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legalgeek

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  1. As we're now deluged in potential companions, the crafting window has become a little more tedious to manage. It would be really nice if the crafting window could either be sorted by highest influence rank (since those are the ones we'd be most likely to send out) or limited to a smaller selection of companions (assumedly by player choice) to make crafting a little more convenient. Just a small QoL adjustment I think could be nice.
  2. What precisely don't you think here? That's what my DtPS has been for the past several weeks on clears. If I'm missing something that would let me cut that number down I'd like to hear it. As it stands I don't take many if any rapid fire circles, and generally 0 ground burst.
  3. I can't speak for everyone else here as I know my group runs it a little different. Tanks always handle the barrels. We group up for the opening, one tank picks up the first barrel, kills adds and gets back on the boss in time for the scatter blast or whatever (orange cone). Then depending on where he jumps we have tanks, and sometimes dps place the barrage circles in the spawn points. If he stays near the stage area tanks go up there and melee dps drop around the side doors. If he goes towards the fence just tanks on the side entrance. Then around 1:45 for us the second tank picks up a barrel. I know the timing isn't exact and sometimes he ends up holding it longer than ideal and then he kills those either with mass barrage or a static circle. Then the tank that got the first barrel picks up another barrel I want to say around the 2:50 mark and kites them to a blue circle. I'm pretty sure he goes down after that set of adds so its not an issue beyond that for my group, but I could be wrong. Beyond that, we make sure our tanks communicate well, if one needs to relocate they talk and time their movement so they don't run a cleave onto the other one. When exonium carts go out the tank steps away so he doesn't take them all at once, and we use slinger smoke grenades on the targeted tank, which helps a lot. It also helped us alot when I finally convinced my dps that surviving was more important that maxing dps all the time. Hope some of that's helpful.
  4. I'd say the dps DtPS seems high-ish. In my group the ranged are around 700 I think usually, including the runner, and the melee are around 800. Not sure about the healers without asking them to pull out a log atm. I van tank Unit 1 without the tank swap and I vary between 2100-2400 depending on the run. So compared to my group your numbers just seem a little bit high. Might want to work on CD usage here and there, and really strict avoidance of what can be avoided. I don't know how your setup is, but we use the gunslinger shield on the tank holding both walkers during those phases to supplement the tank's CD's.
  5. Not to mention the old content is still there... I'm going to go out on a limb and assume there's plenty of people who haven't gotten through the old content in its entirety.
  6. Yeah, I've had that before in other patches. Just had to reload.
  7. Not gonna disagree with your point, but this has been brought up and BW said they're looking into it. Not overly helpful, but it does seem like it's probably buggy.
  8. As opposed to before when you had 10 points to play with and most of those were pretty much scripted if you wanted to maximize dps or whatever?
  9. Using what were essentially shared bottom tier talents did not make you a hybrid. And as amusing as mixing trees could be it created an overly complex environment for balancing and tweaking. It's less than ideal for players who weren't using more standard specs, but it should be healthier for the game in the long run. It's not like those 46 point options before weren't mostly scripted anyway to either be effective or to get to certain abilities. Personally I like the utility being at least partially separated from the spec.
  10. The increased accuracy per point may not be the case until level 60. Sortof like stats were diluted at 2.0 as we leveled to 55.
  11. I've got no idea about it being gone, seems like something you need to ticket. However, I do know you don't need to move the ship to invade a new planet. Those are two separate functions. I do keep my guild's ship over the planet we invade for the small boost, and for the ease of getting to planet, but I certainly have invaded a planet in Conquest without moving the ship. Good luck finding your ship!
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