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NovaGrantham

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  1. Eric, One of the things that other games have successfully done is turn game time/subscriptions into a resalable item within the game. (EG: Eve Online's PLEX) This allows you to combat the credit spammers by destroying the market utterly. Give the PLEX a value where players can purchase it with Credits on the GTN and give players a way to buy into the credits they need, while maintaining control of the market and utterly annihilating any Credit Resaler's method of keeping up with Bioware's new method (how can they keep up with the ability to just create Subscription Objects on the fly?). Is this something that Bioware has discussed as a permanent resolution to the problem? Even Blizzard and WoW have gone forward with this solution.
  2. At the same time, they need to start using 'currently living' as the tiebreaker in the arenas. Only resort to the acid in a true tie, where there are equal participants still alive on each side. As it is, if there's an Xv1 advantage and that 1 is a sin or sorc, there's a chance they can cheese it to survive and win the tiebreaker, which is ridiculous.
  3. You are correct. It is an absolutely un-intuitive system. On top of that, PvPers, as a community, need to greatly work on their interpersonal skills. It's the behavior that you run into that drive people back into full time PvE and off the PvP servers. Unfortunately, it's very common to see that attitude.
  4. A simpler way to minmax the bolster is 168 rating greens, easily purchased off the GTN on the cheap. That's what I do on alts after transferring any available comms over. It helps that I'm Biochem so I can always provide myself with cruddy green implants too. I've stepped into a match (on an alt) bolstered to 1990 expertise, functionally capped. As for HP totals, in my PVP gear I sport 50.7K HPs. Woe the person who expects a quick kill based off my HP total.
  5. I'd love to see Cross server queues for both PVP and PVE. One of the worst issues I've experienced since returning to the game is dealing with queue times and my periodic desire to play off hours. If it's late, even on the heavily populated NA server I'm on, I can rule out several activities as viable due to the lack of queuing population. I am increasingly unlikely to get into a Hard Mode Flash Point, ranked PVP is a unicorn already and nonexistent late night/early morning, and the queue / group finder for raids really only is there to reward a premade 16 man instead of put a group together. Cross server fixes this entire problem.
  6. A guild full of very fun, nice folks. Definitely a good experience.
  7. Well, if they're trying to farm their PvP set, you have to start somewhere unfortunately. It may be the only gear they've maintained until deciding to PvP.
  8. This I agree on. The pulls are superior to the push.
  9. For those of you having issues keeping up/staying near your guard target, are you using Through Power/True Harmony as one of your Utilities? You have to be proactive, but hitting it just before the engagement starts can prevent many of the roots/snares that plague us for keeping near the target. Space out your peels. Especially in a group with a healer, it's not a matter of taking all the enemy DPSers off your protectee, but taking enough that they can't burst through the heals. 2 DPS on your target? CC one, then taunt the other. 3 DPSers? AOE fear, then AOE taunt as it wears off, then intercede, then hard CC one while using force push to put another off the bridge and down below so they have to run back. I don't have issues guarding in PVP against most DPSers. It's PTs/VGs that are really the hardest to deal with. I have the most issues with with their Hydraulic Override (basically takes my roots and pushback off the table) ability and very strong burst. That's where if I get separated at just the wrong time, they blow up whomever I'm trying to guard. And their tank tunnels hurt (but if you time a Saber Reflect right, it hurts them badly).
  10. Personal preference. I think you'd be fine either way. Depends on whether you want a deeper HP reserve or to hit slighty harder, heal slightly more, and have slightly better sonic walls.
  11. I've seen them. They're very nice buffs to the Immortal spec for Juggs (oh, yeah, and those Jedi whosawhatsits too). At the same time I don't think you'll find them to be a particularly huge damage increase. One of the key things is the reduction in bonus that Pillar of Strength gives to Crushing Blow to offset the removal of the damage penalty from Soresu form. One of the most important parts of PVP damage dealing is spike or burst damage. This is to get around guard swapping, healing, etc. It allows you to kill during tank separations, CCed heals, etc. The Immortal spec, even in DPS gear, will still be lacking in burst. Without it, we can't kill, we can only assist in tunneling someone. Our DPS is pressure. This is an intentional "feature" of the spec, as shown by the dev's changes in 3.1, and gearing for DPS will still leave us mediocre at the job. Best to excel at one thing than be mediocre at several.
  12. Holy crud. Good to see you! Saw Syndicate from Pub-side the other day, too. I just came back, tbh. Been in game for about a month now and re-finding myself. I'm on Jung Ma as that was the dumping ground for all the Ajunta Pall toons that everyone had from back in the day. Tiny, tiny server.
  13. Well, if you're Vengeance/Vigilance spec, then I'd suggest reading the very thoroughly written out 3.0 Vengeance post on this forum. It has a whole section on gearing as well. Here's the link for it: http://www.swtor.com/community/showthread.php?t=781482
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