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bolster for fresh level 70s (or returning players)


DNGDangerous

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Heres a video for Fresh Level 70s (or returning players) to use to quickly gear up and take advantage of bolster while slowly accumulating 252/258 gear.

 

(For those who do not know what bolster is; its a system that was implemented a couple years after the game officially launched in which the game will slightly strengthen an under-geared player to a stronger state in PVP warzones and story mode operations).

 

 

This video is primarily intended for those fresh level 70s who have been interested in trying out PVP or Operation group content but have been to afraid to try because of lack of gear.

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Heres a video for Fresh Level 70s (or returning players) to use to quickly gear up and take advantage of bolster while slowly accumulating 252/258 gear.

 

(For those who do not know what bolster is; its a system that was implemented a couple years after the game officially launched in which the game will slightly strengthen an under-geared player to a stronger state in PVP warzones and story mode operations).

 

 

This video is primarily intended for those fresh level 70s who have been interested in trying out PVP or Operation group content but have been to afraid to try because of lack of gear.

 

It also works for lvl 70s partially geared between 236-248.

 

I’ve actually been using my command Comms to set up a second gear set for when I pvp. Bolster actually works better when all the gear is the same.

 

I’ve not watch your vid yet, so I don’t know if you covered Augments. One thing I’ve tested extensively shows 236 Augments are mostly detrimental to bolstered gear. Especially the Mastery ones (even 228 Mastery is mostly useless)

 

My gearing is now around a full set of 230 gear that is augmented mostly with 228 crit and alacrity Augments and one or two power.

Then I add a 248 main hand weapon with 228 augment (obviously new lvl 70s can’t), which Bolster doesn’t seem to account for and get a big boost in damage stats.

 

Edit: I’ve just had a chance to watch your video and I have to ask, did you actually test adding and removing those Mastery Augments one at a time?

I can say from my own experience that after the first master augment, the rest stopped adding any stats what so ever.

If you didn’t test them one at a time, can I suggest you go and remove one at a time and watch your damage stats.

If you did test them, can you please add them to your video to show people how much difference they actually make.

Edited by TrixxieTriss
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It also works for lvl 70s partially geared between 236-248.

 

I’ve actually been using my command Comms to set up a second gear set for when I pvp. Bolster actually works better when all the gear is the same.

 

I’ve not watch your vid yet, so I don’t know if you covered Augments. One thing I’ve tested extensively shows 236 Augments are mostly detrimental to bolstered gear. Especially the Mastery ones (even 228 Mastery is mostly useless)

 

My gearing is now around a full set of 230 gear that is augmented mostly with 228 crit and alacrity Augments and one or two power.

Then I add a 248 main hand weapon with 228 augment (obviously new lvl 70s can’t), which Bolster doesn’t seem to account for and get a big boost in damage stats.

 

I use a similar approach, 230 rating with 228 augments, with 252 weapons from ossus that are augmented with 240 augs. In the video, I also compare it to 253+ rating gear (with full 240 augs) for visual reference.

 

The outcome really surprised me how well bolster is currently working

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I use a similar approach, 230 rating with 228 augments, with 252 weapons from ossus that are augmented with 240 augs. In the video, I also compare it to 253+ rating gear (with full 240 augs) for visual reference.

 

The outcome really surprised me how well bolster is currently working

 

Yeah, the weapons aren’t counted in the Bolster. So you can get a massive increase with them. The only thing is, when I tested the 236 augment in my 248 weapon vs 228 augment, I actually had better stats with the 228 augment

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Yeah, the weapons aren’t counted in the Bolster. So you can get a massive increase with them. The only thing is, when I tested the 236 augment in my 248 weapon vs 228 augment, I actually had better stats with the 228 augment

 

That’s amazing! I am glad I went with 228 augments then!

 

(Btw, I tried old 208 augments... and the stats were not worth using)

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... Especially the Mastery ones (even 228 Mastery is mostly useless)

 

My gearing is now around a full set of 230 gear that is augmented mostly with 228 crit and alacrity Augments and one or two power.

