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Pokebreaker

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  1. Thank you for responding. Where do I find the Arkanian version of Fortunate Redoubt? I only see it vendor listed as Underworld. On AskMrRobot.com, it says its artifice crafted, but I can't figure out where it originates, as far as schematic drop, or the item directly dropping itself.
  2. Ok, so as an Assassin Tank, I would want the following Arkanian relics? Arkanian Relic of Shield Amplification: Shielding an incoming attack grants 510 Absorb Rating for 6 seconds. Arkanian Relic of Ephemeral Mending: Healing an ally has a 50% chance to restore an additional 580 health or 3 seconds. Also, I've noticed in the two main tank stats threads (KBN and Dipstik), there is rarely mention of Accuracy rating. Should the only stat (aside from main stats of course) I see on any of my gear be Defense, Shield, and Absorb? Some of the Black Market gear has accuracy on it by default, and i'm trying to figure out if I should replace them. Sorry for the newb questions, I'm trying to get my stuff right. Thank you.
  3. Seems like those complaining about it aren't doing so from the right perspective. Seems they are saying its "worthless" solely from the perspective of comparison to other classes abilities, which is silly. Agreed, it may not be as great as another classes', but its still a useful addition to the class, considering we didn't have it before. This ability, in my opinion, requires players to think just slightly outside of the box. Before Phase Walk, you had NO ability to teleport from one place to another, so anything you got yourself into, you had to ride it out till the end "pending your use of Force Cloak, and its effectiveness". Seems some are only looking at it as a tool that doesn't help them solo kill one or many targets at the same time. Sometimes disruption of the enemy is MUCH more useful than trying to kill them, and potentially losing the fight. Taking Voidstar for example. When I am solo defending a door, I always call incomings well before the enemy get in the area, unless a stealther pops up out of nowhere, in which case I call it as soon as they are visible. Then, instead of engaging in a fight, I let them get them plant the door between about 1/2 and 3/4 of the plant cast bar; Mindtrapping them before it finishes. 90% of the time, I am able to do this twice before having the break stealth and engage in a fight to keep them from planting. However, by this time, I have bled atleast 30 seconds or more off of their assault time. On top of that, I can phase walk away, Force Shroud/Force Cloak, go heal up, and then start the disruption cycle all over again, thus wasting even more of their time. Unfortunately, there is no way to properaly reward or recognize this style of gameplay, which can be VERY beneficial to teamplay. Since most are focused on Damage output and Healing as being the signs of a good player, the defensive capabilities Assassins can offer are overshadowed, unrewarded, and disrespected; even by players of the Assassin class. Players naturally go where the points and respect are located. So if it doesn't boost damage, or make you live longer while being wailed on, it is viewed as useless. I can't even remember how many times if I hadn't called incoming, or conducted my disruption rotations, that the opposing team would have swept us in few minutes (not that they didn't anyway, but didn't as fast). In my opinion, Phase Walk is an extremely useful tool in our survivability and usefullness in PvP. Maybe not as great as other classes, but still useful.
