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Maelael

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  1. Really....as a DD or healer, if you go so far ahead you're out of 30m range and pull more than you can solo repeatedly - hell I'd boot you. Thats just dumb. If you were limit testing and didnt warn them ahead of time, also dumb. I was more referring to the "Wait forever, and until the tank and healer have had enough time to reset every CD skill and get a soda" style people, anyone who gets cranky because a DD jumped a group of mobs they can solo, or because a DD started the fight when the tank was damn well within range, ready, and staring at them. I realize people think they're special and deserve special treatment because they're a tank or healer, but get real and don't take it too far. My rule on my healer is if you rambo off without the tank without telling me first, I don't heal you till you get your *** back where the tank is or the tank catches up. If you at least TELL me what you're doing (especially if you can solo it) I'll prolly off heal you and leave you to it. Know whats really nice? No tank is perfect and they miss stuff. I love DDs who pick up the slack wisely on adds. I'll heal them all day. Whereas I've seen whiner healers get all cranky on that, and the tank side of my brain will not just let the aggro go to the healer and kill them off because I didn't take aggro as a DD, so instead I have to listen to their whining about how bad I am. Such is the price to pay to 69 gear out your companions.
  2. Not gonna quote all of ya, but to each their own - we boot the whiny slow tanks and healers (Especially the healers who don't heal DPS because they're so bad they can't keep up). In the end I like to stick to guild and friend groups on all three - less chance of encountering bad healers who are stuck in this mentality, bad tanks who can't utilize their aggro skills properly, and bad DPS who bite off more than they can chew. Your version is slow, overly cautious, and gets the job done. Mine (and many others) pushes limits, and gets the job done faster. Both are successful, one is less whiny. Last week I had one sage ragequit before the first boss in Athiss over the same aspects you're whining about - only to get another sage replacement instantly, with half as good of gear, who had a great time. Lots of applicable gear dropped too, which was all and upgrade for the guy (and would have been for the whiny quitter too). Nobody died, smooth quick run. Attitudes should change, and people should actually do more than show up to an FP and expect to be babied through the instance. FPs (and Ops) are a lot less boring or as long without all of the junk downtime. It's PvE. It's not difficult till 55 NIM Ops. Of course, if you're comfortable doing slow scrub FPs and dailies for credits to use on ??? you can discount everything I've had to say on the matter. Everyone has a different view of what they want out of gaming. Slow, more-cautious-than-needed instances just aren't everyone's bag.
  3. Yanno I'm not sure if this has come up specifically as its own forum post. Best I can put this is, any situation where you need to keep someone from doing anything, that the rest of the team wont screw up the mez on. Stuff like 1v2s, capping, preventing people from getting to an objective. There is 100's of examples. Pick a warzone and you'll get easily 20 good ideas of where to use it from everyone. Unfortunately, especially in regz - even the better players on the server screw up mezzes on a regular basis, it's not just the noobs. It's only as useful as your team can or will abide by.
  4. As a guardian....well what level are you now? What was the healers complaints (aggro, damage soaking)? What gear are you using?
  5. Wait till they're on sale? Really, if they were 5 bucks, I'd bet more people would spring for them and BW/EA would make more money through sheer quantity through perceived accessibility. However if they are trying to match the price in game of direct CC conversion to credits at a current going rate - if anything they're cheap.
