergs. If you're having that much of an issue with it it's either a gear or an L2P issue.
  7. ITT: People who have never played an MMO at launch before. The game has not even been out for a month. At least it is playable, that already makes it the second best MMO launch ever (the first being Rift, which still has its fair share of bugs in end-game... and if you think WoW was stable at release you're just retarded). If you know what the bugs are and what causes them then you should have no problem avoiding them.
  8. I have completed all of the hard modes, and I would say in order of difficulty of the final boss, since they're really the only ones that matter; Black Talon Directive 7 (Bulwark is a pretty big DPS race for a group of fresh 50s, but he can be beaten easily through creative use of game mechanics) False Emperor Battle For Ilum Boarding Party The Foundry The #1 thing to remember is that all of these are actually fairly easy in terms of mechanics, the hardest part at first will be meeting or beating some of the enrage timers. Still, if you are wiping repeatedly it is most likely because you are missing something obvious.
  9. While I wouldn't worry about it too much at 33... At level 50 my Jugg is in almost full Columi gear, and I do have strings of avoidance where I end up with pretty big lulls in Rage generation while Enrage and Force Choke are on cooldown (running out to 10m range to use Saber Throw isn't a feasible option).
  10. These are the only ones I'm positive of, for Flashpoints these are only off the final bosses: Hard Mode FPs: Directive 7: Legs The Foundry: Boots False Emperor: Chest Black Talon: Wrists Battle for Ilum: Off-hand Not sure on Boarding Party since my group has never gotten a working loot chest. I'm guessing it is Gloves though. Normal Mode Ops: Bonethrasher: Helm Soa: Main-hand I don't remember precisely what pieces the other bosses of Eternity Vault drop, but there is some overlap with the hard mode FPs. Since you asked specifically about the MH, I am pretty sure Soa is the only one who drops the MH weapon.
  11. In the beginning have your DPS kill Massey at the bottom of the stairs leading up to the encounter while the tank dps/interrupts the medic. The tank will be out of range of heals in this position, he will just have to make sure to run about half way between Jorland and the DPS/healer group to get healed. Go any closer and Massey will start chasing the tank, reducing DPS on him, but this positioning will keep the healer and DPS out of range of Jorland's grenades. After Massey is dead burn down Jorland. Interrupt him as much as possible, spread out at max range, make sure melee are at their maximum range as well, because his grenades will splash if they are not. Have your tank positioned between Jorland and the medic so he can interrupt the medic's big heals as much as possibe. Once Jorland is dead just kill the medic. Interrupt him as much as possible. The enrage is somewhere around 3 minutes, giving you about 1 minute to kill each one. The medic is still capable of killing your party while enraged, but all of his damage is single target so you'll still have some time to kill it through cooldowns if it does enrage. Now congrats! Enjoy not getting loot because you wiped on it once and the chest won't unlock!
  12. It is a good ST ability if you have it talented through Quake and Decimate, giving you an extra 5% avoidance against boss swings, as well as a decent amount of damage/threat.
  13. Threat meters are not necessary. What is necessary, as far as PvE progression is concerned, is a combat log.
  14. The enrage timers are NOT DPS timers themselves. I have noticed, at least in Black Talon, and a couple bosses in Boarding Party, that they are set % enrages. The GXR-7 and Yadira Ban enrage at 25%, Commander Ghulil enrages at 10%. These are effectively cooldown/burn enrages where you pop everything and hopefully kill it before your party dies. The bosses are tuned fine for DPS, you just essentially have to learn save and use your defensive and offensive cooldowns.
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