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Crixaliss

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  1. I don't know if many people remember properly (myself included, so details may be eronious...), but when Hard Mode Lost Island was released, it was amazing. People had already been doing HM/NiM EV+KP for a while I think, but Rakata was still the top gear tier, and HM LI's final boss dropped a Rakata chest piece. It was hard, very hard to pug when it was first released, way harder than any HM flashpoint before... but was fine to run in a co-ordinated group. In a co-ordinated group you could get away with running it in tionese plus a few bits of columni, but in a PuG probably full Columni at least was required - equivalent of todays Arkanian and Underworld I guess? So it was a HM FP that required you to be at least SM raid geared, but rewarded you with the equivalent of a HM raid piece, was hard enough that everyone and their aunt couldn't just breeze through it for the gear, but gave you just enough that it was worth the effort. ...and then everyone complained that it was too hard... but that's pretty classic of MMO forums I guess... Maybe the situation at the moment is different, so its not relevant, but worth remembering how new HM FPs were implemented in the past to good effect?
  2. I think that its quite remarkable you've gotten to full 162 gear level without doing any group content. The best way to start doing group content... is to just start doing it! Did you do any of the flashpoints whilst levelling? The area layouts are pretty much the same for the HM FPs, so should be pretty simple to get into the flow of. If you've literally never been into one before, why not try stating that in chat at the start? "Hi guys, I'm new to this flashpoint - can you go a little slower for me please?" might go a long way towards making things easier for you. Failing that, watch some youtube videos or read some articles on how to play the various flashpoints, so you know what to expect before going in. You want to find likeminded players to have fun doing group content with... join a guild? Then you can get to know some people, and if you find a nice group I'm sure they'd be more than happy to walk you through some group content. To make things even easier, try starting off with the L50 Hard Mode FPs and then L50 Story Mode Ops - you won't improve your gear scores, but you will get more of an insight into grouping up with people - and you'll massively out-gear the content there so it should be much easier when you don't know the layout and fights. But still, my best suggestion is just keep grouping and keep trying!
  3. Restrictions like that are a pretty good way to prompt F2P players into subbing though, no? I just re-subbed yesterday after ~2 year break. I came back to have a look with my old character in F2P... decided warzones were still fun... couldn't cope with the weekly restriction.. had to pay to keep playing.. so I paid up!
  4. I really like a load of your ideas posted and taking like that would be a great direction for a game to go in. However, I think it would require a complete overhaul of this game's system and so is probably a bit implausible (and frankly, unlikely to be implemented); great route for a new game to go down, but probably not likely for a game already out to convert to. Was more looking at ways to easily alter the current swtor system to scale tanking threat with gear. I think I rather disagree with you here, why should the undergeared tank be perfectly able to do his job? If high geared dps are running with a low-geared tank, then I think it SHOULD cause some problems - easy way to solve it though is for the dps players to understand whats happening and throttle their dps a bit. This won't cause any problem for enrage timers unless the PvE content being played is way above the tanks gear level, in which case perhaps the tank should gear up a bit before doing that content? Its the same for healers - an undergeared healer isn't able to magically heal content above his gear level, why should a tank be able to tank it? in LFG situations, I do agree that it could be tricky if you get a dps who the tank simply cannot hold threat over, but thats what communication is for, let the dps know the problem and get them to hold back a bit. Essentially your point is that a low geared tank should still be able to hold threat against a high geared dps. I'm not convinced that this is the way it should be. Sure it would make things easier, but then why even have threat at all? Just have one button which the tank pushes and the boss remains on him for the rest of the fight... that would make things easier too...
  5. Wrong, most situations call for a guard on the dps to prevent them pulling aggro, not guarding the healer. 22k HP implies rakata/BH/campaign, which is not necessary for this flashpoint - 18-20k hp should be ample for tanking this instance. I'm not sure why we're basing everything off HP anyway, more HP just implies another tier of gear, though often the lower tier re-itemized to have great secondary stats is better than the off-the-shelf higher tier pieces.
