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_Harbinger

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  1. Oi SWTOR team, i reinstalled game today, and now game client says i'm preferred status, while on swtor website it shows correct 58 days of sub left. And of course, i can't submit bugreport in game client, because it thinks i'm preferred. it looks this way: https://imgur.com/a/dj8jfjE
  2. Just play IO with concentrated fire. Arsenal is a ranged burst spec, but it was parsing same numbers as IO, which is sustained (dot) dps spec. Yes, buffing IO is better option than nerfing arsenal, but it is what it is.
  3. After last patch, emersion utility on assassins looks bugged. Using Forcespeed purges root/slow effects as intended, but do not provide immunity to slow/root effects for the duration. During Forcespeed You still rooted/slowed if effect has long duration (e.g. Nahut electronet) or new slow/root effect is applied (mostly in pvp).
  4. If i remember correctly, in 'old' scaled opses (not gods) characters get less fixed stats than in gods. It was overcompensated with veteran edge stacks, but now looks like we're getting a but undertuned in old nims. IMHO, veteran edge have to be removed in nim, but bolstered character stats should be equal to stats in gods.
  5. I think yes, just as it is with current crates.
  6. So what i did: Some bosses of dxun operation SM - no loot at all. About 10 veteran hammer stations - personal greenies, 2 times tactical dropped, both times it was tactical fitting noone in group (like marauder tactical with 0 marauders in a group). KP sm once. No persoanl loot at all, every boss dropped 1 green item 270ilvl for group. Last boss dropped one setbonus item (for group). imho it's kinda slow and still lots of RNG.
  7. Heya, overall system is ok, good credits sink. Also, Life stealing amplifier is not working. rolled 5% in enhancement (placed in offhand), no green numbers, no selfhealing in starparse.
  8. Remove entrench, trauma regulators, doubled kolto overload (merc edition), ruthless agressor, force camo. That's strong too. it is 15sec cooldown with utility (20 without). And it really matters on some pve content. Like if it was 12sec, You'll get it for every pulverize on Bestia, every Thundering blast on Tyrans etc. Also let me calculatorate some: You're sin tank and getting spike damage (let it be Hand of Brontes on burn with some stacks, potential hit is 150k kinetic/energy force damage). 258armorings give sintank 43,45% damage reduction + 4% from depredating volts = 47,45% reduction. So if we're unlucky with shield we take 150000*0,5255=78825 damage. And Force speed absorbs 60% which is 47295 damage (31.5%, not 60 exactly). If shield procced, it absorbs even less. Exactly, remove reflect from juggs/guardians and give it to sorc or sniper. Or make a second reflect for mercs. Will not outdps jugg/merc/operative dps since they have reflect too. TBH I see that sin tank is overperforming right now, pt is almost useless right now (so rng dependent), jugg way too situational (shines on EC and master&blaster). Hope someday i'll return to jugg tanking but let's see.
  9. Hmm, is clickin' master datacron counts heh?
  10. Sold 258shells to vrndor, have to farm gear again. Nice fix.
  11. Fell free to log in and check. I have no set bonuses on my sintank and ptap (258 armorings on both).
  12. Okay, it's understandable and really, tanks now deals more DPS in both PVE and PVP than intended. But there are some reasons of that: 1.PVP: Tank stats are complete garbage and don't work as intended. Really, tanks in 'proper' gear comes with tons of Defense which works only against melee/ranged damage (marksmanship, carnage). Other classes's highest hitting abilities are force/tech, defense doesnt work there. Shield is also garbage stat in PVP due to both high crit chance and autocrit mechanics because shield doesnt works on crits AND crit vs shield roll doesnt reduce crit chance (e.g. you're sin tank and have 70% shield chance with dark ward enabled, some, idk, merc fires non-autocrit heatseeker missile with his 43 crit thance. And ONLY with 57% chance it doesnt crit there will be 70% shield chance roll). That's the reason of swapping defense/shield/absorb to power/crit/(surge, kek). If you can't be real tank, at least you can do some damage. 2. PVE. Defense is useless. Not completely, some hm/nim encounters are heavy on melee/ranged attacks (e.g. Calphayus), also it's diminishing returns are draconic. Difference between 2300 and 3500 defense is like 3% defense chance (which works on literally 0 hardest hitting boss hits). So you have to trade defense for something. I'd prefer to trade it to mostly useful shield/absorb (there are some bosses with internal/elemental dmg which cannot be shielded, hello, Brontes), but defense is secondary stat so i can trade it ONLY to power. It's obvious that trading 3% melee/ranged defense to like 1k additional DPS is fine for tanks, isn't it? This helps with threat generation and makes dps checks easier. Definitely you don't want to trade tretiary stats like shield/absorb to crit/alacrity as PVE tank unless you're tanking only SM GF. P.S. Make 'tank' tanks viable in pvp.
  13. Thread is dead as i see but generally best idea IMHO is adding in 5.9, or 6.0 old set bonuses with current stats as very rare cxp crates drop or special vendor that will sell it for 'commendations' earned in Master (NiM) mode operations. Or high price unassembled components whatever. As assassin tank player i can say that current set bonus is mostly useless. The only usable thing here is 4-piece bonus on nim Brontes cause it allows you to take more orbs with less taunt cooldown. Additional 5% shield chance and 2% internal/elemental DR is much more 'tanky' than longer dedlection.
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