  6. As an end game -ish (I don't do 55 NIM) tank, DPS, and healer who still pugs 2-3 times a week...I have a much different experience: However the number one thing that makes a good Tank is in my opinion intelligence, a good understanding of your abilities and situational awareness. - Correct Too many times I have seen the DPS make the opening attack on a pack of weak/normal enemies thinking that they can handle them while I get on with the business of holding threat on the Strong/Elite or Champions. - This is you being a bad tank. If you can't get in there by the time they are on the weak/normals, you're moving too slow and not using your threat skills properly. This is by far, the worst advice I see propagated in all mmos. Sure, if they run off ahead of everyone trying to take out packs, so be it. But if you're all standing right next to eachother, and a DPS starts the fight: if you can't gank aggro back jumping in right after - you suck as a tank. Juggs/Guardians have the worst time at aoe aggro and yet...I have zero issue with this on my jugg, even when the DPS outgear me by a step. Also, if you're boring the DPS or healers to death with how long you're taking to start fights, you're doing it wrong. The only reason they CAN deal with them however is by the Healer frantically healing them. This leads to the healer generating threat and at the same time trying to use an ability like the Sages Cloud Mind or Force Armor to counter the situation. - Or the zillions of defensive cooldowns many PvE-Only people forget they have. All of the dps classes have some form of stuns, mezes, threat reducers, knockbacks, etc. Unfortunately it seems only the good PvErs, and people who do both PvE and PvP seem to remember them. This then leads to a me having to use the mass taunt ability Sonic Round to get their attention and give the healer some respite. Meanwhile any mobs I SHOULD be attacking are firing at all and sundry which leads to more hassle for the healer. - And all of your other AoE skills. It works, the crappy geared Vanguard I run with from my guild weekly has zero issue and uses all of his aoes, and has zero issue with me "Jumping the gun" every fight. Even the healer doesn't complain, because hes good at his job. Time and time again I hear complaints about self styled `DPS Tanks` in Flashpoints who inevitably blame the Tank for not holding threat or the Healer not being able to heal everyone at once. -There is a difference between poorly geared/poorly played DPS and a bad tank. I can jump into every group and every boss first in 55hms and 55SM Ops as a Sentinel just fine, live just fine, and maybe need 1 heal until the tank who knows their class takes all of it back. I know how to manage my CDs, and I know how to strafe and kite where needed. And I know the strength of my tanks. And I've been doing this since I've had crafted 66 gear. Likewise? I've seen plenty of DDs do the same and NOT know their class and toon's limitations and CDs, and die in under a GCD. Bottom line: If the healer has time to heal the DD and keep them up, you're not doing a good job managing aggro. But do you know why I play combat in random 55HMs? Crappy tanks who only use their AOE taunt for AOE situations. Because that usually means they're going to suck at tanking everything else, and I'm going to have to rip aggro off the healer. My solution to this has been to educate the DPS player and make it clear that things will in fact go faster if they allow me to make the opening attack. At the start of a flashpoint it is always best to ask if anyone has Crowd Control abilities like Slice Droid or Mind Maze. If there are for instance two elite droids or two gun turrets close together its always good tactics if someone can put one out of action while the Tank deals with the other. -In this case it's 100% reasonable to ask that, and to work together on how to CC mobs. Even better if you work with target marking. But, somehow people are getting the impression this means waiting 20-120 seconds inbetween each fight to wait on CDs, and it's pathetic (not saying you do so, but I see it....a lot). But by far, coupled with target marking, this is good advice. Lastly and MOST importantly don’t ever assume that the healer is some super experienced player. This may be their first time at healing which in itself has its own set of challenges about who to heal, when to use abilities and managing their energy pool. - If they haven't figured this out by 50 they should not be healing for FPs, unless the whole group severely outgears/outlevels the content. But this is safe advice that really it goes for all classes. It's just as likely to get a tank, dps, or healer who hasn't a clue *** they are doing.
