Jump to content

Talonwk

Members
  • Posts

    118
  • Joined

Reputation

10 Good
  1. We don't have anything scheduled later than that sorry. Only reason we start later than that is if we know a couple people are running late and we can't fill the spot to start on time.
  2. Affliction raids relatively late at night and we are always looking for skilled players. affliction.swtorhost.com Raids are scheduled at 11 PM EST and run for about 3 hours. Let me know if you would like to discuss more details.
  3. Are you experiencing this throughout the fight or mainly in the third phase? Our guild was having problems with damage in the third phase and we then had the Calphayus tank grabb the throne buff/debuff for him and he took about 80% less damage and we one shot it.
  4. Dread Guards down. 2/5 NiM TFB. Still recruiting DPS.
  5. The tier of gear between the 61/63 gear and the HM FPs is 66 gear which can be obtained via basic commendations. The basic commendations primarily are gained by doing quests and dailies on Makeb. If you complete the planet story for Makeb your will gain access to a quest series ( I think the quest is even called "(insert class name) gearing up" or something like that) which is a series of dailies with the purpose of getting you into 66 purple gear and HM FP ready. Originally when the FPs came out everyone was completing with full groups of people solely in 61/63 gear with a few pieces they found while leveling to 55 but all of our gear was augmented with lvl 50 augments. What this all means is you are not undergeared if you have level 50 augments from pre 2.0 and likely your other DPS was much worse than you (assuming you are not a slouch as you describe). Most groups will have another dps who is likely adequately geared to carry any slack from your gear so I would try again as you may have just got a bad group (although this isn't uncommon either). If you want to feel more comfortable gearing-wise, grind the basic comms to get 66 gear and use credits to upgrade to level 55 augments.
  6. If you level from 1-55 as a marauder you will effectively be learning the melee class as you level. YOu start off with only a few moves and it grows as you level and so you start adding more and more to the rotation but you are comfortable with the previous rotation and it becomes easy to just add 1 more move into your old rotation. After a while you have all the moves and a full rotation and you are set. The differences between annihilation and carnage is basically using annihilate vs gore, viscous slash vs massacre, and rupture vs force scream. I respec often and these are the only moves you have to change around and the class is essentially use everything on CD. I don't have a jugg DPS but from what I know they also use a priority move system where you just use everything on CD basically. Sin madness is just refresh dots and thrash. TL;DR I don't think marauders are any more difficult than a jugg or a sin if that is your concern and you will learn how to play melee just by leveling regardless of the class you choose.
  7. What crafting skill do you have. You can potential make your kits for much cheaper and then it only costs 36k per to install them at a workbench. The augments themselves are fairly cheap on GTN. My server they are between 10k-15k per. If you have Biochem you can make the lvl 54 implants and reverse engineer 10 of them for the components for make 1 kit. I personally would not worry too much about getting purple augments right away because its a marginal increase for a much higher cost and can be upgraded when you start doing harder content. Going from 66 blues to purples you probably only gained about 10 main stat and a few endurance. One blue 55 augment will give you +28 by itself and 18? (close to that) endurance. With your 7 characters I would just start running crew skills to get your kits made. It seems like a lot but once you start rolling it works out and you can even make some money. If you use the kits on orange/purple moddable gear that you like the looks of you will not have to do it again and for any HM operations it is almost required and highly recommended.
  8. The best advice I can give is to augment your gear. Find gear pieces that you like the look of and augment your gear. Augmenting will give you more stats than any piece of gear, HP to survive and not draw the immediate gut check reaction when they see you are well under 30k hp and its money well spent that will stay with you as you gear up and will never be wasted. When people are claiming we did it in 61/63 that is correct but they are also forgetting to mention we were fully augmented in level 50 augments which was an extra +252 main stat. I would rather have 61/63 geared player with 9 +28 main stat augments (don't augment implant ears or relic til you have something worth augmenting) than someone in full 69 gear and no augments. Any upgrades you get just rip the amorings mods and enhancements out and put them in your already augmented gear.
