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Maelicbod

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  1. This is not one of those posts.
  2. Hardly any truth here. Operations aren't intended to be face rollled. If you aren't good at the game, the game shouldn't be brought down to your level so you can clear it. Too much of that has already gone on in SWTOR.
  3. Still no eta on when this will be addressed?
  4. You may also want to check out: http://www.swtor.com/community/showthread.php?t=567164 While there isn't anything wrong with KeyboardNinja's thread, I tend to find that I prefer Dipstik's notion of stacking mitigation to be superior to stacking endurance. That may be a gross simplification of KBN's point of view, and their ideal numbers are slowly getting closer and closer, I feel much more tanky after dumping a little over 2k health and gaining over 300 mitigation rating.
  5. Again, you aren't saying anything of value as you're just pulling numbers out of the air. In this case, a smaller number in an effort to find support for your position. At a blank glance, its a larger gap than 5% just from accuracy alone. Assuming a base 90% which seems constant for all non-dual wielding classes, healers switching to dps would suffer a 10% larger miss chance compared to appropriately geared dps. This increased miss chance correlates directly to lower dps, as missing = 0 dps. That drop in dps alone is enough to take an average geared player first entering operations and make it questionable to bring them. While it may be true that for a dps and tank to switch positions they ideally should swap out 14 pieces of gear; whereas a dps and healer may only need to switch out half a dozen. It must work out this way. Tanks are required to stack mitigation that no other roles needs. Where as DPS and healers will always have an overlap. Even if you reduce that overlap to just crit/surge, there will always be at least one piece of gear that they can use between both roles, making their off set smaller. So while it may be true that dps/healers carry around smaller offsets than dps/tanks, your purpose solution and the notion that this is even a problem, doesn't hold any water. The ideal fix for your position would be to redesign the entire game so that every roles had their own stat, even if they performed the same function. But such a suggestion would totally foolish and the discussion wouldn't benefit the community at all.
  6. I feel less intelligent having read through this topic. This space would better be served trying to raise money to buy Veggie a WoW subscription and get him off our game.
  7. Use of phasewalk during boss fights definitely can make things easier for healers, 5% to healing given over the course of a fight is no joke for healers. I foresee "Phasewalk plz" being added to the list of annoying things group members say during an outing, along with "Guard plz".
  8. Really should be in the suggestion forum, not the tank forums. Its been ages since this forum has received a dev post.
  9. This is solved in patch 2.0.1
  10. You do just fine on brute force tanking as well, you just have to realize that this isn't pre-2.0 anymore and you may need to juggle some cooldowns on trash pulls. Pop a self-heal and our DR hits the "brute force tanks" DR. Deflection for when you are surrounded by those nasty 5k strong mobs that hit harder than the elites. On top of that you can always pop a clicky relic. Well played Sin tanks are still the easiest class to heal, or so I've been told from healers.
  11. Been looking all over for a Dev comment. Has anyone seen any comment as to when we should expect assassin verpine shields to be purchasable through the vendor? Seems ours is the only one missing, even if they are all shuffled up.
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