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Sayoko

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  1. Would like their formula for that Carbonite for my Powertech, seems to be a pretty damn solid stuff theyre using. Mine only lasts about 6 seconds...
  2. Was about to say this, not like they couldnt introduce a raidvote system that would allow puggers to overrule the default lootsystem and set it to masterloot. But in all honesty the loot for that kind of difficulty is way too good anyway if you could now also select who gets what then they might aswell just put an NPC in front of EV where you can buy your T2 gear for 100Creds each.
  3. Not sure wether ure talking about lvl 40 "PvP" armors here or lvl 50 armors. But if you give your elara a Smuggler lvl 50 set it will have cunning as the primary stat and since you cannot remove the armoring of the smuggler armor youll end up having all that cunning on Elara whos mainstat is AIM. Not to mention that shes a heavy armor companion and medium armor reduces here survivability (which isnt exactly a priority since shes a healer and shouldnt be tanking any mobs anyway but still)
  4. Well, sadly the simliarities between Assault and Gunnery are too big when ure a commando. The playstyle is very simmiliar as in ure at range and mostly use channeled attacks to get certain procs or reset an ability. Since the general behavior is the same it comes down to what deals more, or rather more predictable dmg. While Assault def. _can_ provide insane burst if you proc a HiB reset with your first Full Auto or Charged Bolts you might aswell not proc it reducing your dmg significantly. Gunnery on the other hand builds debuffs and buffs at a very predictable and safe rate and then allows you to use a heavy hitter like HiB or Dem Round. Thats also great burst and on top of that you can have a rotation for it because those debuffs/buffs come at a 100% proc ratio.
  5. Since iam a Bountyhunter this might be a little different for our class, but for BH the Pyrotech tree (Which is your assault tree) is alot stronger when ure a Powertech(Vanguard). As a Powertech/Vanguard you can reset the Railshot/HiB with Rockentpunch/Stockstrike or with Flameburst/Ion Pulse. Both of these abilities are instant which makes them superior to Fullauto/Charged Bolts especially in PvP. Not to mention that they still have the same chance to reset the cooldown, if you dont get your proc just use them again. Also Ion Pulse/Flameburst become extremely strong abilities due to procing Plasma Cell/Com. Gas Cylinder at 100%. If you´re a Commando or a Merc the shared tree is def. the worst choice for your Adv Class, its not bad but as healer or Gun/Ars specced Commando ull be more useful.
  6. This might be a relict of an earlier game version. I was testing half a year ago and the version we were testing didnt have "primary stats". Basically healers would stack presence to increase their healing and troopers for example had aim and cunning on most gear. Aric was idd a sniper then, pretty much like galt for the bounty hunter. So this may be an oversight on BW´s side. It shouldnt happen but it at least would explain why you find cunning assault canons:>
  7. Well something is screwed up on Ilum now, it was fine pre patch. IF there was a fight you could actually gain decent valor to make it worth your while. Now i sometimes dont even get valor if iam cruising there alone and fight some 1vs1 with guys i know havnt been killed recently. As for the "poor pubs mimi we are so doomed" whine, on our server we have more pub battlemasters than imp battlemasters while imperials still outnumber the pubs greatly. Also our pubs have alot more premades going for illum and warzones. Its not that hard to smash a zerg if you dont mindlessly walk into the slaughter like a lost lamb. (Ofc that requires more effort but a smaller group or faction is usually alot more tight knit than a massive zerg that uncontrollably does whatever it wants)
  8. At least not one whos trying to actually "tank" him :>
  9. You can either do it on Hardmode or Nightmare since they have a different lockout. You can also do it with another group aslong as no one else in that group has done any bosses yet and aslong as you are the raidleader so that everyone joins "your" instance.
  10. You sure about that? Iam usually way ahead of him since he moves so slowly but will try this next time and see if he stays on me then. I was starting to doubt my own abilities yesterday when SoA suddenly started going after random people which never happened to me before. Makes you look like you screwed up big time as a tank >_<
  11. The lootsystem on normalmodes was designed for PuG´s since the "normal" difficulty isnt really raid level by any means and meant to be doable without greater pains by said PuG´s. I do however think there should be an option to have a raidvote and if every member of the raid agrees in this vote can overrule the default system and turn on masterlooter even for normal modes. In general even with masterlooter ure rather handycapped atm since if ML is one you will not get any crafting materials from the bosses, also there is then no option to have raidrolls to assign certain items. For example you do a 16man OP, the boss drops 2 head tokens for BH´s, but you have 5 BH´s in your raid, without masterlooter all 5 would either roll on both tokens need and as luck goes one might get both which sucks. Or you would have to assign everyone to either roll on the first or on the second token only which would then screw the 3 guys who half to roll on one item while the other token only has 2 people needing it. Since there is no /random 100 you have to have full trust in your ops leader to use his own means of rolling and assign loot accordingly. TL:DR /random 100 please Bioware?
  12. Well no bigger success than beating a tough boss with a bunch of scrubs?:>
  13. This is wrong. Normal mode drops a mix of T1/T2 gear whereas HM drops T2/T3. The abilities are largely the same that much is true. But then again normal raids are intended to be done by PuG´s with mediocre gear thats why they have the autoassigned lootsystem. And as i said in some other thread already all operations ingame at the moment are entrance lvl raiding and meant to be doable even for people who didnt raid WoW heroic modes 24/7.
  14. I agree that the loottables are kinda mixed up. Concerning the difficulty you have to keep in mind that this is entry lvl raiding and also used by BW to gauge how fast the players advance and what they consider hard or easy. I expect them to turn up the difficulty and mechanics in the next releases. I think we can all agree that the difficulty and even itemization atm are no challenge for anyone who raided on a regular basis in WoW. But lots of players didnt and for them this isnt a steamroll like for some others. I just hope BW is indeed aware of all this and takes it to heart when they release their next tier or raidcontent:>
  15. You see some guilds are made up of a community of people who have been playing together quite long and just happen to be more than 8 people:P. So naturally we dont do 2x8mans (and generate in-guild competiton and other problems) but go 16man. And having a bigger challenge and harder fights even for the same rewards isnt neccessarily bad. Some people enjoy challenges more than just free loot. And 16man raiding still is a small enough scale to get to know your raidmembers well enough. Not that its needed if uve been playing with most of them for almost a decade:P In general i dont really have a problem with how 16man handles, compared to 8man its harder but not that much harder considering that 8man hard mode is merely what a "normal" raid in wow is like. But thats to be expected since all current raid content should be considered as entrance lvl raiding. And Bioware could hardly have made "Heroic"-Mode WoW-Raidexp. a requirement to beat the first raid content int SW:ToR. Dont forget there are alot of players who are new to mmo´s in this game, and not every WoW player did raid either.
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