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Darth_Vidius

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  1. Exactly. Thanks for the awesome tips man I can't wait to get those other abilities and try out that rotation. My bro in law and I just created Marauders because now that they've been buffed we wanted to give it a go. Coming from a sith assassin I definitely miss sneaking up in stealth and pwning my victim lol but even at level 15 the marauders are already a BLAST to play. I remember I had a Jedi Sentinel and hated it because of how weak they were. But seeing as the marauders mirror the sentinels I'm very glad they buffed them. But anyways to the main point. I just wanted to add that early on in the marauder class when pvping I don't think it's such a bad idea to use force scream in the normal rotation due to the lack of abilities in the early levels. My rotation typically starts with Force Charge, Battering Assault, Ravage (cut off after the first 2 hits), Force Scream, Vicious Slash, then spam Assault to get some rage and then improvise the rest. Occasionally I try and pop my berserk when it becomes available.. That was in Sii-Cho Form tho.. Not sure how good it is to try and pop berserk with Juyo Form. Even in Sii-Cho Form tho I rarely used berserk so don't worry bout that. But ya in the early levels I use that rottion and it works out ok for me.
  2. So I really didn't think that the Imperial Agent would be all that fun. I loved (and still love) playing as a jedi consular shadow. Totally awesome. I noticed my buddy who is playing as a smuggler scoundrel BEASTS in PVP. I mean he practically half healths ppl in 2 hits sometimes 1. It's ridiculously awesome. So anyways I've pretty much tried every class on the light side cept smuggler. Since the Agent mirrors the smuggler figured that'd be a good Imp toon to make. So tonight we made IAs. we noticed right away on hutta that they were pretty frickin good. In about 2 to 3 hours we were lvl 10 and leaving hutta.. got to the Fleet and lvled to 11 due to all of the codex entries u get from tlking to the crew skill trainers and the lil quest u do for choosing ur AC...So we chose our ACs (Operatives) and decided to grab the PVP quests and give it a shot. We had EVERY expectation of getting pwned... certainly not the case though.. we played huttball... and well.. the other team was composed of mainly high 20's to mid 40s... Before I go on I must say that the IA is definitely one of my favorites.. The Consular Shadow and the Imp Agents are my fav classes.. so anyways when the smoke clears and the dust settles we look at the scoreboard in shock. Here's these 2 level 11's on a team comprised of mainly 30's fighting a team made up of 30's and 40's. My buddy and I were the 2 top players on our team. and not JUST based off of medals, but off of DPS as well.. we threw down about 125k damage EACH... The Imperial Agent Operative (if you know how to use it) is one of the BEST PVP classes you'll ever play as. I highly recommend players give it a shot.
  3. The one thing you're missing the point of though, is that the XP grows in PVP the higher you get. Why? Because it takes more XP to level, so you're leveling at the same rate you would be at lower levels for PVP. Granted it is fast, but what you need to do to level, is do your daily space missions, do your daily PVP missions, do a daily flashpoint, then quest WHILE your PVPing. Ultimately fastest way to level because your getting all tht xp from the dailies, and then your not only getting XP from PVPing but you're also getting the XP from questing as well. That's what I'm doing and from one level to the next I'm just like "wth how did I get there already?" lol. Yes questing will take longer than normal but like i said, it's about the XP not the time you do it in.
  4. You know i'm not turned off the game becuz of it becuz it will be fixed lol, but this really should have been in there since launch. they've been working on the game for over ten years and they screwed up big time on one of the most ESSENTIAL parts of the game?? were they on crack when they decided: "OMG!! BRILLIANT IDEA THAT WILL PISS OFF THOUSANDS OF PLAYERS!!! LET'S THROW EVERYONE INTO ONE PVP MATCH SO THE LOWER LEVELS HAVE NO CHANCE!! THATS HILARIOUS!! OMG OMG OMG OMG WE.. ARE... GENIUSES!!!!!!!!!! ;SDHNF;LKJSDNGIANSG;KANGIHASLIUGNDFNB!!!!!!!!!!!!!!!!!"