  6. Working on an idea that I want to put to the suggestions forum - thought I should seek the advice of the tanking forum before the idea is fully fleshed out. The problem to address: Tanking with +50% threat modifier was fine for pre-50 and tionese/columi/rakata gear levels, but with each gear progression, the DPS gain increased amounts of main stat and secondary dps stats, whilst for threat generation tanks only gain extra main stat. Eventually this leads to the point where tanks cannot keep up with dps threat output and hold the groups back - hence why patch 1.3 introduced a +100% threat modifier to tanking stances. This however only plugs the problem for a while, the problem still exists and if gear progression with future patches increases in the same way as it has done, it will rear its head again. Of couse when this happens they can just increase the tanking threat modifier again, but this is silly as it makes tanking the lower gear levels completely trivial in terms of holding threat. To combat this, it seems a reasonable idea to tie extra threat generation to a tank's gear. My suggestion is as follows: 1. Put base threat generation of tank stance back to +50% 2. Add a threat modifier to gears armouring, and to un-modifiable gear with armour too (i.e. including belt + bracers - otherwise modifiable belt/bracers would be much more important). So some numbers, just for example - obviously the numbers are subject to change, please consider the *idea* not the numbers. Anything below armor rating 126 - no threat modifier Tionese level (126 armor rating) - +2% threat (for +14% with all 7 slots filled) Columi level (136 armor rating) - +4% threat (for +28% with all 7 slots filled) Rakata level (140 armor rating) - +5% threat (for +35% with all 7 slots filled) Campaign/BH level (146 armor rating) - +8% threat (for +56% with all 7 slots filled) Text would read something like the following: Increases threat generation by X% whilst in tanking stance, additive with threat from other armour slots. So thats the idea, tie extra threat with gear level to remove the problem of having to increase threat gen across the board when updates cause dps to generate more threat than tanks can keep up with, causing lower level threat holding to be mindlessly easy. Any thoughts or changes to the idea?
  7. I'll do my favourites in the order I encountered them Colicoid - this was a great change from the standard tank-and-spank boss fights, I loved this and really hope they one day make a HM version of it. Kaon - Did this with guild when it first came out, we didn't read up on it so had no idea what to expect. Dark, eerie, zombie-like, loved this one the first time I ran through it. Lost Island - Provided something that felt like a challenge, a lot of mechanics to deal with and our first run through was 3 melee + healer, which was fun for sure. After so many forum threads were around complaining at the ease of content, it was hillarious to see how many people came out after this patch and complained it was far too difficult With the new group finder, I don't dare to attempt to pug this HM FP, that says something. So those are my 3 - colicoid for innovation and fun, kaon for its great atmosphere, lost island for its challenge.
  8. If you really think about it, 7 runs isn't all that many. Its unfortunate, but its certainly not outside of the realms of possibility of it being random bad luck. Do some more and see what happens, if after 20, 50, 100 he's still not getting anything, then yes perhaps something is wrong
  9. Which consensus was that then? As far as I understood, the consensus was always that accuracy was a worthless waste of your stat points and you should remove it ASAP in favour of defensive stats. To the point of removing accuracy giving enhancements from rakata if you could replace with a columi version without accuracy, etc. I feel you may have been working on the basis of poor information :/
  10. I'm not convinced that you can state that one feels more like a tank than the others, if you haven't played the others. As for not liking the idea of a ranged tank... the powertech/trooper is barely that. We're at our most effective for tanking when in melee range, the ranged moves just help to grab aggro on trash thats far away, etc. I don't think you should talk about "feel" if you haven't "felt" the other two types of tank.
  11. I think this is a good question to ask. At the point where your healers are already having no problems with you, an increase in dps may be the best option unless you wish to make sure you're at maximum survivability ready for the next tier of content? Though, how much would filling up on the aim augments really increase the dps of a tank?
  12. Interesting, you seem to be right, the only non-campaign place you can get this from is the bulwark mk-3 headgear, which can't be bought with commendations (though it can be a lucky drop from Kephess in story EC - but the chances are slim so we'll discount that as a viable source). However, would you definately put that mod into a BiS piece? Would you prefer it over the Resilient Mod 26, which has more absorb at the cost of endurance?
  13. Is there any definitive answer out there about how long the world bosses take to respawn. Everywhere there seems to be a suggestion of 2 hrs, but this seems to be inaccurate. Saw Gargath (hoth) die, came back ~ 1hr 50mins later, waited around for an hour and still no respawn. Either it respawned quicker than 2hrs and died again, or its respawn time is longer, or the respawn time isn't fixed at all. Any help on this?
  14. Hi all, Was wondering about where I should be aiming to get critical and surge up to on my pyro powertech, before pumping the rest into power? Where do critical and surge become not worth adding more points to? Thanks
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