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Ekoado

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  • Location
    Dundee, Scotland
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    Guitar, Gaming
  • Occupation
    Broadband Technician
  1. Imperium are an established raiding guild on TRE and we are currently looking to expand our ranks. We have sign up HM operations with experienced raiders leading on Monday/Thursday/Sat/Sun at 8pm GMT(BST). This is excellent for a player looking to venture into HM from SM or for a new player to swtor with raiding experience in other games. A friendly atmosphere in Discord with fantastic opportunities to acquire loot. All roles are welcome. On Tue/Wed/Fri 8pm we tackle NiM/Upper tier HMs (GotM/Rav/ToS) with our 'Triumvirate' Progression team. We are currently seeking people who want to partake in progression and tackle the hardest content in the game. Advanced Sign ups are required as is StarParse usage. Dps is the most required role at the moment but flexibility around the Tank position can also be made. If you are interested please visit our website at http://imperiumtre.shivtr.com/ where you can browse the latest news, submit applications and get in touch with the team. If you would like to speak to anyone in game seek out Xil-Rizo (Zxil, Zzil, Xilshizzle,Xilriso, Nerfed-Xil) or alternatively ask for any other officer. Thank you for your interest
  2. ^ Not sure about that (?) Currently we are aiming to progress towards NiM content having beat all HM except Revan. Dps is the most required role currently, second to tank then lastly healing. Other information is available at http://imperiumtre.shivtr.com/ There are about to be more requirements put in place in regards to access to progression Operations also but our "Smurf Ops" are more flexible.
  3. Bump. Still Recruiting. Notes: Guild is in much healthier position so Raiding applications must go through website now. Raiding also occurs at 8.00 BST now.
  4. Hey If you are looking for raiding you should consider Imperium. We raid every night from 8pm BST (7pm GMT). You can pre-sign up for raids on the website or hope there's space on the day. Mon-Thur tends to be more progressions, Fri-Sun leans more towards more casual HMs. http://imperiumtre.shivtr.com/ For King Radovid! err.
  5. If you are a stealth class you can solo master mode Red Reaper for 12k+ cxp. Solo with companion takes around 10-12 minutes. If you duo with another stealther you can get each run down to about 7-8 minutes or less. Otherwise what is said above.
  6. I came back to the game just over a month ago and upon my return my initial focus was PvP. As most of the people I used to play with no longer play this game I was primarily solo queuing and I believe anyone who solo queued on Harbinger server can attest to the fact that for about 3-4 weeks I was a regular face healing on my operative in solo queue. I have practically stopped queuing now (mostly preferring PvE with very occasional PvP outings) and will add my two cents here: 1) Premades do in fact ruin the game for people who are solo queuing. It's not a myth, it's really not debatable. It gets to overwhelming game ruining levels when you introduce toxic levels of bad manners as well. For example, I played a game versus a double 4 man premade of well known "respected" PvPrs and I literally had to go in general chat to tell them to end the game - as they were farming my PuG team at the spawn on a Huttball and throwing the ball away. These types of encounters aren't really that uncommon. 2) As the OP specifically mentioned Harbinger server - The PvP community on harbinger is extremely cliquey. I honestly consider myself a better or equally skilled player than some of the players who roll in these premades but there are long standing friendships ensuring that the "best players" stick together. 3) The OP claimed there was 10 premades running. Whilst that might be true I only really know of maybe 5ish premades on harbinger that legitimately mean an autoloss, there are a few who are actually pretty bad. 4) Class imbalance definitely plays a part as well. I can't remember the last time I didn't see one of the aforementioned premades run this comp: Sin Skank Tank, Sorc healer, - Merc Dps (x2) or Merc Dps + (Jugg, Mara, Sniper, Assassin). As a final note I feel I should add as a disclaimer before I get epic amount of hate directed towards me from the aforementioned premades that I really don't care if you choose to play with friend. Playing with friends in what an MMO should be about. I'm just pointing out a few observations and I personally have chosen to play less PvP due to these experiences.
  7. Ekoado

    Jug VS mara

    You must really like lightsabers
  8. Hmmm..... well although not added I'm seeing AP PTs with 130k+ as recent as 10 days ago posting on here but oh well. I see this hasn't been updated for 5.1 so I guess that explains some of it.
  9. Ekoado

