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Lutese

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  1. +1 on crafting (and many other things in 6.0) needing a massive change. I read the crafting posts on the PTS forum explaining how terrible 6.0 crafting was. There were had tons of viable ideas/ways to improve/fix it. (that were all but ignored) I was shocked by what was pushed out to Live.
  2. Lutese

    Missing Gear

    Problem resolved. There were two versions of those companions. The original ones, and NEW ones who you get when they come back during KOTFE and forward. I didn't get my old Aric and Elara back who had the gear on them. I was given the new versions. You can tell if your companion is the old or new version by looking at their mouths when you click on them and they talk. Lips move = original All my missing gear was on the original versions of the companions, which I have no access to. A really nice CS rep put it into my character's inventory. Thank you very much really nice Customer Service rep! And Eric, thanks again. You Rock!
  3. My character was finishing up their Intro to Ossus quest. I was given my companions (Aric and Elara) old gear in my inventory and I equipped it on them. When I finished the quest I was on the gear I had put on them was missing and they have on new gear sets. As you see in the above picture Aric Jorgan is wearing the NEW gear that he wears when he returns during KOTFE. (chapter 11 maybe?) Why was I given the gear and allowed to equip it on my companions when it was going to be erased the moment I finished the quest I was currently on? The gear should have been given to me at the same time I was given the new versions of my returning companions wearing their new armor after I completed the quest. Because their equipment was given to me while I still had the OLD version of my companions, and I was able to equip it, all of the gear I had on them is now lost to me. It was gear from years and years ago that I have had on those companions. I can not replace it.
  4. Here is the math for you. http://mmo-mechanics.com/swtor/forums/thread-786-post-21688.html#pid21688 Here is a wonderful thread that hashed this out over a year and a half ago. http://mmo-mechanics.com/swtor/forums/thread-786.html (gets good @ page 7) So what the other poster was saying is spot on. Any mele class SHOULD, as a courtesy, stand 2.76 - 4m away from the center of the boss's hit box so they require 130% threat to pull aggro. The whole argument that "DPS can out threat a tank" is hogwash. Any and all who say such things obviously do not have a basic grasp on how threat works, and/or how to apply such information to the game. Here is a nifty chart showing two tanks in a 2 min parse. One tank is just DPS'n and the other is using their taunts. Both are generating 1000tps. http://mmo-mechanics.com/news/wp-content/uploads/2012/03/Threattaunts.png (full thread for the pic can be found here...http://mmo-mechanics.com/news.php?article=kors-laboratory-threat) After 2min the tank that is using taunts on CD has 3.5x the threat of the other tank. I could go on and on... ALL this information is well over a year old and has been out there if you simply go looking for it. The GOOD tanks take the time to learn this information, figure out how to apply it to their class, and threat is a non-issue to them as they always have it. The BAD tanks just blame the game and say things like "DPS can out threat a tank no matter what the tank does" which is utter rubbish.
  5. Take some of your own advice here as you are incorrect about how the Guard function works. So far this thread has been full of some great info side by side with people that are just flat out wrong. Unfort. for the new or casual player it will be difficult to tell which is which.
  6. You seem to be bringing preconceived notions of tanking from some "other" games into this one. You are acting like taunting is "bad" or means you "failed" in some way as a tank. I come from another MMO (LOTRO) where a taunt only holds the mob and doesn't build additional threat. As a tank I had to WORK for my aggro. I get it. In that game if you taunt it means you "failed" at your job. Taunting constantly to maintain threat is how THIS game works. The taunt DOES build threat and is a valuable skill that should be used in a rotation as opposed to regulated to "oh shoot I messed up I better taunt". In order to hold threat without taunts in THIS game the tank will have to be doing somewhere around 1,000-1,300k DPS which just isn't going to happen. I've tanked TFB HM (we as a guild have been 5/5 for a bit now) and I fully understand the mechanics of all the fights in this game and from all the various roles. (I raid lead and will tank, dps or heal based on group makeup) BECAUSE you are constantly tank swapping on most all of the Bosses in TFB the tanks are able to maintain threat on DPS that are, when well geared and min/maxed correctly, pulling some really crazy numbers right now. IF you are able to maintain threat on ANY class of tank without using taunts constantly then you need to have a nice long talk with your DPS about why they are only doing 1,200-1,400 DPS. I can have as many as three DPS'rs in one of my Guild runs that can pull over 2K during a boss fight. (2,400 spikes are fairly common) Unless I do a very efficient DPS rotation constantly and using every skill in my bag o' goodies (including taunts) I just will not be able to hold threat vs. DPS pulling numbers like that. But I somehow manage to. And I have explained how. Hope it helped.
  7. I did read the whole post, but almost didn't after this opening line. Your are a solid 6% off where your Defense should be. Ditch those worthless Power Augments and swap in some Def. ones until you hit 30%. (30/50/50 are the stats Jug/Guardians should have) Are you pure tank spec (i.e. 31 in left tree) or are you Hybrid? Hybrid not only gives you better mitigation, but also does more damage which equals more threat. (you swap 4% Absorb for 4% flat mitigation which is much, MUCH better. Add to that the Unstoppable talent, and Force free Smashes and what is not to like? Dump more of those worthless power Augs to make up the loss of Absorb) Do you understand how taunts work? When taunting from Mele distance you gain 110% threat. When taunting from Range you gain 130% threat. Mele is considered 2.74 meters from the center of the targets hitbox. Ranged is 2.75 meters. A simple step backwards when you taunt = 20% more threat. Do you use Enraged Defense as a Defensive CD? (don't... it lowers threat) Are you Guarding the highest damage dealer? Are your taunts always on CD? (Both AOE and single target) Are you doing silly things like pulling with a taunt? That is basically gimping your threat on the pull. An increase of 110 - 130% threat of initial aggro = no real threat increase at all and a horrible thing for a tank to do. (I can't think of a single boss in any Flashpoint or Operation that I have ever lead with a taunt) Find a fast, efficient, and high damage opening rotation and follow it with a taunt. (make sure to take that step back to 2.75m for the 20% threat bump if it is stationary target) Follow that with another solid high DPS rotation and use your AOE taunt. (stepping into 130% range of course) After your next solid high DPS rotation is done your single target taunt is back up so use it. (again stepping back if possible for the 20% bump) You now have a nice chunk of threat and SHOULD be well ahead of your DPS. (keeping this up and using your taunts on CD) Don't wait for someone to pull off of you to use a taunt. Make it a part of your rotation and be smart about it. Losing threat will become a non-issue. (I have people spiking to 2,400 DPS in raids <durn PT Powertechs and Snipers> and I don't lose threat on a boss ever) <edit: ok, maybe once every 100 pulls if I am being stupid>
  8. If the Stormcaller tank runs out of range of Stormcaller during the shield phase, aggro will move to a DPS or Healer under the shield.
  9. Smuggler and "Great Hunt" made me question the whole thing. Something is odd @ this whole thing...
  10. Vanguard Assault Specialist spec. Assault Specialists Vanguards are in the top 3 in their DPS output. Your other choices are Smuggler or Shadow, but the Vanguard will out DPS's both of those classes hands down. So for raw mele DPS output pick a Vanguard.
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