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Diegles

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  1. Since I did it 8man and 16man pre 2.0 and now 16man post 2.0 as a healer I would like to point out that this fight is exactly the same except a few details. Tried it once 8man post 2.0, was a bad raidnight so it didn't go so well, but all in all I found 8man to be the exact same as it used to be. in 16-man my guild had issues to start with, because of the insane damage increase in phase 2, when you need to run into the colors to stop the boss from doing ticking damage on the whole raid. For 16-man Hardmode Operator IX we do as following:
  2. Hello, Can anyone confirm or deny wether or not : Partisan Relic of Shield Amplification and Partisan Relic of the Fortunate Redoubt have the same internal Cooldown? Thanks in advance.
  3. We have the same system as OP talks about, BoP loot gets distributed quite fairly, with 2 diffrent loot systems, depending on which raid we're talking about. BoE items go to gbank, where RAIDING players gets to request said items and get them free of charge, if item is requested for alts, it's going to cost(even raiding members alts) 50% of GTN price to get them. Materials dropping from raids are put into guildbank and stationed there untill requested, if a person is trying to gain him self a augmented piece he will have to sell the piece he creates, and spend the money he gained from that on buying new materials, now he could also chose to give the item to gbank for distribution for other members, but he would then have to wait another week to request the same items required to craft the item, seing as if 1 raid clears SM and HM EC you get aprox enough materials to craft one implant. If the items that are tradeable are not requested at all for about a week, it gets sold on the GTN and the credits go straight into guildbank, where they will be stored untill certain items are requested that the guild does not currently have, for instance say gbank has 20m credits, and 1.3 gets released, the guild could spend quite a lot on Augment kits, and distribute them to their raiding members. There is no reason for the people who do not raid, to get the items free of charge from the guild, we offer those items to them for 50% of the GTN which is a bargain, considering they havn't worked for them. If they didn't have a guild they would have to pay 100% of the GTN price for them, no?
  4. Rakata stims/adrenals/medpacs are not better then Exotech, they are supposedly equal to the Prototype Stims/adrenals/medpacs. The Ultimate Medpac is better then Rakata iirc. But if you're thinking Credits spent/Operation night or WZ, Biochem is the obvious choice. I am a Bio Chem, I still buy Stims/adrenals for Operations, but I do not buy medpacs, and the rare occasion i PvP I use Rakata.
  5. My guild has done EV/KP since late January, 2 groups every week since mid march. Jan -> March we got 2x Exotech Crit Adrenal, 1x Exotech Absorb Adrenal, 1x Exotech Medpac Since then nobody in our groups has seen it drop, at all. Actually to be more accurate, We do not even get TRASH items, Standard items, Blue/Green/Purple items, nor credits from ANY mobs inside KP/EV, but we get only credits from the trash in EC. On our Server(Frostclaw EU), Empire side; I know of 2 people with Resolve, 1 with Reflex, 1 with Fortitude/Skill, and I know that someone can/could craft Might, but not seen it on the market for a month. We raid only 8man, we've done NM(SM)/HM/NiM, varried how often we do Normal, havn't done it for many weeks now though, we even bring ungeared tanks into NiM/HM to gear them. I would love to see them either be buyable for Columi or Tionese Commendations, as they are totally worthless, always been. easier to farm operations for companion gear then to farm the commendations. Make Tionese/Columi Commendations usable, maybe to buy the pre 1.2 Schematics that dropped in Operations.