  4. +1 I like a good mix of PvP and PvE, swinging more in the direction of PvP. Although, I hate WZ's with a passion! I look at it solely as a place to grind out gear for OW-PvP. Too many bad players in pug WZ's. I am not at all the best overall player, but you will be hard pressed to find a better TEAM player than me...Occupational Habit. So, me being consistently immersed in random groups with selfish players, is extremely frustrating. Not that I want those players to go away, because they have to start from somewhere, as well as be cannon fodder for pvp queues. PvE is a good break from that, because in PvE heroics and such, people are working toward the same end-goal; to kill the bosses, and possibly receive the item they have been wanting. Since there is no reward of any sort for individualism, PvE is a much better environment for ACTUAL teamplay. Sad though, because I hate the amount of time wasted doing PvE content, for the little and sometimes non-existent reward (group falls apart, the item(s) you wanted didn't drop, and/or you don't win a roll for anything.) Not saying that all PvE situation are optimal either. It seems like each side has a quality that I wish the other did. PvP has the desired gear, with the ability to obtain at own pace (whether fast or slow); although you trade off having to play with many terrible and/or new people. Where PvE has less desired gear (for myself atleast), but the teamwork of PUGs is significantly better. Would be awesome if they figured out some way to make a working hybrid of PvE and PvP, where players had the desire to work together, like in PvE, but with PvP worked into the mix (not referring to open world). Somewhat similar to (I know I will catch flak for the reference) in World of Warcraft. For those that don't already understand the reference. Alterac Valley is a PvP instance, like a Warzone, where the players would fight/interact throughout, but there were PvE bosses that each team had to take down, on their way to the final boss. The game could be won by being the first to kill the enemies' boss, or by draining tickets. Killing the boss is always faster, if the enemy team makes it feasible for you. These bosses REQUIRED someone to Tank them, Heal, and DPS, just as any other PvE boss would. And on top of that, if you didn't take, hold, and destroy enemy towers along the way, there would be the corresponding amount of insanely powerful mobs fighting with the last boss, often making it impossible to kill him, without going back and taking the towers (which removes the mobs). All this happening while personnel from the enemy team are disrupting and sometimes outright thwarting progression attempts by your team. I have rambled on too much. Just my $0.02 on what i'd like to see in the future.
  5. When it comes to a live in-game community, I feel that the players should field the answers to newcomer questions, and then provide them a reference to find more information. Google should be secondary to live knowledge. When it comes to checking references, that's when Google should come into play, to weed through certain bs. Like when people ask what Crew Skill goes best with what else. I will whisper them saying "I am not sure, but the Codex (explaining how to find the codex) will tell you the skills that go best with on another." This along the lines of the saying "Give a man a fish, and he eats for one day. Teach a man to fish, and he can eat for a lifetime." (That may be misworded a little). The point is, we can unintentionally create more D-Bags by perpetuating nasty behavior towards new folk. We can also create more useful players by being reasonable with them, and controlling the amount of unnecessary insults. We the players are what create a better player base to interact with. If we can educate newcomers to the basics, and even advanced stages of our games (regardless of how long they've played), we can help create a community that is fun to be around (not saying that everyone doesn't already enjoy their current crowd). I can count on two hands how many people I have found useful too add to my friend list, where the majority are only memorable in order to forewarn others of their presence. It is common of MMOs and forums, that regulars begin to treat chat as their personal and exclusive place to talk and do whatever. Shunning newcomers, and anyone who may disagree with their comments. I may disagree with someone's OPINION, but it is just that, an opinion. Everyone is entitled to sharing theirs, but they are too often portrayed as fact. I enjoy disagreements, because when done in an educated manner, both sides can potentially learn something new. If "facts" are thrown in to the mix, I like to ask for references, because people will make up all kinds of bs to make their comments sound plausible. Just sayin'. We the people can make the community better, but there are few willing to stand up to the more vocal ignorants in chat. I'ma have to try turning of Gen Chat, since I don't really get much usefulness out of it.
  6. So, a buddy and I were on the trek to obtain the +10 Endurance datacron in Makeb. We were about in between the first bridge, and the first circular platform, when someone else advertised they were looking for a group. I invite them, and we wait for them to catch up. Along the way, the other Assassin and myself like to throw down Phase Walks, in the event we have a misjump (which happened a couple of tiems) we can teleport back up before its too late. So, fast forward to the circular platform that goes up and down. Our third party asks, "Why do you need that purple thing?" So I decide to demonstrate, although I didn't write out that it was only a demonstration. I place Phase Walk at the ledge, then run and jump off, hitting Phase Walk again to teleport back up to the ledge. As soon as the port was done and my screen came back, I noticed our third-party rolling off the edge in his Cartel Skiff, thinking that I jumped because it was time to get to the platform. A few short seconds later "****** WAS DEFEATED" I laughed hysterically, although I didn't intend for it to happen. Lesson here, is to let one person go first, to make sure it's safe. You may learn something from their mistake.
