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KorinHyvek

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  1. To elaborate a little, if an item has any expertise on it, it doesn't get bolstered. This means that putting only the pvp crystals in an item disables bolstering of that item, which is, of course, not a good thing if the other mods are not pvp mods. Of course, I don't know if that's currently the problem here or not.
  2. Well, they'd only know that if they came on the PvP forums. I think the issue is how non-intuitive bolster is. A primer on how it works in game would be a good idea. Or attaching a flat stat to each piece of non-PvP gear.
  3. snipers should also be shooting from several miles away and have a spotter with them feeding them data.
  4. I believe the Jedi Academy sourcebook had a sidebar that mentioned the prohibition on marriage and attachment waxes and wanes with the passing of the years- Sometimes you get the near ironclad prohibition from the prequel trilogy, sometimes you get the New Jedi Order's Laissez-faire style, and sometimes you get the TOR era's middle ground (heavily regulated, but not strictly banned). Ultimately, the problem arises in that love and marriage bring with them a lot of turbulent emotions, and that's very difficult to manage when the dark side is a literal slippery slope. It's quite possible to manage your attachments (many jedi, including Obi-wan and Luke did), and sometimes jedi realize the relationship isn't healthy for them (Satele broke off her relationship with Jace Malcolm and avoided a relationship with Taavus because she felt the relationship would bring out some of the more negative qualities in both parties). And then you have the Annakins. People who, for one reason or another, have trouble with attachment (a depressingly large number of these people exist in real life. Or in countless "romance" novels). The marriage ban is an attempt to appear non-judgemental (Avoids criticisms when one couple is granted permission to marry but another isn't) while trying to prevent the unhealthy attachments from forming. Of course, prohibiting marriage brings its own problems because the inevitable rule-breakers don't have anywhere to turn for help in managing issues, which leads to things like Annakin or those padawans on Tython who really need to see a counselor.
  5. Also, Yuun, Avaki, and Torian use techstaves, which are similar to techblades but optimized for dps instead of tanking. The reason techblades and techstaves exist is so these characters can use trooper/bounty hunter armor, since they're generally soldiers or Mandalorians. To make things confusing, though, Boonmark, Khem Val, and... Bowie use vibroblades, and Vector uses an electrostaff. These give force power instead of tech power. this is probably because since no one cares what sort of gear those tank companions use (since their models don't show gear), bioware thought those characters might as well use weapons that are actually usable by players. As for vector... I guess they wanted him to wear robes?
  6. Weirdly, if a Sorceror wanted to spam melee*, stacking strength would actually be necessary. For some bizarre reason, inquisitors/consulars only gain a willpower bonus to melee damage if they pick the assassin/shadow AC. Maybe he only checked the tooltip for melee bonus damage once on Korriban, and never noticed that willpower had started adding to damage once he became an assassin? *Melee sorc should only be done if you want to be incredibly silly, AND your group is okay with it (probably because everybody's drinking. Man, that was a fun op even if we never got past the second boss). I'm just saying, if you wanted to optimize it some how, your best bet would be to take a set of adaptive gear from a warrior alt and equip that.
  7. Eh, it makes sense. PvE uses death and repair costs to add consequences for failure. Death in PvE is in most cases avoidable (Evening if avoiding it sometimes means, "Find another group") Death in PvP is frequent, inevitable, and has inherent consequences in most cases due to the enemy being able to take advantage of your absence in a warzone, or they'll continue camping/stop you from camping a critical area. So, repair costs aren't necessary
  8. While it is one of the more difficult choices, look at the relationship itself. It ain't a healthy one. Those two NEED some counseling, and they're not going to get it while hiding the relationship. Maybe if the jedi council didn't prohibit relationships it might not have developed that way, but the reason you get dark side points is because you're lying to an authority figure about something that could ruin both those padawans lives.
  9. Secondary stats will be bolstered if they're on your items normally, yes, although bolster tends to wreak havoc with the distribution (Critical rating in particular tends to get a bigger boost than is optimal). Really, though, you don't need to over think this. Just go with roughly the same gear you'd keep when leveling through planetary storylines. KDY isn't terribly difficult. Working with people who think role-neutral means "coordination and brain not required" is difficult. But you'll get some of that even in normal flashpoints, and even occasionally in endgame flashpoints (plus an operation here or two, but that's sometimes more because the guild running it is drunk and giggling constantly)
  10. I think at least part of the problem is that GSF engagements are over so quickly that sustained isn't valuable. Perhaps if they added tougher targets like capital ships or even true gunshipss (heavily armed and armored ships controlled by multiple players), we might see sustained damage become more popular. Of course, that's a huge undertaking for the devs, so.. not in the immediate future.
  11. Rocket boost (all 3 of them, buy them from the legacy screen individually. Significant savings for a reasonable CC price) and the Priority transport: Personal Starship Cooldown reductions (The latter aren't hugely expensive, but the second and third unlock require legacy 40 and legacy 50 respectively, so that's a long grind if you want to buy them with credits) are both huge transport boosts (Quick travel cooldown reuduction is nice too, but it's cheap enough you should buy it with credits).
  12. I think it does take into account previous rolls and give bonuses to people who didn't win them in the same situation (so, if two marauders need on the same piece of gear, and then another piece of marauder gear drops, the marauder who didn't get it the last time has a better (not guaranteed) chance).
  13. His point is that, apart from during special events or in a few specific areas (most of which pay the people to be there), almost everything is very quiet during the middle of the night. Because, you know, the vast majority of the population is asleep.
  14. So, of course, the follow-up question is, If population is the issue, and the devs don't want cross-server queues, are they working on another solution (almost certainly), and are they willing to tell us what this possible solution is?
  15. So, what do Crew skills provide? -They can make high quality mods that can shorten the gear progression/ itemization correction (For instance, there are only two sources of bastion enhancements above arkanian grade- operations, and people who learned the schematic by reverse engineering bastion enhancements from operations gear. And tanks need bastion enhancements. Barrels and Hilts are similar) -Only source of augments, an important part of endgame gear -Primary source of high level companion gifts (not a huge money-maker by any means, but on my server everything except the Zeltron pheromones return a profit all the time, and even those will if you're patient). -Sole source of top tier stims and medpacs. Re-usable stims are also a big money-saver for Biochemist (Prototype Medpacs have a HoT that make them superior to the re-usable version) -Sole source of adrenals and grenades (Adrenals are a critical part of end-game PvE, and grenades are valuable for an extra AoE stun or DOT during burn phases)
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