  5. EVERYONE RAGING, READ THIS!!! Originally Posted by Aurainsoph Hey everyone. We absolutely understand you want to get in and play the game early. It's one of the reasons we expanded our Early Game Access from a maximum of five days to a maximum of seven days. However, there are a couple of important points to realize about today's opening salvo of invites, and the procedure in general for Early Game Access and launch. First, Early Game Access and launch is not supposed to be a stress test. In our previous Beta Testing Weekends we got up to very large concurrent number of players and brought invites into the game at a very high rate. That was done to stress test every aspect of our systems and servers, and essentially to see if they broke. In some cases, they did, but that helped us improve for launch. For us, launch isn't just about stuffing our servers with as many people as possible. As anyone who's been through a large MMO launch can tell you, that experience can be painful. Our aim with this launch was to ramp things up gradually, to spread our player population out amongst a variety of servers, to maintain all server types, and to keep queuing to a minimum (although we expect that to happen as we head towards December 20th). So far, all that has been successful for us on Day One. The second thing to realize is scale. We invited more people to play Star Wars: The Old Republic today than many other MMO launches manage in their entire head-start process. As I mentioned earlier today, when we opened pre-orders we had a huge spike in numbers - far more than most MMOs capture at launch. That was the initial rush. After that, our pre-orders settled down. What this means is that tomorrow, you'll effectively start to see the pre-order timeline expand. You'll see people who have pre-ordered later than July getting invites. The day after that, more people will be invited. We're actually planning to invite more tomorrow than today, and invite the same number again on Thursday - at which point we'll be into the original 'five days of Early Game Access'. Last thing. Why aren't we continuing to send waves over time? Two main reasons - one, because we need to see that the servers are maintaining stability over time; adding a lot of players in a short period (in other words, stress testing) can cause stability issues. Two, our plan is to continue to add servers - but carefully, and in response to demand. We need to monitor that demand and role out servers accordingly. A long-term recipe for MMO failure is to add a lot of servers early on, and then when population decreases, have to close those servers and merge them together. Our aim is for Star Wars: The Old Republic to be around for a long time to come. Today's just the first step in that - an early step, too - and we'll be running smoothly, with a stable population, before too long.
  6. EVERYONE RAGING, READ THIS!!! Originally Posted by Aurainsoph Hey everyone. We absolutely understand you want to get in and play the game early. It's one of the reasons we expanded our Early Game Access from a maximum of five days to a maximum of seven days. However, there are a couple of important points to realize about today's opening salvo of invites, and the procedure in general for Early Game Access and launch. First, Early Game Access and launch is not supposed to be a stress test. In our previous Beta Testing Weekends we got up to very large concurrent number of players and brought invites into the game at a very high rate. That was done to stress test every aspect of our systems and servers, and essentially to see if they broke. In some cases, they did, but that helped us improve for launch. For us, launch isn't just about stuffing our servers with as many people as possible. As anyone who's been through a large MMO launch can tell you, that experience can be painful. Our aim with this launch was to ramp things up gradually, to spread our player population out amongst a variety of servers, to maintain all server types, and to keep queuing to a minimum (although we expect that to happen as we head towards December 20th). So far, all that has been successful for us on Day One. The second thing to realize is scale. We invited more people to play Star Wars: The Old Republic today than many other MMO launches manage in their entire head-start process. As I mentioned earlier today, when we opened pre-orders we had a huge spike in numbers - far more than most MMOs capture at launch. That was the initial rush. After that, our pre-orders settled down. What this means is that tomorrow, you'll effectively start to see the pre-order timeline expand. You'll see people who have pre-ordered later than July getting invites. The day after that, more people will be invited. We're actually planning to invite more tomorrow than today, and invite the same number again on Thursday - at which point we'll be into the original 'five days of Early Game Access'. Last thing. Why aren't we continuing to send waves over time? Two main reasons - one, because we need to see that the servers are maintaining stability over time; adding a lot of players in a short period (in other words, stress testing) can cause stability issues. Two, our plan is to continue to add servers - but carefully, and in response to demand. We need to monitor that demand and role out servers accordingly. A long-term recipe for MMO failure is to add a lot of servers early on, and then when population decreases, have to close those servers and merge them together. Our aim is for Star Wars: The Old Republic to be around for a long time to come. Today's just the first step in that - an early step, too - and we'll be running smoothly, with a stable population, before too long.
