Jump to content

AdmiralTran

Members
  • Posts

    98
  • Joined

Reputation

10 Good

Personal Information

  • Location
    Washington DC
  1. I like where you’re going with amplifiers and tactical items. My concern is there will be greater imbalance between classes than right now in terms of damage and survivability. These seem very specific to specs, and I think this was toon soon. Don’t you think these tactical items and amplifiers should be based on role instead instead of specific class spec? I mean just to start, if you make the amplifiers or tactical items a little more general for each role. It’d seem more like an across the board buff in dps or survivability. Then later you can rerelease these new items for specific class specs.
  2. I have a few questions about these amplifiers.. 1. Will the bonus stat have a certain value? For example Armor penetration + 1, 2, 3, 4, 5 etc., and will rerolling adjust the value, bonus stat, or both? 2. Will there be a limit to how many of the same bonus stats you can stack per character or shell? For example, could a dot spec'd dps stack increased periodic dmg in all slots? 3. If certain class disciplines have armor penetration built in, would applying armor penetration amplifiers be useless or a waste? 4. Can the amplifiers be moved in and out of shells/item mods, once they are applied to that piece? 5. Will there be a cost associated with moving amplifiers in and out of shells, mods, barrels, enhancements, and across multiple characters? How much? Thanks. Looking foward to 6.0!
  3. LF 1x DPS, 2x Healers for an Imperial Operations progression team in <RAIA> on Wednesdays & Thursdays at 8:00-10:30pm EST. Objectives: Clear all VM Ops then pursue MM Ops. Review http://www.RAIA.enjin.com for details. /whisper for further information.
  4. I think this is the direction they should head. I think a dmg reduction per use of Lighting Bolt (for lightning spec) or Force Lightning (madness) up to 5 stacks, 1% each, would go a long way especially in PVE.. Lightning is still ok as far as dps on endgame content, but on HM Cora/Revan, you absolutely cannot afford to waste precious GCD's on static barriers and self heals with the tight enrage timers. Keep the base dmg reduction where it is, we're squishy sorcs after all, but giving us the ability to build stacks of dmg recuction would help significantly. Still to this day, Sorcs are among the many other AC's not sought after for HM endgame. Bounty Hunters still win in that category, and have for how many months now? Anyway, its not game breaking, or overpowered... The animations for sorcs/sages are still absolutely amazing, but I'd prefer the dmg rectuction bonus either as a passive, or stack building on ability use waaay before a brand new ability. Dev feedback would be greatly apprecitated. Thanks
  5. ^Who shat in this guys wheaties? J/k. Sadly, this is true.
  6. /Signed. Agreed, some take fire damage without the actual animation being present.. Fix!
  7. This may already be a known animation bug, but it appears that the thrusters are free floating. They aren't even attached to the speeder. It looks interesting until you realize the tail portion is missing.. Please fix.
  8. I agree. The nerf to Storm was a much needed change. I did see plenty of people in Flash points just spamming Storm on single targets along with multiple targets. I don't think that was intended for single target rotation, and people took advantage.... Thank you. Now.... My single target damage nerf was completely unecessary! We all know that no one was using Balance in top progression guilds, which according to the developers' damage rotation philosophy/difficulty, sustained should out do burst damage. The sustained damage from madness is probably the worst in game, the burst damage from Lighting was in a very good place. Now that is gone.. Lighting is still viable in top progression, but why bring a sorc when you can bring a merc dps, and not be a disservice to your raid team. You will take much more damage compared to everyone else, which is fine if you didn't have to waste precious GCD's to keep applying static barrier on yourself. Maybe your philosophy needs a tweak. Why can't the player passionate about playing a sorc, marauder, operative dps, jugg dps be able to play as one in top tier progression? It should'nt even be a question. You should've made that your focus to begin with. My friends that play WoW, just look at me confused when I talk about the ridiculous class imbalance in this game, and how disengaged the combat team is from the player base/community. You can continue to leave your occasional post about general class balance, but when there are literally HUNDREDS of specific posts about a detail regarding Lighting's single target nerf, you should give you community the same time and respect we give to your forums. The diversity in this game has diminished. You made this patch favoring Bounty hunters for raids.
  9. Here is A sorc dps from our guild. Hope this helps. If you get targeted by Ruugar's mouse droids twice in a row. Use the static barrier, cloud mind, self heal combo to keep you alive for the first. If you get targeted a second time, God mode it and redirect to other members lol.. I'm not kidding. It works and I've seen it done in other videos. Call outs are mandatory in that pull. Give each other enough time to react..
  10. Yeah on Ruugar, you better be ready to pop your Cloud Mind and Static barrier before taking the mouse droid hits. You can also Pop your god bubble and redirect the mouse droids to your teammates You're right, our survivability is pretty sad on Ruugar. For Revan, the only group that cleared ToS HM switched his sorc out for his Powertech DPS. That doesn't mean Sorcs can't clear the last fight. Zorz has a sorc that cleared it.
  11. After the nerf, Torque was the only boss our group had to adjust a bit, but we still one shot it. It was sloppy, but a kill is a kill.. I was concerned that we'd notice a difference on Cora. That fight has a high dps requirement similar to Revan, and because of the single target loss on Lightning. It wasn't that bad and we didn't notice a difference in overall dps according to Starparse. Sorcs are still viable and can put out some good numbers in Lighting. Here is what I don't like about BW's rotational design philosophy. What could you say about Madness/Balance keeping this in mind? "We would like to take this opportunity to discuss Marauders/Sentinels and their present state in the game. To do so, we wish to start by outlining the rotational design philosophies of the three Marauder/Sentinel rotations. Carnage/Combat: Low Rotation Difficulty, Moderate Burst and Moderate Sustained Damage Annihilation/Watchman: High Rotation Difficulty, High Sustained and Low Burst Damage Fury/Concentration: Moderate Rotation Difficulty, High Burst and Low Sustained Damage" Madness should be pulling ahead of lightning in single target fights.. Oh but wait, that would affect PVP, and since this game does not separate the two
  12. Yessir. Here it is http://www.swtor.com/community/showthread.php?t=791466&highlight=compendium
×
×
  • Create New...