  7. Well said, Sir/Ma'am! I brought a co-worker into SWTOR, as I have only been playing for a little over a month. His most memorable interactions from Day-1 was him asking where to find something in the planet he was on. In which the first three responses were in the realm of "In your mom's A** Hole" and other childish remarks. He never did get a legit answer until he was able to get ahold of me. We actually laugh at those responses, because it reminds us how dumb the population can be. Or even myself, still feeling as I am constantly learning something new about the game mechanics (seeing as they change every so often). I ask a question in general chat, and am told to Google it, and am ridiculed for not already magically knowing the answer off the top of my head.... My thinking was that I would query the potentially knowledgable live player-base, before having to minimize the game and do external browsing. That way I can ask follow-up questions in the event that a website doesn't have the answer, and takes multiple days to respond to questions. I guess I should have known better than to interrupt a Gen Chat wide conversation about lude sexual acts (sometimes referring to minors), reproductive organ sizes, and/or excited guys getting near nude outfits for their female characters (or the lack thereof). Usually those are happening all at once. There are occassionaly those that will send me a gracious whisper, answering my questions, and then joking about the a*s hattery of "regulars" in Gen Chat. Those personnel are easily added to the Friend List. As a result, I also find myself being the Whisper guy, answering newcomer or curious player questions (if I know the answer, or a good source to find it). Other games aren't necessarily any better, but in my experiences, SWTOR community takes the cake. Doesn't take a lifetime of service to a game feel something is wrong. To those that say "If you don't like it, leave, but don't complain". That is the wrong answer overall. We like to SAY that we are in a free world (regardless of nationality), yet some don't understand that the voice of the people (among other things) are what influence change. That doesn't mean that every complaint will be entertained, or is even valid, but if nobody is speaking up, nothing will ever change. How is it that someone feels they have the authority to come in and tell someone to pound sand, meanwhile they themselves are doing what they don't want someone else to do? Hypocritcal, I know. If content makers (across genres) didn't care about their customer opinion, they wouldn't make the forums or means to communicate with them. Players can easily say "If you don't like it, leave, nobody will miss you", but I wonder if content makers are happy with their CUSTOMERS dismissing other customers? In my opinion, that's the equivalent of standing inside of a business that you frequent (without endorsement from the owner), telling unhappy customers to "Go F*ck Themselves", and that their business won't be missed. I'm sure owners just love their customers letting money walk out of the door, without finding out why.
  8. Hello SWTOR folks, I'm not certain if this issue has been noticed or raised previously. However, another Deception Assassin and I have been noticing an issue with the HK-51 droid mainly while on Makeb. When stealthing through an area or instance, our HK-51's will randomly pull aggro of a standing mob, although my character doesn't. So for instance, I will activate Blackout (which, for 8 seconds, allows me to basically walk past up to a Champion mob, without pulling aggro), yet my HK-51 will pull aggro. What's even wierder, is that HK-51 and myself will still be in stealth, yet the mob is following and beating on HK-51, reducing his health, meanwhile he and I are still in stealth. Another issue which is seemingly linked, is when using Force Cloak. When I need to bail from a fight, whether it be an NPC or player, I activate Force Shroud, and then Force Cloak. Two issues have been arising after this. One, my HK-51 will take damage or something ( I can't tell because I am moving in the opposite direction of the enemy), and cause ME to become unstealthed after I am well out of distance of the mob/player. Or two, I will remain stealthed, but my HK-51 is still visible, and is being beat on by the NPC, and most recently, another player. I've noticed these recurring issues over the course of the last 3 days of play.
