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xSssoulx

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  1. yes i see the distance meter between me and my targeted target takes like 2s to update, please can we fix
  2. looking for guild? do you like activities flashpoints, raids, pvp, gsf, worldbosses? Look Hellbent up and join up
  3. How is buying empty set bonus shell random what random is in there ... there are 4 new vendors that sell bunch of set bonuses and tacticals that you choose from they are not random from that vendor, each item empty set bonus shell or tactical is each priced at 3000 tech fragments and 1 million credits like other raised the concerns the cap at 5k is too low cause i would still feel that i have to drop everything what im doing and run to the vendor to buy piece so i do not go over the cap and lose hard earned tech fragments
  4. 5k are we missing digits ? did the prices of the set bonus shells drop down from 3k? cause if it still is same price and cap only goes upto 5k you still have to run to the vendor everytime when you have 3k tech fragments, let us stack up on them so we can buy new things easier instead running to vendor each time when we hit 3k
  5. just another voice, i do see the same concerns that the op makes and i agree that mats requirements are bonkers, please devs go to pts and try to craft something yourself than go back on LIVE servers and try it there and see the difference
  6. Posted this a while back in some other topic about set bonus/tactical feedback Tacticals Juggernaut Leviathan’s Hide tactical Crushing blow generates stacks of crushing defense for every enemy it hits, granting 2.5% increased damage reduction per stack for 10 seconds. Stacks up to 8 times Crushing blow 12s cooldown Can be used 5 times during a minute Assassins Ancient Tome of Wrath tactical Wither generates Redirected wrath stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds (its 2.5% per does not include the value) Wither 10s cooldown Can be used 6 times a minute and stacking on top of previous stacks if executed correctly It actually last half second longer cause if you spam wither while it comes of cooldown you will build up on top of the old stacks Powertechs Oil Fire tactical Oil slick makes targets succeptible (typo on PTS?) to firestorm. For each enemy affected by oil slick hit with firestorm, your damage reduction is increased by 2% and cooldown of oil slick is reduced by 1.5 seconds Oil Slick 1min cooldown Firestorm 18seconds cooldown Can be used 1 time during a minute or if RNG resets your firestorm at right time you can used twice in a row Also i would like to add, 2% on fire storm is not flat addition to your damage redaction % as the other two tanks get but instead it is to your armor rating so hitting 3 targets would grant you .60% damage reduction Bonus question @eric once we are done testing/giving feedback on loot acquisition what is next, will there be balance tests so maybe we can bring 3tanks classes/specs into the same ball park and that damage and healers are comparabel with ech other and there are no huge outliers
  7. Right of the bat, 3000 per piece is horrible since the cap on tech fragments is 3000 so questions comes up what happens with surplus of tech fragments when we already have 3000, do they get lost and we have no access to them, the cap should be way higher.
  8. I agree with side grades especially armorings/mods/enhancmnets so we can min/max set bonus shells but i also posted in HS feedback pst and would like to copy part of it here "I think allowing this high of item rating dropping from vetran FP and as easy as hammer station will disincentivize running harder group content, this will lead to smaller end game pool of players cause why should i be social and group and improve my play in mmo when I can just run this one flashpoint over and over, get highest gear and claim I am ready to tackle harder content cause I have the highest item rating so i must be ready, right."(taken from my post from other topic)
  9. After too many tech fragments from de medpacks, I got myself to item rating 301 and decided to run few vet HS to see what bosses drop. On first run on second boss i have got a 304 bracers upgrade to my 300 bracers. after 3 vet HS that was the highest item other items range from 272 to 300, 4items 300, 2items 298 and other things, I also run one heroic to get one renown crate since it was close and i got 304ear out of the box. I think allowing this high of item rating dropping from vetran FP and as easy as hammer station will disincentivize running harder group content, this will lead to smaller end game pool of players cause why should i be social and group and improve my play in mmo when I can just run this one flashpoint over and over, get highest gear and claim I am ready to tackle harder content cause I have the highest item rating so i must be ready, right. I think there should cap on what gears drops from vet flashpoints and maybe add tiers that newer and harder flashpoints drop better gear ... Also the drop rate of armorings/mods/enhancments is way to low how should I min/max my modable set bonus shells? As of right now i do not like this RNG way of gearing just make loot tables and stick them on bosses so we know what we get a chance for. Also here is idea add more missions similar to the aratech mounts, something like kill 2nd boss in operation x kill 4th boss in operation y and it will reward me with a pet or mount or cosmetic piece of gear.
