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rpointon

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  1. I personally have around 80.5k and my tank buddy usually has 81k on his. yes we tank swap on grenade. Our reason for using ensure + warding call is the CD time - if we used an adrenal then what would we use the next time we get a grenade or right at the end on burn phase ? by the time we get a second grenade warding + ensure should be ready to use again. most times we get two grenades on one tank and depending on how good our dps are - sometimes two grenades on each tank. All i am trying to do here is work out if its a bug or working as intended, i cant think its intentional that the damage isnt correctly mitigating My reason for posting was not to say it was casing a major problem but in that we couldnt understand why a particular CD (blade turning) wasnt mitigating the damage like it really should. Then again, as a tank i do like to ensure i am doing all i can to help my healers so give them more time to heal others.
  2. well we tried using enure + warding call on guardian and that seemed to work best, the additional temporary health + 40% dmg reduction meant that what would normally be 7 x 9k attacks = 63-64k damage was temporarily offset by the ensure and the warding call reduces the ~63k by 40% so we only take ~25k damage which isnt too bad but it would be nice if we could still mitigate the whole thing. We will try the blade blitz tac as that would make sense.
  3. Ok so after taking a few months off from game i finally come back and my guild is doing S&V nim, we get to the titan 6 boss and i am on my shadow, i get huge grenade and as i have always done, resilience through it or at least i attempt to. Resilience does nothing, my guild later told me that the devs changed the damage of grenade to weapon damage and 7 attacks rather than one attack with force/tech damage, so in effect resilience is useless. I then get told to bring my guardian tank as blade turning (with full set pc bonus) makes it take no damage - WRONG AGAIN, i lose half my life on each grenade even using warding call along with saber ward. when i check starparse it clearly still shows the damage as force / tech, yet my guild tank buddy insists his grenade shows as weapon damage. Both of us are getting really punished in this fight with a damage type that should be possible to mitigate with CDs but isnt working. Has anyone else noticed this ? worth a bug report ?
  4. Firstly, i have to point out i loved KOTFE, the story was phenomenal in my opinion and was the best expansion and story the Bioware have given us since the start of the game. However...... They tell me that now i can choose who my companions are....great i think i can finally get rid of the comps i hate - Skadge, Scorpio, Yuun, Quinn, to name just a few, to only find out that i then am yet again being forced to take on companions i don't want. Don't get me wrong, i love the idea that now i can recruit new ones and decide who to take, but i still have to keep certain comps i don't want. Surely there must be a way of killing or removing these unwanted comps from my contacts? I know the expansion is brand new and now we have a game that can be expanded further much easier than it was before, but i'm still faced with the fact that certain comps either don't fit my character or that i hate. Trust me, i know they tried it in beta and "people didnt like killing their comps", but i really couldnt care less about certain comps. Please just give me the choice to remove the ones i dont want, even if it means i miss out on key story bits. As a question, has anyone figured out if its even possible to gain enough "bad influence" with a companion and how to easily do this ?
  5. I already do all that (defend and support the carrier), and I DEFINATELY don't stand around in stealth waiting for the ball to just be passed my way, when I play huttball , I am around the ball 80-90% of the time. I know you get medals, but its no where near enough to incentivise people to play for the objective over kills. Getting high objective points (which I regularly get) is a nothing figure compared to the 1million+ damage that people seem to crave and fighting people in mid when the ball is nowhere near just because "that mara sneezed on me so now I shall focus on killing him and nothing else". Hutball should be about the passing and the scoring. I am only saying put more focus on this in the scoring system.
  6. Firstly, the obstacles need fixing. The fire traps should be almost an instant kill and DEFINATELY you should not have operatives rolling through them and sorcs force dashing through them. The acid traps also seem like they have been heavily nerfed, and again, Operatives should NOT be able to roll through them as if they weren't there. To put the record straight, I have both an Operative and a Sorc and I regularly take advantage of this flaw and its wrong I know but hey, whilst its broke I may as well. The point is though that it should not be possible to do this and needs fixing for the good of the game. Also, the scoring system needs changing. A player can score, assist, pull a player to the line and do all that and the amount of objective points and medals is pityful. It seems that damage, healing and killing is the only way to earn decent medals in huttball, which then just makes some players ignore the objectives completely. I agree that a certain amount of killing is required but not at the expense of ignoring the game objective just because they want to ensure they get their medals. For example a friend of mine pulled a friendly to the line who then scored, throughout the game he passed the ball and made six significant contributions in killing enemy ballcarriers and making some awesome passes - he ended the match bottom of the score board with just 4 medals. that's a joke! Finally, the points offered for an assist should be equal or almost equal for a score, to focus players on passing. Maybe offer points per completed pass. Make huttball about the objective (scoring, passing and killing the ballcarrier) once more rather than a random kill fest and abuse of the obstacle flaws.