 

[Edited with better numbers below - same conclusion though I think.]

 

Hmm. I'm not sure Mastery (versatile) is *useless*. Well, it's useless in that it doesn't increase your stats, like you said. But if you swap out to crit, like you mention, you don't get extra crit for free. (At least, I didn't.)

 

I think maybe bolster, if you have no augments, pretends you have mastery. I just tested this with my deception sin. I have all 230 gear, and augments in everything except relic, ear and implants (so 9 augments). I've been running all versatile augs since before the ossussussessssssWhatever gearing crap-fest hit.

 

It's true that my bolstered stats with my 228 versatile augs were EXACTLY the same as when I pulled them all out and just had empty aug kits. However, it's not true that then putting in crit augs was just a straight up damage stats increase. What I saw was a "noticable" drop in damage and bonus damage, and in return I got a "noticeable" increase in crit and the crit multiplier. Which makes sense to me if what I were doing was *trading* mastery for crit.

 

I don't feel like trying the math to decide if the extra crit/multi is a better combo than the extra "raw" damage, and I haven't played my sin this way yet, so I don't know if it feels better or not either. Damage decreases by about 4-6% between the various stats. Crit and multi increase about 5-7%. But damage numbers are straight values, while crit and multi and percentages, so I'm not sure how to compare them really.

 

I have now also tried 9 228 overkill augs, and the stats are almost (within less than 1% I think) exactly the same as mastery or no augs - it's just you get there through power instead of mastery.

 

Here's the numbers - all crit augs first, then no augs just empty kits (which seems to be equivalent to versatile/mastery augs), and finally power augs:

 

STATS

mastery: 7467 (8374) (7467)

end: 9267

pow: 4293 (4293) (5157)

crit: 2820 (1956) (1956)

alac: 572

acc: 210

pres: 1097

 

MELEE

dmg: 3687-4229 (3877 - 4419) (3895 - 4437)

bon dmg: 2604.7 (2795.2) (2813.4)

acc: 103.90%

crit: 48.16% (45.27%) (44.42%)

crit mlt: 75.56% (71.82%) (71.82%)

 

DEFENSE

health: 136310

armor: 4092

dmg red: 18.86%

def: 10%

 

FORCE

bon dmg: 3476.5 (3667.1) (3685.2)

heal: 2508.3 (2641.6) (2662.5)

acc: 103.90%

crit: 48.16% (45.27%) (44.42%)

crit mult: 75.56% (71.82%) (71.82%)

force regen: 8.5

alac: 5.96%

Edited by Banderal
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[Edited with better numbers below - same conclusion though I think.]

 

Hmm. I'm not sure Mastery (versatile) is *useless*. Well, it's useless in that it doesn't increase your stats, like you said. But if you swap out to crit, like you mention, you don't get extra crit for free. (At least, I didn't.)

 

I think maybe bolster, if you have no augments, pretends you have mastery. I just tested this with my deception sin. I have all 230 gear, and augments in everything except relic, ear and implants (so 9 augments). I've been running all versatile augs since before the ossussussessssssWhatever gearing crap-fest hit.

 

It's true that my bolstered stats with my 228 versatile augs were EXACTLY the same as when I pulled them all out and just had empty aug kits. However, it's not true that then putting in crit augs was just a straight up damage stats increase. What I saw was a "noticable" drop in damage and bonus damage, and in return I got a "noticeable" increase in crit and the crit multiplier. Which makes sense to me if what I were doing was *trading* mastery for crit.

 

I don't feel like trying the math to decide if the extra crit/multi is a better combo than the extra "raw" damage, and I haven't played my sin this way yet, so I don't know if it feels better or not either. Damage decreases by about 4-6% between the various stats. Crit and multi increase about 5-7%. But damage numbers are straight values, while crit and multi and percentages, so I'm not sure how to compare them really.

 

I have now also tried 9 228 overkill augs, and the stats are almost (within less than 1% I think) exactly the same as mastery or no augs - it's just you get there through power instead of mastery.

