Jump to content

ViceroySaber

Members
  • Posts

    11
  • Joined

Reputation

10 Good
  1. An increase is better than nothing. Still, I would like to see the GSF daily and weekly missions reward components as well. That would be reasonable if the ground PvP missions will reward components. Additionally I agree with everyone who has suggested the components, like command tokens, be legacy bound.
  2. Ebon Hawk is a pretty friendly server. Of course there are a few toxic personalities - and the occasional /allies drama - but by and large the majority of the players here are friendly and helpful. The community is welcoming and has a long collective memory: People tend to remember individuals, both good and bad. As far as PvP is concerned, pops are frequent during prime hours and sometimes go late into the night. The side that is winning tends to be the one that is running the dominant premade at that time. On the plus side, matches are usually free of trash talk. GSF is also active on this server if that is something that interests you. Some of my guildies have described EH as the Manhattan of SWTOR servers. Items on the GTN are much more expensive than they are elsewhere, but the players here also have many more credits. That being said, the economy here thrives. There are active markets for account unlocks, crafting materials, augs, and aug kits, just to name a few. I do not know of anyone who transferred to EH and then regretted it, and I hope that you will also make EH your home!
  3. Impressive heals, but are you missing Backstab from your bars?
  4. Concealment has never had good AOE, but at least pre-4.0 it was a strong single target spec. I've had a raid leader tell me to take the 25% damage utility for Carbine Burst in fights like Torque. I hope that one day, Concealment AOE might be such that this might actually be a viable suggestion and not completely ridiculous.
  5. Dealing with adds is one of the more challenging features of this fight, and there are a couple viable strategies in SM. One strategy is to kill adds one at a time. Ranged stay at range with healers while tanks and melee run from add to add. When adds are dead, everyone huddles behind the same rock. Note that this strategy is not viable in HM because the adds slow you too much to run from place to place quickly. The second strategy is to kill adds simultaneously. Two ranged and two melee are actually a very good group composition in this case. Have the two ranged kill Add A, one tank and one melee kill Add B, and one tank and one melee kill Add C. The most important task to make this strategy work is to make sure that the tanks have aggro on their respective adds, or else the adds will tear the melee apart. The good news is that you don't have to worry about boss positioning during this phase because he does not cleave. When adds are dead, huddle behind the same rock. Good luck with Underlurker!
  6. I use 186 power augments. Edit: Are you suggesting that I stick in an accuracy augment to get up to 100 percent?
  7. Concealment 4762 http://swtor-parser.elasticbeanstalk.com/parser/view/17792/0 Gear is mostly 192 with a few 186 enhancements. I run with 99 percent accuracy and 71 percent surge. With Concealment's relatively high built-in critical chance, I find that it is well worth it to give up an accuracy piece for a surge piece, which translates to giving up 1 percent accuracy for 3 percent surge.
  8. I recently rolled a brand new Trooper alt, and as I was watching the Republic's opening cinematic (the one where Havoc Squad engages a Sith patrol on Alderaan), I suddenly had an epiphany. Satele Shan turns the entire tide of battle by using Force Wave. She saves Jace Malcolm from execution by throwing a Force Wave, instantly incapacitating three Sith at once. She buries Darth Malgus under a mountain by using what can only be described as a Force Wave-Hadoken. Clearly, this is evidence that Force Wave is the most powerful ability in the game and should be used on cooldown to single-handedly wipe out entire regiments of enemies.
  9. I have been reading the stories in this thread for a long time, and I have realized how fortunate I am never to have run into weird groups like these - at least, until last week, when I spent some time leveling my Sith Juggernaut tank. Flashpoint: KDY Starring: Marauder Supporting Cast: Mercenary Healer, Assassin Tank, Juggernaut Tank (Me) We proceed through the two scenarios without any deaths, although the Marauder comes within a sliver of his life when he tries to duel a strong akk dog. The final boss is Lt. Krupp, who throws the sticky grenades. Before we can check to make sure everyone knows the mechanics, the Marauder jumps in and starts the fight. I type in a hasty "left console first" and join the fray. Soon enough, the first grenade throw comes, and the Mercenary and I run for the degaussing station. However, we notice that the Assassin and the Marauder continue to blithely smack away at the boss, taking the explosion when it occurs. I quickly type out an explanation that they should join us to cleanse themselves of grenades, thinking that they have merely forgotten this mechanic in the midst of their glorious DPS rotations. However, neither the Assassin nor the Marauder cleanse themselves for the entirety of the fight. The Assassin dies once, but miraculously, the Marauder survives. After we kill the boss, I type out a more comprehensive explanation of the fight mechanics in case both of them are completely new to KDY. The conversation went exactly like this: Me: [grenade mechanics explanation] Marauder: Lol muaraders have enough dr its uneeded xD Me: that is untrue Marauder: Only does about 10-15% my hp lawl Me: if you say so The FP had ended, I hadn't died, and I didn't feel like arguing with him. I just find it ironic that the heavy armor-wearing Mercenary and Juggernaut (Immortal spec, no less) felt the need to cleanse themselves, while the medium armor-wearing Marauder was perfectly happy eating the grenades. Then again, he didn't die at all, so he may have been on to something...
×
×
  • Create New...