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Rynoh

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  1. <Carnage> of bonder Crystal. We were the premier 16 man guild on our server. We were the first to 10/10 nightmare mode ev/kp. We were the first guild to kill nightmare pilgrim, we had what we believed to be the best pvp group on the server as we only ever lost to our own premades. We had everything we wanted, we were ready for 1.2 and had built our guild so that we could be server first in PvE and PvP for a long time to come. 1.2 dropped with no nightmare mode, no ranked pvp, and nothing for our end game competitive players. The new Opperation was great, significantly better then the first 2. We had no complaints there. But our guild was extremely PvP focused for a progression raiding guild. I'm pretty certain that most of us were looking forward to ranked PvP more then we were to the new opperation. There wasn't a guild on the server that could compete with us at 16m raiding and we knew it, so there was nothing to push us. Needless to say a lot of our players lost interest when ranked PvP didn't come out. We had steady progress through Denova but where we used to have 20-22 on for a 16m raid it quickly dropped to 16 and then below. Our guild leader announced the guild was leaving the game when he was mainly the one leaving. Needless to say with a low population server, infrequent PvP pops and no player base to recruit fresh talent from our guild just kind of disolved. There are a few of us around still pvping some together and just trying to ride it out until server transfers are up but it feels pointless. Most of our top players from the PvE and PvP teams are long gone with no intentions of coming back. They are either rolling into Diablo 3 or waiting for GW2 to get a fresh start and see if they can have better success then SWTOR did. It is really depressing to me to see the guild die the way it did. We had an exceptional base, great relationships, and were built to last, but the dwindeling server population, lack of competition, and length of time between easy content just took the fire out of the guild and most moved on. It's sad, but the fact is that if we had been lucky enough to be put on fatman at launch we would still be happily playing this game, loving the constant PvP and pushing for server first progressoin raiding to beat the other guilds that were driving us, instead I'm typing this out and getting ready to go do a little research on Diablo 3, a game I had no intentions of playing.
  2. he doesn't move or do anything during that so it doesn't really matter...you aren't tanking him during that part anyways.
  3. I've been able to pull 1300 in mostly columi over a 5 minute stretch. That is maximizing blackouts and using vanish on cooldown for additional regen. I feel like imcould,of done better as i popped no stims or relics because im our main tak and pvp darkness so i dont put in much time as dps.
  4. With 1.2 it appears that the art team spent a lot of time to completely redesign the gear sets for the end game PvP and Raid gear. What is the logic behind designing such sets and not including an augment slot in them? End game min/max players are going to be using orange custom sets that have augment slots. Solution Allow a profession to sell something to add augment slots to existing gear.
  5. I'm in agreement with the OP. We aren't really a hardcore raiding guild mainly because there's nothing hardcore to raid. We raid at most 11 and a half hours a week. We took our time getting 16 players to do 16 mans, walked in and cleared 16m normal in one try with 50% of the raid never having raided in SWTOR. We then flipped it to hardmode and 1 shot the first 4 bosses, after 3 attempts on Soa he was down. The next week it took us 7 or 8 attempts and Soa was dead on NiM mode, we one shot everything else. KP has gone the same way. Jarg and Sorno was the only interesting fight in there and took us a day to figure out. We 1 shot Bonecrusher, got foreman in 3 or 4 attempts once people quit being idiots and getting hit by rocks, and 1 shot fabricator. We had some bug issues after being lazy going to karraga and lost 3 people on trash pulls that couldn't zone back into our version of the instance. We didn't really want to reset it so we took 1 shot at Karraga with 13 people and got him to 45%. We walked back in the next day with our normal raid team and 1 shot him. Now we raid for an hour and a half on Tuesday and Thursday, everything gets killed, and we go about our merry way, it's not enough to keep me subscribed right now once my 3 months runs out towards the end of march.
  6. I agree that making 8 man the more complicated raiding level is a quick way to break up a lot of endgame guilds. We took our time gearing out 16 players for 16 man content instead of rushing straight through nightmare with our original group. We did this because 16 man content is and should be harder, and that was our goal from the beginning. We to are looking for a challenge, if we are required to condense to an 8 man raid group there will be a lot of people left out in the cold.
  7. 100% agree, it's not a big deal with pylon comes out but when it sits there and hovers on an edge you can't see anything. I'm constantly trying to change the angle of the camera to allways be viewing it from the middle of the room but it's still a pain in the arse.
  8. just to let you know how bad my gear was I was barely at 14000hp buffed and with stims
  9. I tanked EV normal mode in green/orange gear just 3 or 4 days after hitting 50. At that point I hadn't even managed to clear a full Heroic Flashpoint yet. I solo tanked all the trash and the bosses in the 8 man version. For the puzzle boxes a 2nd tank is useful but we had an Assassin just flip to dark charge and he had no issues on his side. I would probably focus right now on 2/3 healers 1 tank, and 4-5 dps with one of those dps's being able to offtank trash if necessary.
  10. 1. Lightning. MAdness is all about DoT's and Lightning is just another dot to add to the mix. 2. You get the ability to equip a shield when you choose to go Assassin at level 10. You receive one in the bag with your double bladed light saber. 3. Thrash isn't the backstab ability. Try using Maul as it's designed for stabbing people from behind.
  11. There's your winner right there. It's increadibly important to interrupt in most fights after you get Jolt. If you are having trouble on this then you are really going to need to work on learning to interrupt if you are going to be able to do the class quest at 40+
  12. Just mount and demount and Khem's at 100% again :-)
  13. Surging charge works best for leveling it seems for me. the DoT of lightning charge doesn't do any good on most mobs as you plow through them before it ticks more then twice. I will switch to lightning charge for elites or bosses in instances as the DoT damage will generally be more over a longer fight.
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