  6. Due to the mass of people I usually play with leaving the game, finding the game so boring they would rather see paint dry then raid(progress or farm), I take what ever I can. I would prefer a setup like this: Tanks: Powertech/Assassin Healers: Operative/Sorc DPS: 1/2 Marauders, 2 snipers and possibly a Merc instead of the extra Marauder. Reason being, from expirience our Juggernaught tanks have handicapped expirience, and they seem to be less focused then the other 2 tanking classes(speaking from my own guild's members), Healers well, Mercs can do the job, but it will be a lot easier with either a Operative or a Sorcerer in it's place, they have less of a problem with resources then a merc, and in most cases are able to push almost 1/3rd more HPS(some due to overhealing most of the time though). DPS, Marauders can push great dps in most fights(1400-1600 is quite common), also they can give 15% damage increase to their group for 15 seconds every 5 minutes, which is quite good. Snipers, personally I have no idea what they can do, because there are no freaking snipers on my server that need a guild, but seing as they are the other AC which is pure DPS I would take those and expect equal/higher numbers to the Marauder. Mercs seems to cap at around 1350-1450 DPS and are under par with what I smell from the previously mentioned classes, Sorcerer seems to be even lower then Mercs. All this is only personally for my guild, but nobody plays outside of raid hours in my guild anymore, we basically end up raiding, logging off and chatting on ventrilo while playing other games instead. Setup we end up with: Tanks: Powertech/assassin Healers: Mercenary/Sorcerer DPS: Marauder, Mercenary, Mercenary and Sorc. After wiping for 6 hours(not straight mind you) on tanks HM mostly due to enrage, we were able to jinx it when they enraged at ~2% and burst them down, just to give you an image on what we're working with ^^.
  7. I tanked(Powertech) Zorn & Toth and Stormcaller & Firebrand, with 2 pieces of Columi, rest is either Tionese or Customizable with 22/23 artifact armoring/mods/enhancements. My healers were mostly full Rakata and my co-tank was almost full Rakata, however. I believe that any group that is proper geared can carry 1 or 2 people in Story Mode EC, maybe not DPS, but still. Now for the OP: EV/KP Story Mode: leveling customizable gear, maybe a couple of daily modifications. EV/KP Hard Mode: half columi geared raid would blast through I would think. EC Story Mode: Full Columi, maybe a couple of pieces of Rakata. EC Hard Mode: Half(close to full) Rakata group. Keep in mind class knowledge and general raid competence is required for most of these suggestions above. I wouldn't expect a clean run, but wiping is only good for you(keep in mind, everyone starts at the bottom once) ;-)
  8. my guild runs 2 8man groups every week, since mid march, 1 of them has ran since 29th of January. Turns out some of you have more luck then us Not seen 1 schematic(not anything other then credits in fact) from any trashmob in Normal/hard or Nightmare mode EV/KP since 1.2. pre 1.2 we got 3 Exotech Schematics, Crit and Absorb Adrenal and Medpac, now thats from clearing EV/KP every week with 2(sometimes 1), for months.
  9. just to give a suggestion to what could help the game out, between raiding. Achievement system, or updated Codex system(that works...), now I know BW has said they are working on one, but all I do between raids is jump in circles on fleet and over the last 3 weeks we went from having 15ish people online every day to having 4-6 online, sometimes none at all. I personally stopped doing dailys in february, totally burned out by them, I've done the corellia ones maybe 7 times since 1.2, also bored of those. (playing on Frostclaw), PvP has been a filler for me untill 2 weeks ago, but it's dying, less games going on. I think this is can be due to the armaments quest being removed,(but probably has many other reasons as well) because earlier(at least a couple of weeks prior to 1.2) you had more incentive to do 10 warzones a day, if you had the time to complete your dailys. I can't guarantee that the achievement system will make everyone happy, but it will give a couple of people things to do between raids. The Legacy system is good in theory, but if like me, you're already Legacy level 40+, it's only a money sink, with no real benefit for a team player.
  10. pre 1.2 my guild had 90% Smuggler/Imperial agent loot. post 1.2 we've had quite good variety, however I must say it turns somewhat to Bounty Hunter/trooper tokens, but the reason might be because we bring 1 merc healer, 1 powertech tank and 1/2 merc dps. Inquisitor/Consular loot seems to be quite consistent as well, we bring 1 tank, 1/2 dps and 1 healer of those as well. while we only have 1 warrior with us, he is fully geared from pre 1.2 anyway. for full Rakata we only miss 2 Main Hand for inquisitors and 1 pair of boots. I think the system is more or less ok now, bad luck might happen, but eventually you should end up with loot as well.