  7. Is there any way to add more sounds to the currents timer sounds ? I want more subtle sounds than R2 screaming or Vaders "I have you now"
  8. Isnt it annoying when you are looking for a particular item but you cant remember which character its on, or if its in the legacy bank or character bank or inventory or wearing it or is it on one of your companions ? How about a feature on the swtor website in the account section where you can see a complete list of every item you have on every character, where it is, and see the stats of the item, search for items, filter, etc. I personally have 16 chars so finding items I have is a nightmare. Even with 5 legacy bank slots, its still not enough storage. Thoughts ?
  9. Hey Ive got my operative healer to level 55 mainly through pvp and in regs im a mostly do between 500k and 900k healing, I think my best healing was around 1.5m, im always in the top two best healers in the wz, I know the tacs of all the maps, all except....arenas. Ive read guides, watched youtube vids and none really explain the tacs of arenas for operative healers. For example, I start off like most ops/scounds do, in stealth, I only pop out when my group starts getting attacked. The very second I pop out, I get utterly ganked by the other team and I last like 3-4 seconds because its interrupt stun stun interrupt DEAD. Even if I manage I pop my def shield or vanish followed by evasion to remove the dots, they still find me. I have around 1920 expertise (I know people will say get 2018) but the difference in % isn't that much. I think its tactically where im failing. From the youtube vids ive seen, the operative healers don't even get barely touched by the opposing team, that NEVER happens to me. Any advice ? I cant stay in stealth the whole time in arena as another stealther usually finds me and my team starts dying.
  10. Was thinking that Operation and Flashpoint queues are a lot of the time a real pain for players who just want to do something besides stand around. So...how about a feature being added to group finder that would allow you to choose a maximum of ONE TANK, ONE HEALER, ONE DPS that you are able to run the Op/FP with. Doing this would result in less queue times as people would be matched with groups quicker. How would it work? you set GF to queue you with one of your tank chars, one of your healers and one dps, or if you don't want to play tank, just a sleect a DPS and Healer. GF will then look at all the roles queued and choose roles randomly based on who has queued so that people get groups. Thoughts ?
  11. ah right ! all the guides I was reading suggested that I could take less accuracy in favour of other stats. how much alac would you recommend ? isn't that lethality spec? I stated I want to play as Marksman ;-) Thanks to all who replied, ill try the tacs you suggested with my madness sorc duelling buddy and see how I get on.
  12. Im a new level 55 MM Sniper and at the moment im getting absolutely MURDERED by madness sorcs, I know it must be a L2P issue as all the guides ive read seem to be pretty clear that a MM Sniper should easily kill a madness sorc as long as there are no LOS issues. My problem is HOW ? My friend who is a madness sorc and I have been duelling to see how I can beat them and without me using any abilities, he can kill me in 5 seconds. I then tried using my cooldowns and I last a bit longer but not much. Some of my abilities take 1-2seconds to cast and by that time im half dead. That 15 stack dot the Madness sorcs put on me, is there any way to avoid it ? At the moment im in full level 50 gear so I get the benefit of bolster. Please, I want to learn and be a better player but im struggling, any advice would be appreciated. Please no "the sniper class is dead" or "change your spec" or "madness sorcs are OP" comments, I want to learn MM and be a better player. Thanks in advance
  13. Well for starters, Lightning is aoe and that does poor damage according to my parses, orbital strike is aoe and does exceptional damage. Force choke is single target damage and does awesome, sticky grenade is single target and does awful. Bear in mind im only doing this test based on one target so its kinda irrelevant whether its aoe or not as im only attacking one target. For new players who have only rolled certain characters .e.g troopers, they are being nerfed in their heroic moment ability. Im fully aware that certain abilities e.g. orbital strike and choke are tick damage or multi hit damage but it still feels like certain abilities aren't doing enough compared to the others.
  14. I've been wondering this for a while so I recently ran some parses to prove my point. This was on my level 31 assassin tank on a class quest boss that didn't put up any defensive cooldowns. Legacy Orbital Strike = 3215 elemental damage legacy Lightning = 976 energy damage Legacy Flame Thrower = 1682 elemental damage Legacy force Sweep = 859 kinetic damage Legacy Choke = 2832 kinetic damage Legacy Sticky Grenade = 231 kinetic damage Legacy project = 1111 kinetic damage TOTAL DAMAGE = 10,906 ill continue to parse some more on this but I do think and have thought for some time that sticky grenade and force sweep need buffing, I was surprised at the lower than expected damage of legacy lightning. I know the types of damage affect npcs in different ways, but then how do you explain why sticky grenade only did 231 kinetic damage and project did 1111 damage. Anyone else noticed this ?
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