  7. EVERYONE RAGING, READ THIS!!! Originally Posted by Aurainsoph Hey everyone. We absolutely understand you want to get in and play the game early. It's one of the reasons we expanded our Early Game Access from a maximum of five days to a maximum of seven days. However, there are a couple of important points to realize about today's opening salvo of invites, and the procedure in general for Early Game Access and launch. First, Early Game Access and launch is not supposed to be a stress test. In our previous Beta Testing Weekends we got up to very large concurrent number of players and brought invites into the game at a very high rate. That was done to stress test every aspect of our systems and servers, and essentially to see if they broke. In some cases, they did, but that helped us improve for launch. For us, launch isn't just about stuffing our servers with as many people as possible. As anyone who's been through a large MMO launch can tell you, that experience can be painful. Our aim with this launch was to ramp things up gradually, to spread our player population out amongst a variety of servers, to maintain all server types, and to keep queuing to a minimum (although we expect that to happen as we head towards December 20th). So far, all that has been successful for us on Day One. The second thing to realize is scale. We invited more people to play Star Wars: The Old Republic today than many other MMO launches manage in their entire head-start process. As I mentioned earlier today, when we opened pre-orders we had a huge spike in numbers - far more than most MMOs capture at launch. That was the initial rush. After that, our pre-orders settled down. What this means is that tomorrow, you'll effectively start to see the pre-order timeline expand. You'll see people who have pre-ordered later than July getting invites. The day after that, more people will be invited. We're actually planning to invite more tomorrow than today, and invite the same number again on Thursday - at which point we'll be into the original 'five days of Early Game Access'. Last thing. Why aren't we continuing to send waves over time? Two main reasons - one, because we need to see that the servers are maintaining stability over time; adding a lot of players in a short period (in other words, stress testing) can cause stability issues. Two, our plan is to continue to add servers - but carefully, and in response to demand. We need to monitor that demand and role out servers accordingly. A long-term recipe for MMO failure is to add a lot of servers early on, and then when population decreases, have to close those servers and merge them together. Our aim is for Star Wars: The Old Republic to be around for a long time to come. Today's just the first step in that - an early step, too - and we'll be running smoothly, with a stable population, before too long.
  8. Originally Posted by Aurainsoph Hey everyone. We absolutely understand you want to get in and play the game early. It's one of the reasons we expanded our Early Game Access from a maximum of five days to a maximum of seven days. However, there are a couple of important points to realize about today's opening salvo of invites, and the procedure in general for Early Game Access and launch. First, Early Game Access and launch is not supposed to be a stress test. In our previous Beta Testing Weekends we got up to very large concurrent number of players and brought invites into the game at a very high rate. That was done to stress test every aspect of our systems and servers, and essentially to see if they broke. In some cases, they did, but that helped us improve for launch. For us, launch isn't just about stuffing our servers with as many people as possible. As anyone who's been through a large MMO launch can tell you, that experience can be painful. Our aim with this launch was to ramp things up gradually, to spread our player population out amongst a variety of servers, to maintain all server types, and to keep queuing to a minimum (although we expect that to happen as we head towards December 20th). So far, all that has been successful for us on Day One. The second thing to realize is scale. We invited more people to play Star Wars: The Old Republic today than many other MMO launches manage in their entire head-start process. As I mentioned earlier today, when we opened pre-orders we had a huge spike in numbers - far more than most MMOs capture at launch. That was the initial rush. After that, our pre-orders settled down. What this means is that tomorrow, you'll effectively start to see the pre-order timeline expand. You'll see people who have pre-ordered later than July getting invites. The day after that, more people will be invited. We're actually planning to invite more tomorrow than today, and invite the same number again on Thursday - at which point we'll be into the original 'five days of Early Game Access'. Last thing. Why aren't we continuing to send waves over time? Two main reasons - one, because we need to see that the servers are maintaining stability over time; adding a lot of players in a short period (in other words, stress testing) can cause stability issues. Two, our plan is to continue to add servers - but carefully, and in response to demand. We need to monitor that demand and role out servers accordingly. A long-term recipe for MMO failure is to add a lot of servers early on, and then when population decreases, have to close those servers and merge them together. Our aim is for Star Wars: The Old Republic to be around for a long time to come. Today's just the first step in that - an early step, too - and we'll be running smoothly, with a stable population, before too long.
  9. WHOA WHOA WHOA!!! EVERYONE STOP AND READ THIS!!!! Everyone should go back and read the second post of the thread!!! I know that some people are stupid and they piss you off with their overreaction to this event. But that is no excuse to go around insulting them. I realize everyone is disappointed and/or frustrated. But then again many of you are making good use of being able to talk with EVERYONE at the same time and they look at the brighter side of things and are just having fun. Myself included. I posted my frustration but still made sure that everyone knew that I am still stoked and have no hard feelings against BW/EA. Please people. If someone's post bothers you either flag it, or just ignore it and move on to something more positive!!! Let's all just make good use of the waiting time. Read up on the classes again watch some videos, write a story for cryin out loud just do something positive that will get you even MORE stoked and excited for the game!!!
  10. and suffering leads to alcohol! WOOOOO JAGER BOMBS ALL AROUND!!! lol
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