  11. Another thought would be, why didn't they introduce new schematics(Stims/Adrenals/medpacs) for Biochem with 1.2? It wouldn't exceed over any other crew skill, it would just give us something new to work on, and maybe make us earn some credits on the sale of them, if the material costs arn't sky-high. On the Frostclaw server the GTN doesnt have any Stims(most of the time), because you will loose money on creating Stims, rather then selling the raw materials. Prices are more forgiving on Exotech Stims, but by the looks of it, it might be sale with a loss as well, 50k/ for 2 stims seems to be the going price, sometimes as low as 30k for 2. I don't remember the material costs right now, but they are quite expensive, especially the Radioactive plasma(?)(artifact quality), which jumps up and down between 10-20k each. I would be happy to get some bosses with say 20% chance of dropping Exotech schematics of various types as well, seing as I havn't seen 1 drop for 2 months, and my guild has a total of 3 schematics of the Exotech series, after raiding since January 29th, creating a 2nd raid group in mid march. None of these are Stims either, it's all the Absorb Adrenal.
  12. Sorry for opening an old grave, but just want to post my concern and ask a question. Been raiding since 29th of January 2012, 2 8mans since mid-march, clearing normal/hard and some times nightmare. Our guild basically consists of 4/5th Biochems, the rare occasions we have someone not biochem in the raid, they don't want the schematics from the bosses in EV/KP, because they are useless for the most part. We(the guild) after all this raiding has gotten 3 exotech schematics, all 3 were Exotech Absorb Adrenal. Occasionally in 1.1 we got Unassambled Implants 3 times more often the exotech schematics for biochem, however nobody ever wanted these. now to my main issue. Since 1.2 my guild still run 2 8mans, clearing EV/KP, 1 group Hard mode, other Nightmare every week, then go Explosive conflict which we clear on story and currently are progressing through Hardmode. We havn't found 1 item drop, from any trashmob in any operation since 1.2, not a green item, not any random Schematics, no nothing, only credits(not that this is bad, but something other then credits would be extremly usefull). I would appreciate if you look into transfering over the old 1,1 loot to trash in EC, or Exotech stims dropping with a equal consistancy from bosses(as the armormech/synthweaving schematics do in EV/KP), since obviously these are the best stims currently (un?)available in the game. What I am wondering is, have any other guilds gotten anything other then credits drop from trashmobs since 1.2, in any operation?
  13. I reported the same bug, but it seems to have been removed from my 'Request Help' Register, and I was the only one reporting from my run(as I am the raidleader).
  14. I am ok with Enrage timers. We progressed our way on Toth and Zorn Hardmode, once we got the tactic down, we hit enrage toth at 22% and zorn at 34%. Now that we knew the tactic dps could loosen up, and be more stationary and focus their dps instead of focusing too much about tactics. End result: Toth and Zorn dead. Fights I personally can see needing Enrage timers in current content: Fabricator, Bonetrasher and Infernal Council. Fabricator and Bonetrasher are basic DPS races(once positioning is fixed), Infernal Council is a gear check. The rest of the fights till now are definetly not a DPS race, because the fights promote too much movement(one exception might be Zorn and Toth). These fights could do with a soft enrage, like Doctor Lorrick last phase, or possibly other mechanics like gaining an extra ability, spawning adds, or simply increase their attack speed by say 50%. these things can make the fight more interesting, meaning those people with too little dps would have to increase their DPS to make the fight easier for the healers. most guilds that are done progressing EC HM by now, have no issues with their DPS and almost never hit enrage(to my knowledge). But those guilds who are still farming their Rakata gear from EC Story Mode, and clearing it in a day, who have extra raid days to spend and chose to spend them on EC HM might end up struggling. Another thing I've noticed, too few fights make the tanks have to do anything then being a punching bag. The tank swaps that got introduced in EC was a step in the right direction. But you could also introduce abilities which would require the tanks to use a cooldown rotation, maybe run around and pick up effects to counter ability X or something like that.