  9. I many matches people who aren't already enroute will divert to assist, but often not enough. Sometimes, WAY too many divert, leaving the other node completely undefended, which backfires. I give them credit for atleast trying to work as a team. I see many players who "know" how to play, claiming so because of their high damage output, but very often they are playing solely for damage count. These are the ones I see most often fighting random fights in huttball, as the enemy ball carrier walks by with only me wailing on him and calling out his position (as though the bright beam of light coming from his body and head weren't enough). Only a few, if any others could be bothered less with it. But at the end of the match, myself and a few others who were playing the objective the whole match will get shat on, because our damage wasn't in top tier, so we have NO room to criticize others' complete disregard for the actual objective of the match. If many of these high damagers spent more of their time wailing on the ball carrier, or the healers, many matchs (in my opinion), would be alot closer. But doing so means that they'd have to share damage with other people, and thats a sin in the stat world... I've been a big advocate of removing all stats except the Win/Loss from games that VS players against each other. Although their are benefits to displaying individual stats, such as who was putting in work, and who wasn't. The sacrifice is that most matches are team based, and with so many people being able to focus on one stat, namely Kill/Death, or in swtor, Damage, it causes goals to be self-oriented, rather than for the team. Few people are willing to sacrifice their stats or e-rep in order to assist the team in winning, they will do what they have to do to post big individual numbers, to try and prove they are the best. Now healing and protection are different, because those are purely support stats, but I still think the only displayable stat should be Win/Loss. I think that would force people to play more as a team, because the only thing that matters is winning. Off of principle alone, I would be in favor of a system where you ONLY get rewarded points for winning, and the losing team gets absolutely nothing. This clearly would not work, because if you take individual stats from people, they would freak out due to e-peen shrinkage (and the female equivalent, to be non-sexist). But I'd be willing to make that sacrifice for the greater good
  10. Well, I am the minority that likes Phase Walk, considering we had nothing of the sort before that... In huttball, since I like to stealth the enemy endzone for ease of team scoring. I set up my phase walk close to the edge of the enemy pit. Reason being, is in the event that I get discovered, I can jump down into the pit, drawing my pursuers with me, then phase walk back up top. I haven't tried phase walking while being the ball carrier, but if that would work, that would be an interesting use as well. Anyone tried it? For others WZ's, I like it as a quick escape/combat disruption tool. Considering we had nothing like Phase Walk prior to it, i'm confused at why its been taken so badly. Be creative with its usage. Also remembering that it's not only for PvP application. I also like to use it when soloing heroic 2's, or when doing heroic 4's with myself, my HK-51, and another DPS with HK-51. creates nice standoff when you have boss aggro, and are trying to reduce damage by kiting. You may ask, why not use healing companion? Simple answer, because I don't feel like it.
  11. I always give people the benefit of the doubt at the start of the match. I usually can tell how the rest of the match will go after everyone hits the ground moving towards their first objective. I usually get met with hostility when politely listing out a gameplan, and asking for everyone's participation. Folks don't like being told what to do, even when what they are doing is useless. Everyone has seen that guy that CONTINUOUSLY chooses not to support the friendly node under heavy fire, but goes to try and solo the enemies only node (which we don't need), just to be killed repeatedly. In matches where there is no communication anyway, and we are just getting spanked to the point of no return, I don't mind it as much. However, when we have that rare node guard who actually stays in place, and calls incomings either early, or as soon as he is engaged by stealth; and our second node is constantly being reinforced from spawn, there is no reason for dirtbags to screw the team by not reinforcing where it's need. For visual sake; we hold East and South nodes, and it is a close match. I am keeping people as motivated as possible to continue doing what we're doing for a bit longer. Encouraging them, that their actions are making a difference in the teams outcome. I'm checking the map every few seconds to monitor troops locations, and asking East guard if they are ok. I'm letting people know its ok to fight on the nodes, and to glance at it every few seconds during their engagements so it doesn't get ninja'd. Then, on one of my map checks I notice a purple icon running from spawn, through the center of the map, headed towards West. He gets to west, dies in 7 seconds. I type " Hey, (insert name here), we already have two nodes, please reinforce South, or replace the guard at East, we could really use you in the fight". My words are met with silence, and once again that purple icon takes off through the center of the map towards West, and dies again... This happens 4 more times... Meanwhile, our Southern defense is starting to dwindle, to the point where the enemy were able to get the node with a few ticks of capping. Luckily we had one person still alive who disrupted them long enough for reinforcements to arrive. I understand there are many perspectives that can be applied to "purple guys" logic for what he was doing, but there have been too many matches where solo actions become toxic; and when more than one person are doing it, it often causes the whole team to fail. Sorry, that was long winded. Rant Complete.