  7. Whats funny is, anwg pretty much hit the nail on the head for stats. It's a really minimal amount of difference on tank stats vs dps stats (I have both). Biggest issue is Arenas screws everything up - as you're going to want to help burn down people a lot more in arenas than you would in actual warzones. If warzones were staying, the tank gear makes a decent amount of difference to be worth it, especially huttball. But since they're going almost completely away...it mostly doesn't matter. I've run a bunch of arenas in full tank gear in immortal, full tank gear in smash (while guarding), and dps gear in both immortal and smash (while guarding). It's kinda about the same and really comes down to your team and the opposition and what is needed more. But on topic of your thread for warzones for the next month or so: -As much END as possible. Some do okay at 32-34k, but most end game tank juggs are in the 36-39k range. It matters not only to sponge damage through guard, but the bonuses from all the % heals. END vs Defensive Stats: You're relying on small amounts of RNG to mitigate 3-10k damage hits. Get the endurance. -If you haven't figured out to get 2pc bonuses from both sets yet - do it. Yes, that intercede heal and the longer choke does make a difference. -Get your datacrons. If you haven't, spend a night or two doing so. It does make a difference, especially in partisan. -Statistically, absorb is garbage for PvP in terms of mitigating incoming damage from classes. Defense is good, shield chance second. Some will argue for the full defensive stat math for PvE, some will argue for absorb, but the math behind it all doesn't really show any huge benefit per stat point in PvP in absorb as opposed to Defense or shield chance. Again, its all so minimal it doesn't matter though. Honestly as long as you have the hp pool to draw from, the difference % wise that defensive stats give is so small, it really doesn't matter and is only truly noticeable in huttball walking a ball from their goal line to yours. You'll also notice it solo guarding a node when you have to. Bout it. Edit to stress something more important: There is another Jugg I usually run against, and sometimes with, that I consistently scoreboard better and play better. He has almost the same exact gear I do, and only 200 hp less. In theory he should do the same I do, run huttballs the same, etc etc. He doesn't. The reason is he doesn't guard switch, CC, peel, or even attack/stop caps as often as I do. Pay more attention to supporting your team over your gear, and you'll do phenomenally better. Know when to blow all or some of your CDs vs each class and groups/situations, CC the right people, know when to guard switch, know when to peel and who to peel, know when to leave your guarded healer alone to go for caps, use your damn slow, etc. There is a lot more to it than just dumping guard on a healer and blowing through all of your cooldowns as fast as possible.
  8. It's not enforced, or at least it's rarely enforced. We had a guy with the R word running around the fleet for weeks before he disappeared. I still see HaanSolo and etc daily.
  9. Okay not sure if they're still monitoring this thread or not...but I gotta ask: Why not do a poll of some type, like what was done with the race option, for color crystals *we* want? I'd also ask who made the decision to name that crystal "blood red" and why. I'm curious if I'm missing some sort of star wars lore somewhere.
  10. "This message is hidden because Andryah is on your ignore list." You'd be surprised how classed-up and more intelligent the forums become when you start ignoring the usual troll suspects. I highly suggest it. If there was an option to ignore posts that quote these people, I'd do it too. In terms of on topic...really I've just lowered my expectations in both game quality and CS/CR responses and it's not so bad. If you expect McDonalds at McDonalds, it's just fine.
  11. As someone who helps closed beta test other games....yes there is. You're not going to catch all of them, but they should be NO WHERE NEAR as common as they are in SWTOR. Bonus: The Datacron missions. Why on earth would you have such in a game riddled with so many polygon issues? Blows my mind.
  12. #1 cause of customer dissatisfaction: Perceived indifference. BW's CR/CS doesn't even get the basics. Don't hold out any hope.
  13. Here's the thing - the two packs left? Both may have been leftover packs from example B / C. But they'll check your logs and let you know. Bottom line: Much like the rest of this game, the CM stuff is riddled with errors. But at least in this case they are willing to fix it as soon as they get to the ticket.
  14. Here is the most likely response you will get, as I got this error too. I'll put it in non complex terms: You have 3 packs. A. You open 1 pack, 5 items. 2 Packs left B. You open 1 pack. Some error occurs, shows 5 items, but only 3 end up in your inventory. 2 packs left. C. You open 1 pack. 2 items come out. 1 pack left. D. You open 1 pack. 4 items come out. 0 packs left. B is an error on BW's side, and apparently is common - but you're not losing any items. The result is C, but if you have a ton of packs in your inventory, you may not notice the error. D is an actual bonafide error, and they will check your logs, and send you what you should have gotten. (I had two packs error out. One was scenario B and C, one was scenario D)
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