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Nateous

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Personal Information

  • Location
    Nar'Shadaa
  • Interests
    Twi'lek Dancers, Pazzak, rattata muck wrestling, credits, narrowing escapes, getting the girl
  • Occupation
    full-time Scoundrel, part-time everything else
  1. No? Well, you can be! Scruffy Looking is recruiting active members for all content. We are a friendly, semi-casual, semi-progression guild looking to expand our efforts into the raiding scene. Want to PVP? We shoot First! Want to conquer the outer rim? We've got the best looking Guild Flagship around! Want to push yourself against the hardest ops bosses since... well ever? Good, so do we. We are looking for competent, friendly, wise-cracking, players to join our ragtag team of misfits. But most important, we are looking to have fun. If this sounds right up your alley, Look for any old <Scruffy Looking> Nerf Herder online or pm me.
  2. Check dulfy.net guides. They are pve focused I think, but do well as a starting point. As ffor spec, either I think is fine, although I think the consensus is that ruffian/ lethality Is a lot of setup time and mostly fluff dmg due to dots. Play what you like to play aand have at it. (Scrapper for life, unless I'm forced to heal)
  3. This is a really good question, how to determine the effectiveness of a healer? In my guild, I am a jack of all trades, master of few. In progression, I am relagated to healing temporarily. While I am considered a decent /above average healer, some of my co healers are not. I would like to help them do better, but not necessarily sure how to go about it. Aside from raw output and effective percentages, how do I approproiately messure myself And thus others? Could it be thaat my reaction times are just higher and therefore their numbers suffer because of it?
  4. I don't think you could compare the prices of relics and realistically see causality in the popularity of biochem. yes Biochem is THE spec to have in pvp, second only to cybertech, but only after the grenades were introduced in 2.0 I think? but they do not require the same rarity of mats as say an artificer. You could be successful as bio/cyber in either pvp or pve (not necessarily profitable of course due to popularity) but to be successful as an artificer, meant you had to do PVE operations. The bar of entry is much higher
  5. To be fair, although I've got all crafters.... I've only leveled my cybertech to 500 and only heard through anecdotal evidence that the same was true for biochem. I guess if medpacks/stims aren't impacted then that is still ok. And I'd am not so sure the grenades are bugged. This seems more deliberate. Going back to the V6 grenades, I realized that the purple is actually only 3.5k and reusable, while the prototypes were about 5.2, so they weren't "that" great in the long run. I guess I was just spoiled and got accustomed to using them 2x per fight and the seismic in pvp.
  6. Hello Devs, Can you please comment on the decision to remove reusable artifact level crafts (medpacks, grenades, etc) from the game? Historically this was balanced by the fact that the purples were slightly less effective than the prototype blues, stat wise, but traded off the fact that they were re-usable. Additionally they were only useable by a crafter of equal skill level. Now, I cannot fathom why any one would want to craft an artifact, given the extensive amount of time, credits, etc it would take to farm mats when the pay out is no longer there. For example, the green lvl Farium Pyro grenade does 5555 elemental damage over 12 seconds (~463 dps) whereas its artifact equivalent is only 6125 (or ~510). Considering it could take hours to earn enough Doonium (great name btw), I do not believe it is worth it for a measily 50dps gain. Can you please comment on why the sudden change in 3.0?
  7. no offense, but I don't know what you are talking about? unless I am mistaken, diagnostic scan always had a cast, it also wasn't used for the heal itself, but the energy regen. Smart pvpers would use diagnostic scan as a bluff, to be interrupted, so that they could actually cast a much needed heal. Lastly about the new heal, kolto wave, it is a ground targetable aoe. which means it probably has a 10m cast distance (similar to xs freighter flyby). it HEALS those around its center by 8m. It also means it most likely will take advantage of the smart targeting system (i.e. double tap to cast) that most aoe's can do now. our output is getting nerfed slightly, that is a given. its been a long time coming. but its not the end of the world? its not like we're getting shelved anytime soon.
  8. my main concern other than the lack of forethought in engi/sab and the lackluster no new abilities thing. is that it appears a lot of the passive buffs that we have currently are now strictly utilities. However most of them are in the mastery tier and therefore locked out? It looks as though we will not be able to even keep the base passives we had in 2.0
  9. Agreed. one of the best animations in the game IMO. and with /flourish being extorted on the GTN... I am saddened by this. This should be a class/role specific emote. Like the Twilek parlor dance. but for scoundrels.
  10. Hey Zigg, a lot of good info here either one would get you started. I'll through my 2 cents in and say you Might Want to stick to a full tree instead of attepmting a hybrid. Come december with the new expansion hybrid trees are essentially dead, and utilities such as cc become secondary customixation options. Google the most recent dev stream on twitch which covered the new disciplines, specifically about sorcs. Its definitely an interesting change
  11. I mean this in the nicet way possible but, WTH are you talking about? 2.6 -2.8 brought so many. Dps and surviveability buffs to scoundrels. I main a scrapper/concealment, and have since day 1. Compared to 1.1, 1.4, and 2.0 we are in the best shape of our lives. Yes we lost hidden strike and flyby, big effin deal. It sucks but we survived. 2.10 was specific to AC's that were missed in all of the rounds of buffs. Not only that but BW confirmed 3.0 is aund the corner. Expect more class changes then. TLDR: cool your hyperdrives, and. Relax. Its not the end of the world
  12. Wow... How long since 2.0 and I'm just figuring this out? Feel like such a noob... (Turns in founder title) Thanks for letting me know i will plan accordingly going forward.
  13. I have 42 mara (going carnage currently) but my question is actually from the perspective of my Merc healer: Is there a talent that allows leaps to occur under the affects of electronet? I've never paid much to it before, but recently (it occurred a few times this past week) where i would be leaped to after I had already netted a mara. And no this was not lag, we're talking approx 5s afterwards as well as me being outside 10m range. I though the purpose of the net was to prevent escapes and other gap closing abilities from being used. Am I missing something?
  14. I've having difficulty in arenas non ranked. For some reason, I go down way too quickly and i am in practically full obroan, minus the implants etc. My biggest frustrations is facing sents. for some reason, after I electro net them, I am still being leapt to? I never noticed it before but this is happening more and more. Is there an ability that prevents electro net from working effectively. I thought that was the whole point of the net, as an anti melee , anti escape tool? am i missing something
  15. Sorry in advance if this has been asked on the twitch streams, i've not been able to follow as much as i would like to. When GS goes live what is the total amount of players that Can be held? Does it depend on the type of stronghold or how many rooms? Also, would some of the items eligible to be purchased/ unlocked include training dummies, like those on your ship? Lastly, will your stronghold be considered a "sanctuary" ( like fleet or T.H.O.R.N.) Meaning non- pvp? Could you unlock /purchase the ability to change that? Thx in advance
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