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JLapp

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  1. No way they should have taken it. No way someone with that mentality should have been an officer (I find it hard believe they haven't shown signs of this immaturity previously). No way the guild bank should be set up to allow someone to clean it out. No way you should store stuff in the guild bank that you can't freely do without. JMO.
  2. Probably the biggest let down for me was end-game stat/equipment progression. It just doesn't feel like you really get that much more powerful moving from columi to rakata/black hole. It makes it not that fun to work for gear since you aren't getting all that much. Also strongly highlights the class imbalances. Other things: 1. Load times are terrible. I know I don't have the greatest computer right now but almost 5m to load certain planets is terrible. 2. Too many "slow them down" features. Timers on quick travel, fleet pass are too long IMO. Sprint was originally at 14, and speeders at 25 (lower with legacy now). Leveling a number of characters just highlighted to me all the steps taken to prevent me from easily progressing. 3. Legacy always felt very weak. I got 8m credits across my characters and could have a lot more if I wanted. Even with that I have purchased like 2 legacy perks on my characters (quick travel to black hole). That's what I thought of off the top of my head. I will say that I think I absolutely got my money's worth out of this game and never regret playing it. But it is somewhat disappointing when I look at the game and think of what it could have been. ETA: one thing I really should have mentioned is not enough content updates. I just ran out of things to do. Even with the above if they kept adding things for me to do I would keep playing it...but I've just gotten bored with everything.
  3. I don't want anything that could make the wait longer than it is (primarily for DPS). When I have the time I do a hard mode through the group finder on three characters and have completed the flashpoint every time, died maybe two to three times total, and I think had one wipe (can't remember which one it was). There have certainly been people who have made things a little harder than it needs to be, but I really don't think there is a major issues. Most people I've gotten grouped up with are well geared and just trying to get some more black hole commendations.
  4. I've actually been looking into this the past few days. I'm mostly rakata with a couple black hole pieces and trying to figure out what I wanted to do with everything. My guild isn't quite up to taking on HM EC but seems black hole comms are fairly easy to get that I can use those mods in my current gear. What I think I have figured out is: Accuracy: Avoid it. It is not needed. Your job is to survive. Missing a few hits here or there isn't going to be a big deal. (I think I currently only have it one piece and probably will replace it when I can). Shield: Don't go out of your way to get it, but to two black hole pieces to be ripping mods out are shield/def and shield/absorb with all black hole stuff you are going to end up with around 500 points in shield which will get you about where you want. Defense: Get it up to 25-28% but after that is not efficient. Absorb: Where you want to focus...try to get to 60% (which ends up being around 600 points). Endurance: IMO I wouldn't give up Def/Absorb for a 1-1 trade off (i.e. wouldn't use endurance augments). Higher than that I would be fine with it though. Which means I am going to mostly use black hole head item mods in my gear (Shield/Def with higher endurance than Shield/Absorb chest). I'm giving up 9 secondary stats for 22 endurance (and giving up some willpower which I don't particularly care about). Also keeping mod-able bracers/belt for similar reasons. Anyway, those are my thoughts on where I am going right now.
  5. Torhead shows attacks that bosses do. Looks like all his attacks are either kinetic or energy damage so they would be mitigated by armor.
  6. Each ability has a coefficient that gets applied to bonus damage. Demo round (without any vortex stacks) has a coefficient of 2.08 (2.6 with 5 stacks) so 20 points of power without anything else should have increased the damage by 41.6. HIB is 1.9 (effectively +6% per charged barrel) Grav Round is 1.71 Full Auto is 1.05 (though with the 30% boost I would say it is effectively 1.365) Hammershot is 1 I usually time my relics up with recharge cells or reserve cell, and HIB/Demo are off cooldown...so I would say a decent power to damage ratio of 1.7 would probably be pretty close to what I would expect. Overall I think the proc relic is going to do higher overall damage but clicky relic gives you better burst potential which is helpful is certain situations.
  7. I think most everyone who can play this game can handle a slight exception to the rule.
  8. Guard is hardly ever going to make a difference due to either the threat or the damage reduction piece. I agree that by default, it should always be on a melee dps which is the main point of your argument. Like the other poster, however, I have to agree that it does not always have to be the case. If there is no aggro table, it stands that it is just as viable and IMO sometimes better to put that on a healer. Your steadfast (and sometimes hostile) defense of the word "always" is unnecessary. If someone wants to put guard on a healer for bonetrasher, colicoid, or last boss Kaon...they aren't going to be any worse off than someone who puts it on a DPS.
  9. Except is appears on normal and hard modes as well. Great coding there bioware.
  10. My guardian is level 37 right now. The lower levels were tough since a lot of the key abilities are learned later and there isn't a lot of decent abilities to get early on. I started with 4 points in the tanking tree to get the free blade storm and extra focus from sundering strike. Then started moving up the vigilance tree. Things got quite a bit easier once I got shien form since you can generate focus a lot easier...but you don't really have a lot of abilities at that point so you end up spamming slash quite a bit. I ran with Kira until I got doc. Doc makes things a lot easier. Much lower chance of me dieing on some of the harder enemies. Although I do kill stuff slower, the less time resting in between pulls makes it feel like I am doing a lot more since there isn't a whole lot of down time.
  11. So on a fight like Bonethrasher....where threat is taken out of the picture. It does not make sense to put it on a healer?
  12. All healing classes have a battle rez...
  13. It looks like ion pulse does elemental damage and explosive round does kinetic, so my initial thought would be that lowering explosive round that much would make it very weak. I had a similar thought but instead of proc'ing plasma cell, just add a 15s dot to the ability such that it would be effective for both gunnery and assault (thinking a little more for assault since it could proc all the other abilities). Would slightly increase their overall DPS (which IMO would bring them closer in line with other classes), give them something to manage which would make them slightly harder to play (not all that much mind you), and make one of the useless skill worthwhile.
  14. Gunnery overall does better single target damage than assault. Assault has better mobility than gunnery, but in PVE you never really have to move enough to make up for the lower sustained DPS. Commandos have solid AOE abilities either way.
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