  15. I am a Sorcerer healer, and I heal Hardmode Denova for my guild, together with a Mercenary Healer. I've yet to kill the first boss, but have had low percentage tries where the boss randomly resets. From my point of view Sorcerer heals are fine, when mixed with a Merc in a operation environment, but a double sorc or sorc/operative combo makes Sorcerers overpowered. I have never healed together with an Operative healer, but the 2nd raid group of my guild runs Hardmode EV/KP with Merc/Operative healing setup. Speaking with the mercenary of group 2, she tells me healing together with an operative is a dream. My group(Sorc/Merc), usually end up with Sorc at 60-70% healing done, merc the rest. This is unacceptable in my eyes, I work my *** off to be able to heal the Zorn & Toth HM fight, but it's doable. While I can keep the tank on Toth when he's Berserk steady at his current % of hp, during the whole Bereserk, I see the Mercenary healer is having trouble keeping the 2nd tank alive on any stage of the fight, making me have to help him heal. When fighting Zorn & Toth, healers can keep resource pool relativly good, unless someone unintentionally gets Fearful or run too close during the tankswitch(it's going a bit slow still for us. so both bosses will usually do an AoE while being too close to eachother). When I hear the Mercenary say he's overheated or struggling, I end up healing that much more, draining me of Force. This is usually not a problem though, tactics have been finalized and raid damage has been decreased by insane amounts. I feel that the Sorcerer AoE(usually about 23% of my healing done) is a bit strong. I suggest that this gets looked at, and possibly gets reduced healing output, I am not talking large numbers here, I am talking by maybe ~7-10%(?), and accordingly buff Mercenaries healing output. I can't speak for Operatives, as my 50 Operative hasn't healed anything else then KuS HM(in none purple gear, mind you). Seing as most Operatives overheal alot due to their hots(?), they might want to look at the other heals the operatives have? I have trouble getting reliable healers, and I stick to what I have, a Mercenary and my self. I don't like the idea of kicking my co-healer because every other healing class exceeds him. Either give Mercenaries a buff to be able to put out equal HPS/Total healing as sorcerers/Operatives, or make the healers meet midway. If healers are going to meet midway, you have a lot to do with the sorcerer to make it a better single target healer, because Dark Heal is healing too little and Dark Infusion is too long cast. Resurgeance I believe to be ok, Innervate is good. Revivification a bit too good. I have 1 real cooldown as a Sorcerer and that's Recklesness, I use this in conjunction with Triage Adrenal, but rarely get to use it in Operations, because if I have need of it, it's usually already too late. Now, I also PvP a bit on my Sorcerer(Valor: 78), and I can see the dilema the Devs have with balancing PvE/PvP healing. I have a feeling that PvP healing as it is at the moment is fine, a couple of small exception to Dark Infusion having an insane cast time and 1 Damage Dealers currently being able to keep a healer too occupied healing him self(since 1.2 I've had matches with 600k healing done, where I am quite sure 500k of that went on self healing). There are still a few abilities that don't add to resolve, or gets applied at max resolve, that are a pain in the butt. if there was a way to make Resolve make the effectiveness of CC reduced th e higher it gets, and negate all CC when at max that would be a good way of doing it imo. Also Interrupts should be included in Resolve, say 1 interrup adds 10% Resolve, that would be great. Another way is to make Interrupts lock out abilities in that class for a amount of time, and that together with effectivness of CC/Interrupt being reduced with Resolve percentages. We have gotten our selves a new Tier of gear, both for PvP and PvE, I guess the reason they havn't updated them with new Set bonuses is because you either found the old one to be necessary, or because you couldn't come up with something to replace them. going to put up a few suggestions(just from the top of my head). PvE: Innervate ticks one extra time healing the same amount as the previous heals Innervate heals for an additional 10% PvP: Dark Infusion cast time is reduced by ~0.7 seconds Dark Infusion Critical hit finishes the cooldown of Force Speed. These are aimed at fixing current issues in PvP, and help boost single target healing in PvE, and will help their own environment in their own way, without making PvP/PvE too OP(?). Just my thoughts on the subject. I am in no way saying this is the sollusion, I am just throwing out ideas. In ending, I am fairly bad at explaining my thoughts/ideas in any language, but also english not being my main language it makes it harder, hope you get the point.
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