  10. Adding some info to the point 4 of the op i have cheesed my way to item lvl 301 with re medpacks and decided to go into vet HS and on second boss i got upgrade of 304 bracers to my 300, in my opinion since highest item rating is 306 and getting item 304 from vet HS is very disincentivizing of running harder content. Granted it was not modable gear but it had dps/heal stats which was upgrade, how and where should we be getting our armorings/mod/enhancements to upgrade our set bonus shells
  11. Rich and Bountiful missions should also give premium quality mats and higher quantity, not just artifact and prototype cause it is real pain in the behind crafting all those quantities of cell grafts so far i cheesed my way to advanced kyrpax medpac by reverse jawa junk from vendor medpacs
  12. howdy all questions about the adds/trash drop what should they be dropping, because i got a 272offhand of a trash kill but i also got like 30-40 item rating main hand or legs so far it feels bad i would like to see more armorings mods and enhancements drop from bosses cause they allow one to optimize better instead of this green unmodable crap, so far it seems like i get one of those items per HS vet run
  13. Would like to bring this post back to the front since the points made are very true about tank (im)balances and since there are no changes to "skill trees" and utility points ( yeah 3tiers vs 4tiers and 1extra point but still same things as in past) and looking through set bonuses and tactical for tanks assassins will be even more stronger, juggernauts got few things that helps them, while powertechs got nothing, not even one set bonus for them and tacticals are laughable Hot swap make someone else tank for 6s.
  14. Tacticals Juggernaut Leviathan’s Hide tactical Crushing blow generates stacks of crushing defense for every enemy it hits, granting 2.5% increased damage reduction per stack for 10 seconds. Stacks up to 8 times Crushing blow 12s cooldown Can be used 5 times during a minute Assassins Ancient Tome of Wrath tactical Wither generates Redirected wrath stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds (its 2.5% per does not include the value) Wither 10s cooldown Can be used 6 times a minute and stacking on top of previous stacks if executed correctly It actually last half second longer cause if you spam wither while it comes of cooldown you will build up on top of the old stacks Powertechs Oil Fire tactical Oil slick makes targets succeptible (typo on PTS?) to firestorm. For each enemy affected by oil slick hit with firestorm, your damage reduction is increased by 2% and cooldown of oil slick is reduced by 1.5 seconds Oil Slick 1min cooldown Firestorm 18seconds cooldown Can be used 1 time during a minute or if RNG resets your firestorm at right time you can used twice in a row Maybe add this as tactical for Shatter slug (15s cooldown): each enemy hit with shatter slug increases damage reduction by 2.5% Set Bonuses Juggernaut The Undying (2) +3% Armor (4) After executing Mad Dash, you gain 20% damage reduction for 6 seconds Mad Dash 45s cooldown can be used 1 during a minute Assassins Efficient termination (2) +2% shield rating (4) Spike’s stun and slow effects last for an additional second (6) Using Spike grants you a 20% damage reduction for 6 seconds Spike 20s cooldown can be used 3times during a minute Powertechs 20% damage reduction for 6seconds missing why other tanking classes get it and not Powertechs The 20% damage reduction could be put on Jet Charge change the Double Time set bonus currently: (2) +2% Mastery (4) Jet Charge’s range is increased by 5m (6) Jet Charge gets 2 charges To (2) +2% Shield rating (4) Jet Charge gets 2 charges (6) Jet Charge grants you 20% damage reduction for 6 seconds This could also similarly be copied to Juggernaut The Undying set bonus where mad dash gets second charge Anyway which Powertech set bonus is suppose to be for tanks? Where is love for PT tanks ... I am just leaving this information here cause anything else I would write would be ranting Extra Stationary Grit set bonus (2) +2% Alacrity (4) Increases damage by 5% while not moving, Increases armor by 5% while moving Not moving Armor rating 18125 Damage Reduction 49.19% Moving Armor rating 18301 Damage Reduction 49.42% Can someone do the math? And find 5% correlation somewhere between those numbers
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