    Jug VS mara

    Jugg - DPS: Can actually do quite a bit of damage in pvp but are surprisingly one of the squishier dps classes atm meaning you might not have the livability you would expect. Most people recommend Vengeance for a smoother rotation etc but Rage is also okay. Jugg - Tank: Jugg tank currently occupies the No.2 spot for tanks in PvP. Assassins are definitely better though. Jugg tanks in DPS gear can put out a pretty nasty amount of damage whilst also having decent protections numbers - if you are going to play Jugg this is what I would recommend. Mara - Less squishy than the Jugg due to having more options for DCDs.: -Annihilation has the highest theoretical dps and some small self heals. -Fury is the more starter friendly spec due to built in cc immunity/extra leap and isn't a slouch for dps with some very good burst. -Carnage has the highest burst potential and highest potential AOE damage but personally I wouldn't recommend it (other than levelling) as it's the easiest to kite and you lose lots of DPS unless you have near perfect uptime. Fury allows you good uptime with it's abilities and Anni is DoT based so you are punished less for drops in uptime. Personally I would recommend Mara over Jugg unless you dedicate yourself to being a skank tank.
  10. I've just been comparing the records page from harbinger (my current server) to the records page on here on my old server. Some of the records are much higher here but when I see posts with sorcs with 127k hp (unbuffed) I think we can safely assume that's DvL exploiting. After having a browse through some of these records I'm seeing something like one in every 3-4 is clearly someone with hugely above average 142 gear hp. Just seems kinda ******** tbh.
  11. Seeing as nobody else seems to play operative (other than like 1-2 other people who I don't see that often these days) I guess I'l throw these up despite them not being as high as I'd like. No1 Op hps 8v8 : i.imgur.com/sbxUft2 - 7765 (annoyingly I had a 7.9+ one that I didn't manage to SS) No1 Op hps 4v4 : i.imgur.com/fdffVlc - 7201 No1 Op dps 8v8 : i.imgur.com/Wj5oBsD - 4979 All on Xil-rizo
  12. At no point did i dispute this. In fact operative healing has higher potential HPS in ideal situations. What I've stated is that sorc healing is too easy to reach higher hps.
  13. IMO The enemy team has 4 sorc healers. Now as a player from launch who has played every healing class extensively I believe the problem is that sorc healers are overpowered in terms of their ability to sustain hps and sustain output compared to the other two classes. For example I currently play an operative healer. Now approximately 60% of my healing output is through my 18 second kolto probes which I HAVE to sustain on ideally 3-4 allies at ALL times to have considerable hps. If I am being forced to waste GCDs on DCDs and kiting tools, as well as being forced to LOS on top of being stunned and interrupted then I can honestly say you will shave off a large chunk of my hps by sitting on me if you do it correctly (even more so if there's 2+ of you) as my HoTs will drop forcing me to waste GCDs reapplying everything. The problem with sorcs is that despite technically having a lower hps ceiling than an operative they a) have a lower skill ceiling and b) can still get heals out despite being tunnelled. Case and point: - Their bubbles mitigation adds to healling so no matter if they are stunned or interrupted they have that guaranteed -*This is the biggest problem imo* Roaming mend when buffed by resurgence is basically an instant 40K heal that smart heals the enemies with the lowest hp. -They have survival tools akin to a Merc healer but with higher potential hps output as well as a comparable number of instant cast burst heals. -Did i Mention the low skill cap? - you can see even the worst healer on that enemy team was putting out around 4k hps which honestly is probably an inflation of that player's actual skill level. Now obviously that match in particular you were up against 4 sorc healers so you really weren't going to be killing people without coordination from your own team. On a side note I feel i should let you know that those numbers aren't actually that high. A sorc in a WZ can push 8-9k hps and dps can push 7-8k dps with high skill levels and ideal situations - which I will assume was not the case in this 3 capped match I'm aware I just threw a bunch of stuff against the wall with this message lol
  14. I don't blame you tbh because you see some amount of crazy fool talk on these forums that someone being serious about that point is definitely a possibility.
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