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AsinineTangent

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  1. Yyyyeah, not to call you out or anything but those numbers don't appear right at all. I'm in full Columni in my PvE gear with 2 pieces of Rakata and G. Slash at least sits at MAYBE 1600-1800 noncrit. Full stacks.
  2. Yeah. 32/9/0. No force clap. You don't really need a stun here most of the time because you can already immobilize/interrupt just by leaping. The only time it'd be useful is stunning the ball carrier so he can't pass but that's so situational and any other time you're just filling their resolve bar for no reason. Anywhere from 8-12 medals most games. You can still usually land the 2.5k hit medal with either dispatch or guardian slash. Guarding a healer and keeping an eye on him while you fight is really powerful. Your damage isn't great (75-100k average for me) but you can still 1v1 people if it happens at a cap point or something. But posting 100k damage and 75k+ protection feels pretty good. My best game was probably 150k damage, 100k protection.
  3. How to make resolve work for you: 1. Save your CC breaker for the control that fills your resolve bar unless there is something you absolutely need to do NOW (like stop a cap).
  4. Doesn't work on Hard but yeah this is what we did on Normal when we were still doing those.
  5. Gave it a try last night. Huge improvement in WZs mostly. Pretty happy. Now just make instants actually instant.
  6. Huge improvement for me too. Keep in mind that if you are playing at a steady 60 FPS in PvP you probably did not see much change in normal play since a lot of these fixes were supposedly to improve performance at lower framerates. And warzone delay is pretty much gone for me. Force Kick actually goes off when I press it, it's pretty nice. I also have not had the Master Strike problem since. I never had to mash Riposte to make it go off. Keep in mind that with the "everything stays lit" it can be difficult to tell when your cooldowns are ready (the last 10 seconds or so are usually very difficult to see depending on the cooldown length) which could be a source of you hitting it and nothing happening.
  7. I guess I just find it funny that despite all the other bugs present in endgame content right now, people refuse to consider that this may be yet another one. Requiring the South to finish first is completely arbitrary with nothing in game to support that is an intentional part of the fight.
  8. That's the thing though. You're wrong. You certainly don't need to click them near the same time. And getting ahead appears to make no difference. Before we just plotted out the exact puzzle solution we just let the south obelisk solve each layer completely before even touching the north console and the consoles never locked. We did hit the enrage on the fourth layer though. But if you were correct, the consoles should have became unclickable because the south side was 3 or more turns ahead of us. It's simply a bug where the current workaround if you encounter it is to allow the south side to complete each of their puzzles first. And this is easily accomplished by plotting out the full solution. Not to mention clicking at the same time doesn't take into account that the puzzle doesn't necessarily even have the same solution between both locations.
  9. I found all the normal mode flashpoints very simple. So to answer your question, at 50. D7 is probably the first instance where bosses can actually pose some kind of threat though.
  10. You should really just eat the pillar. It's not that much damage and Soa can't hurt you any more after it falls. Yeah, if you get double tapped maybe you'll die but if you were in the right place you have the burn phase to be battle ressed. So, you can still salvage the pull. However, if you miss the drop because you tried to run you are most likely going to wipe. Having a sage Rescue Grip me has worked with some success for us. But, again, it's pretty risky for not much of a gain. The only time I've ever died on the drop was when we messed up anyway and he has enraged.
  11. You know, I've seen this before. Right after the pillar drops sometimes I'll be lifted into the air, arms stretched out. Right? I have no idea what it is. But I can move normally and after I use an ability it goes away.
  12. Yeah this fight is a nightmare because of the bugs (technical, not the green things). The first time we did it it took us 2 hours because the consoles would stop responding. What eventually worked for us was allowing the south obelisk to solve each layer of the puzzle first. So we looked at the order the symbols were in on the rings, looked at the starting color and the needed color and figured out how many turns each layer would take on both sides. Then we used this information to make sure we never solved a layer before the south obelisk team. We solved it so fast we didn't even get a double acklay spawn. I can't imagine the consoles just straight up becoming unresponsive is intended but yeah, letting south solve every layer first appears to be a viable workaround. What ISN'T a bug is you getting a ton of the large green bugs spawned on you. It means you took too long and it acts as an enrage. We actually were handling them alright (they eventually stop spawning) but the actual puzzle completely reset. You are not supposed to be able to continue at this point. You are supposed to die. Also, yeah, every time we wiped we had to reset the phase and clear trash again or invariably one or both of the consoles would not be clickable. And no the puzzle is not static. Between resets we got different starting positions. And it differs between north and south. If I recall, at north we were 3 2R 3 2L and south was 3 3 2R 2R. Saying you can always solve it in 8 turns or less is bogus, You can sometimes get a starting position that allows that, sure, but it isn't always the same.
  13. Yeah. We're talking about 16-20 more of the primary stat (end for guard tank/tank set) on a columni piece as opposed to champion gear and then maybe 10-15 of the other stat (str for the same set) per piece. Whether this is enough of a difference is up for debate but the significance is not as minor as the OP makes it sound.
  14. Well I hope you guys are right and this isn't going to be like WAR where it took a half dozen patches of "no really guys, we fixed the delay this time". I'm at work so I can't try it myself yet.
  15. I main tank Hard OPs right now and personally find single target threat adequate. Scoundrels have a tendancy to grab aggro in the first few seconds if they don't wait to engage because all their cooldowns are up so their initial burst is insane. I save my taunt for it and usually do not lose aggro again. AoE threat is pretty bad though which is why you need to talk about CC and burn targets with your group so you're not trying to maintain threat on more than 2-3 mobs at a time. However, 8 man EV trash isn't even necessary to tank. All I do is group them up as much as possible at first so they can be AoE'd then throw an AoE taunt when I start to lose them. At this point they are dead/almost dead. Palace trash is a bit more dangerous but the pulls are much more like hardmode flashpoint pulls so you can manage them the same way.
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