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Ashmadai

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  1. A harnessed TK throw/force lightning is uninterruptible and hits for about the same as a master strike/ravage. It also heals them and can be used more frequently. You know how you deal with it? You knock them back, stun, or CC them. Do the same to a knight/warrior.
  2. Ashmadai

    A fix for ravage.

    Ravage now is no different than a harnessed TK throw/Force lightning, and does about the same damage if it all crits, without the self healing. And it can't be used as often as that. Pick a class, and they all have abilities to stop it. If you're going up against a knight/warrior, make sure you save a stun, knockback, stasis, flashbang, etc. for when they use it. It's a 30 second(27 talented) CD, not like some spammable ability.
  3. They are pointless. The first week me and my friends were 50, we did a bunch of them, only to later realize normal mode EV/KP are easier and get you columi faster. I like that the 4 man HMs are challenging, but they need to change the HM daily to reward currency that can be slowly accrued for high end gear, or nobody will bother running them.
  4. The way it works in wow is every time a guild member kills something, an extra 10% of money is dropped and goes right into the guild bank. So if the enemy would drop 10 gold, the player would get their 10 gold, and 1 gold goes into the guild bank. It allows income to the guild to pay for people's repairs and all that, and they should definitely just copy that implementation.
  5. Arenas are fun. As long as they're just another path to getting the same gear you get from warzones, it's all good. It's more of a rock paper scissors game of team composition and who manages CCs best and what not. I don't see why anybody would be so against it being in the game.
  6. I've wondered this myself. I thought maybe it was because shadow/assassin can't flashbang you after they sap if you break it, but they can also force lift, so who knows.
  7. People sleep on Vigilance in PvP because Focus has so much AoE damage, but they're nuts. Unremitting is huge for staying on sorcs/mercs to smoke them. I routinely do 300k damage on my vig guardian, and i'm only in a smattering of champ/centurion pvp gear. It may not sound impressive when compared to focus hitting people with AoE, but when you consider that almost every point of damage Vig does is single target, you start to realize the spec can put some serious pressure on.
  8. There's no way this was intended. Just think to yourself. If the defending team has no force speed using classes, and the attacking team has one, and the attacking team sends their speed user across while also NOT killing the defenders, the game is now over. The defenders won't respawn across the bridges, and they'd just be sitting there waiting on the game to end. It's just common sense. It'll be fixed.
  9. It's really not hard to understand. If PvP is balanced between damage dealt, taken, and healed at say (15% expertise), then at 25% expertise the damage dealt and taken is now again equal, but healers are healing for 10% more, thus tipping the scales. So if pvp balance is based around the highest expertise numbers, then healers without the best gear are gimped, and if it's balanced around a lower number, healers are too powerful per capita in the best gear. Expertise gear should either not exist, or it should only affect damage. Healing could then be balanced around the existence of mortal strike type debuffs, or the warzone trauma debuff. As it is now, competent healers are already the biggest factor in whether your team wins or loses a warzone.
  10. Doing PvE dailies is by far the fastest way to make credits. Ilum pve dailies take 25 minutes to make 100k credits. If you die doing them then you're doing it wrong. The people who raid already have to do these to keep up with repair bills. I don't necessarily think pvp credit rewards needed lowered, since they weren't that high to begin with, but it's not the end of the world. If you want to save credits while levelling via pvp, go out and gather materials instead of running crew skills, and you'll still have plenty to train your skills. People who just want to pvp and never go gathering/class questing or whatever, the game is just not designed that way.
  11. It is unfathomable to me how someone didn't just throw out the idea of having synthweavers/armormechs create a consumable that adds an augment slot to a piece of gear. If they did that, then added some new orange schematics that had cool looks only available from them, those two crew skills would've instantly been viable, and none of these potential problems like asking people to RE raid/pvp gear would even exist. It's baffling.
  12. I guess if you can pull the mods/armoring out of it and RE it, you won't feel as bad about losing it and potentially not even learning the schematic, but still, I want to wear the look of my tier gear AND have the best possible stats, which now means I have to get a full set of tier gear, then RE it and have a chance to learn the orange schematic, then craft each one until I crit and add the augment slot. It's a pretty terrible implementation of what could be a cool idea.
  13. This has me concerned. If REing raid gear "has a chance" for you to learn the schematic, nobody is going to be doing it for a very long time. If you're going to ask people to wait until the RNG blesses them with a piece of their tier gear, you have to make the chance to learn the schematic for the look 100% chance.
  14. Definitely. I think it's something that is badly needed.
  15. I remember at the guild summit there was mention of sister guilds, and I wanted to express my hope for this feature in the future. My guild is a fairly small guild of friends. We run 8 man ops, chat it up, pvp together, etc. We main on the republic side, but some of us have alts in an imperial guild as well. Really, we'd just like to be able to guild chat across faction to the sister guild to put together groups and stay social with one another. I'm sure there are other features that could be implemented to make it even better.
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