  9. Affliction is always looking for good players. We do a lot of 16 man with 8 mans on off nights. We start at 11 EST. All Hm operations are farm and we are 1/7 in NiM S&V and 1/5 in NiM TFB. Our website can be found at http://affliction.swtorhost.com. Let me know if you have any questions. Happy guild hunting!
  10. Greifing will always exist. I really don't understand people wanting to have choices taken away from them. Some people want to be able to flag and engage in open world pvp when they choose to and others don't. Taking away this choice from others for your benefit is selfish in an MMO where there are many people who don't fel the same way you do. So Bioware has done the right thing and give you the choice and the control. I don't eat junk food very often but i would at least like the option if I choose to in rare occasions. I certainly don't want some regulation making it so I can't make the choice for myself and have someone or entity dictate what others do. The only other choice is to have a "carebare" sever that you choose knowing you can never pvp but that will obviously be a detriment to the pve player base on each server splitting it in half. TL;DR Sad people complain about having choices and want to take away choices for others because it benefits them.
  11. Progression Update: Last night we were able to kill Writhing Horror and Dash'roode on 16M NiM. Always looking for skilled players. We have an alt/recruit 8 man Hm group running as well to help gear people to be NiM ready.
  12. Jugg DPS is viable for endgame progression but you also are not doing your operation team and service by using one. A marauder can do as good or better DPS and has a lot of utility such as bloodthirst which is a 15% damage increase buff that can be used once or more times depending on a fights duration. In addition a marauder can give predation which a run increase for the entire operations team. Compared to ranged damage dealers, who take less damage due to mechanics and not having to move as much as melee, snipers have a bubble that decreases damage by 20%, sorcs can cleanse themselves and have an immunity bubble and a teamate pull with extricate, mercs can cleanse themselves in addition to and stronger DPS than a jugg. TL;DR what a Jugg DPS can do another class can do just as well and has more utility. This will not exclude you from operations teams but if you are asking someone what their ideal raid composition would be then a jugg would not be included.
  13. It is ridiculous to blame this on Bioware. I know as a raid leader there are many time I forget to change loot rules to master loot and do so right before the boss dies. Although I do this primarily in full guild runs, I have done it before a boss kill in a PUG group, and I still distribute loot fairly using the /roll system. I am not the bad guy and I did not use some "exploit" lol. They added the ability to trade items for 2 hours to help alleviate some of these potential issues. The community is responsible for policing itself. The same thing can happen when you trade for crafted items where if the crafter has not precrafted the item or doesn't give you a credit deposit the could very easily disappear and take your mats and you get nothing. The risks are known and you choose to accept them when you PUG or trade mats for nothing. For me personally I will not group with a pug unless I either have lead or is with a reputable guild/person who is leading the raid. I also will not trade mats unless the item is precrafted or I get a credit deposit or again if they are someone I have some level of trust with such as a guildy or a crafter I have worked with before. Ninja looting comes in many forms. It happens. Call them out in general chat let your guildies know, block them but Bioware can't police an MMO community nor should they. If you don't do these things to protect yourself then you are accepting the risk
  14. To be completely honest I am not sure why Bioware has not changed this for the simple fact it is a disincentive for people to buy more armor sets off their Cartel Market. Someone might be willing to buy a certain armor and then when they realize they have to re-augment everything they reconsider For me personally I think the system the way it is is perfectly fine. When you can make 200k credits from a clear of each of the SM operations and dailies etc. The price crafters are selling is variable so the only credit sink is the installation. If you do the work yourslef with crew skills then that is nearly the only expense and if you don't want to do that then it is fairly easy to do dailies and get 1-2 per day. My first chars I did the crafting myself or within my guild to save money. my 3rd and 4th characters I just used credits to acquire them. I havent augmented any pvp items mainly because i don't do it enough and my 72+ augmented PvE gear keeps me very competitive with bolster.
×
×
  • Create New...