  12. I love open world PvP, and conduct it every chance I get. Anywhere from mind trapping folks just to screw with them, to ganking and camping their mission area for 10-20 minutes. On the flip side, I expect, and recieve the same thing when I am questing alone. It's what makes for a healthy PvP server, in my opinion. It's fun having to watch your back when you are conducting missions in secluded areas by yourself; not worrying about the roaming Elite Mob, but another playing coming along and handing you your face. Yes, getting ganked can suck at times, but if you weren't open to the possibility, then shouldn't have come to a PvP server, where anything goes (for the most part). makeb right now is a fun place for me. I love rolling through the daily areas looking for a fight. Many times I have been trying to conduct my own dailies, and end up diverting for an hour or more, looking to get revenge on someone that ganked me, but end up finding someone else who had nothing to do with it. I don't know, I guess I just like the unknowns of open world pvp. Just wish there were more of it. More areas where both factions' missions lead them to the exact same areas, looking for the exact same items or mobs. Thus causing a fighting conflict over resource availability. I love picking fights I am certain I can win. Why would I want a fair fight? That isn't logical! I care less about people's ratings of my "skill". This ain't a movie where I throw down my gun, you throw down yours, and we proceed to fist fight each other. This is the part where I shoot you in the back while you aren't looking, and I get to be the one that lives another day I'm rambling now. Hope OWPVP gets more active over time.
  13. He has X amount of credits on one server (POT5), but now plays on another (Bastion). If anyone has a character on his new server (Bastion) with same amount aforementioned credits, but now play on his old server (POT5); he would like to make a trade.
  14. Overpricing/undercutting. Samething in my opinion. If one person can get the materials for lower cost (farming VS buying at high cost from a gatherer), and reproduce said item at a lower cost, then the sale price can be lower, while still making large profit. Its the way business works, whether real or fictional. The only downside in the fictional realm is that factors of construction quality, name brand, and customer loyalty can't play a factor in a purchasers decision to go with your higher rate, or the others' lower, for the exact same item. Although you buy the undercutters out and relist for your preferred rates, this may profit you in the short run, but might also encourage those undercutters to continue doing so. If there is one successful sale, there might be another, and another. They don't know that you are buying them out for that reason, so they assume that the player base likes their pricing. Just my worthless $0.02.
  15. My biggest issue is with the removal of Expertise, and it's effect on Open World PvP. Yes, I like the WZ grind, and don't mind having the playing fields leveled SOLELY due to this being a low population game. Honestly, t's the only way to keep the PvP population entertained, because if the brackets were a 10 level spread, the queues wouldn't be very active at certain levels. Got it. But now it seems that the pre-55 PvP gear, although much more easily acquired than PvE; is essentially PvE gear for those using it out of WZs. I am very rarely one that complains about changes, because they are often fairly minor, and are common among mmorpgs. However, changes that render my previous invested time useless, are extremely discouraging. I like to have a slight advantage (that I worked for) when conducting open-world PvP against a target that is decked out in end-game PvE gear (that they worked for). Different applications of gear, but only one has been rendered less effective. Skill is irreplaceable, but better primary stats can still make a huge difference. The quick answer is to just grind for the level 55 PvP gear to get the Expertise back. HOWEVER, I am skeptical about wasting time with that, if the current answers to my invested time is to have the rewards nullified in updates. WZ equality I am in disagreeance with, but more ok with. Open World equality, I am not, because Expertise is the only advantage I have against the larger end-game PvE base of players that roam the world. Both parties worked hard for the gear advantage they have/had, yet only one is getting screwed. Vent complete.
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