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Tariqu

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  1. I don't have a problem with the short missions, just with the need to constantly open up the Crew Skills menu, and send a companion on another mission so shortly after the last mission.
  2. At lower levels, it can be a little bothersome to send companions on missions that last only 3-8 minutes, making it feel like you are constantly dealing with the Crew Skills interface while you are trying to play the game. At later levels, when the missions can take 45+ minutes, this isn't an issue. I think it would be a great addition if we could queue multiple crew skill missions on one companion, like we can with crafting items. This would allow a player to say send their ship droid on 5 slicing missions without constantly going back to the crew skills screen (or hearing the voice, but that's just a bonus).
  3. As far as Mods and Enhancements go, Black Hole Trapper's Gloves Mk-1 are what you should look at. 50 Black Hole comms for a set. I've probably bought 8 of them by now so I could pull the mods and enhancements for other gear.
  4. We can do the math to figure it out: New War Hero Relic offers 113 power Campaign on-use power relic (currently) offers 405 power for 20 seconds every 120 seconds. 405power/6= 67.5 power Matrix cube offers 80 cunning, 8 crit (once updated in 1.3). 113 power is better than 67.5 power, 80cunning/8crit. So that leaves the proc relic. Now, the math here is more complicated, but if you use any of the theorycrafting tools out there (Tibbel's spreadsheet, Simulation Craft) you'll probably find that the proc trinkets are very, very close to the matrix cube in terms of DPS. 113 straight up power is hard to fight. Honestly, I'd expect some kind of change to happen to them at some point because they are just too good for PvE.
  5. If you head over to dpsmeter.com, and click on the rankings, you'll see that some gunslingers/snipers have put up parses of them achieving 1500-1600 DPS on Toth and Zorn in all 4 modes of the fight (yes, I am one of them, but I'm not here to brag about that... much. For reference, is 1508 on HM16) I run 31/7/3. I am in almost all level 61 gear (I still have a 58 mod in my offhand blaster, but that's it). My guild has had HM T&Z down since the first week the instance came out. These are my qualifications for the following: If you and your guild are new to the fight, you'll find it fairly chaotic. You'll probably notice you move around a lot more than other guilds. This is because it takes practice for your tanks to perfect the boss switching. Eventually, your tanks should get good enough at the "Toth leaps, tanks switch spots and bosses" that you won't have to move much because the new tank will correctly position the boss. Less movement = higher DPS. So, the lesson there is that your DPS will increase as the fight goes on. Do you keep Flourish Shot up on the boss? As a Sharpshooter, it is something like 90%+ of my damage can be mitigated by armor. It is a big DPS loss to not be debuffing the bosses armor. You don't have to be over 30m. You do have to be over 25, and for safety purposes, I'd suggest trying to stick to 28 or 28 meters. But if you stay over 30, you can't use vital shot/sabotage charge/shock charge, or really anything other than the blaster abilities. It also makes it harder to use XS Freighter Flyby, which is one of our best single-target abilities. What is your rotation? Do you use Tibbel's advice from mmo-mechanics.com? With an improper rotation you can still do up to like 80% of the damage of someone using a strong rotation. But the difference between 1200 dps and 1500 dps is that 20%. Make sure you have your rotation down pat. If you're doing it right, Trickshot and Speed Shot should make up 50% or more of your total damage. Minimizing movement, staying in the sweet spot of 26-29m, debuffing the boss's armor, and maximizing your rotation are all keys to this fight. Once you have that down, all you have to worry about is not dieing during the ground pound/sonic paralysis phase. Best of luck!
  6. Yes sir, I quite agree. Your companions bemoan their stations in life far too much. You deserve infinitely better than this droid or the others could every hope to provide. Sounds a lot like Yes-man to me.
  7. The general consensus for pvp seems to be (and anyone can feel free to correct me; I've only just gotten into PvP as I level my shadow): Are you a healer? Get the healer gear (typically, has alacrity) Are you a DPS? Get the DPS gear Are you a tank? Be in the tanking stance, and get DPS gear.
  8. Really cool image. I logged in just so I could make sure you got some props for this.
  9. Toth and Zorn as well as the Battle Tanks, 16 man hardmode: http://www.torparse.com/a/16102 The fights you are looking for are 21:30:48-21:35:35 and 22:06:52-22:13:08. I am 23/16/2. I did 1351 dps on T&Z and 1298 on the two tanks.
  10. It shouldn't. Keeping up the rotation Tibbel posted is the best way to maximize your DPS on boss encounter.
  11. Only one buff vs. a target dummy? Most classes are shooting for between 1100 and 1200 DPS. So I'd say you are right in the ballpark.
  12. I don't understand. Hard Mode and Story mode do not share a lock-out. So, if you switched, that meant you started a new instance and had to kill T&Z again. Which means the chest being red had nothing to do with the difficulty switch. More likely, you were just too slow and the chest locked.
  13. Don't put melee on Zorn. Ideally, if your raid was perfectly split 50/50 range and melee dps, you would have all melee on Toth and Range on Zorn. If you have more melee than ranged, then you would want to put a non-dot class on Zorn. But it'll be rough. This game isn't friendly to melee.
  14. It should definitely be noted that we all loved the challenge. We're excited for the shear difficulty we are going to face when it comes time to do Hard & Nightmare modes. In no way are we trying to get the difficulty of those two modes down. The fight itself is a lot of fun. And, honestly, it doesn't seem like there are many bugs on the bosses themselves, but instead on the environment. Mad props to BW for designing a good fight. We are pretty sure we figured out how to overcome Shriek, and in my own humble opinion, a kill would have closely followed, but one of our tanks had to bow out for personal reasons and we had to call it. We were caught off guard by the one-shot capability of Shriek, and wasted time trying to find out if it was a bug or a mechanic. This is a super fun fight, and I enjoyed the challenge. But as others have said, if the intent of Story Mode is to make something that can be easily PUGed, then this is tremendously overtuned. If the intent is to greatly step up the difficulty in all modes, then it has hit that mark.
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