 

Here's the numbers - all crit augs first, then no augs just empty kits (which seems to be equivalent to versatile/mastery augs), and finally power augs:

 

STATS

mastery: 7467 (8374) (7467)

end: 9267

pow: 4293 (4293) (5157)

crit: 2820 (1956) (1956)

alac: 572

acc: 210

pres: 1097

 

MELEE

dmg: 3687-4229 (3877 - 4419) (3895 - 4437)

bon dmg: 2604.7 (2795.2) (2813.4)

acc: 103.90%

crit: 48.16% (45.27%) (44.42%)

crit mlt: 75.56% (71.82%) (71.82%)

 

DEFENSE

health: 136310

armor: 4092

dmg red: 18.86%

def: 10%

 

FORCE

bon dmg: 3476.5 (3667.1) (3685.2)

heal: 2508.3 (2641.6) (2662.5)

acc: 103.90%

crit: 48.16% (45.27%) (44.42%)

crit mult: 75.56% (71.82%) (71.82%)

force regen: 8.5

alac: 5.96%

 

Thanks for taking the time to provide the numbers. They reflect my similar results.

 

What I’ve been doing for each Alt is picking what secondary stats I want and then adding those 228 Augments till I get that amount, after that I add power Augments over Mastery ones to gain some extra damage stats.

This gives me a more balanced build instead of just using all crit or all power, etc.

 

The take away from the testing is using master Augments is a waste because it adds nothing and you deprive yourself of other stats you could be adding to min max the build under Bolster.

Edited by TrixxieTriss
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here are the stats on my Sin: (after bolster)

252 weapon and Shield (with dps armor/mod/enhancement)

Advanced Polybiotic Versatile Stim

 

A) without augments:

Item Rating 233

Mastery: 8643

Endurance: 9278

Power: 4401

Critical: 1760

Alacrity: 585

Accuracy: 349

defense: 0

absorb: 0

Shield: 0

Presence: 1073

 

Melee:

Damage (Pri): 4402- 5163

Bonus Damage: 2877.8

Accuracy: 105.67%

Critical: 44.34%

--base: 5.00%

--bonus: +39.34%

----------Critical Rating: (1760): +19.66%

----------Mastery (8643): +13.68%

----------skills/buffs: +6%

Critical Multiplier: 70.66%

--base: 50.00%

--bonus: +20.66%

----------Critical Rating (1760): +19.66%

----------skills/buffs: +1.00%

 

Defence

Health: 136441

Armor Rating: 4092

Damage Reduction: 18.86%

Defence Chance: 10.00%

Shield Chance: 5.00%

Shield Absorbtion: 20.00%

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B) with the following augments:

----------5x 228 Crit augments

----------7x 228 Mastery augments (for this build, I did *NOT* use 240 augments in the weapons)

----------2x 228 Alacrity augments

Item Rating 233

Mastery: 7937

Endurance: 9278

Power: 4401

Critical: 2240

Alacrity: 777

Accuracy: 349

defense: 0

absorb: 0

Shield: 0

Presence: 1073

 

Melee:

Damage (Pri): 4254-5015

Bonus Damage: 2726.9

Accuracy: 105.67%

Critical: 46.32%

--base: 5.00%

--bonus: +41.32%

----------Critical Rating: (2240): +22.27%

----------Mastery (8600): +13.05%

----------skills/buffs: +6%

Critical Multiplier: 73.27%

--base: 50.00%

--bonus: +23.27%

----------Critical Rating (2240): +22.27%

----------skills/buffs: +1.00%

 

Defence

Health: 136441

Armor Rating: 4092

Damage Reduction: 18.86%

Defence Chance: 10.00%

Shield Chance: 5.00%

Shield Absorbtion: 20.00%

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Hmm, something is weird then (or more likely I'm missing something... no wait, this is bioware, more likely something is weird :D ). I figured my slightly lower bolstered stats were because I did not have the aug *KITS* in the relic/ear/implant pieces. But I finally put them in, and I'm still getting significantly lower stats than you have. Does the 252 main hand and off hand make THAT much difference?

 

Except that I have a shadow with 248 gear (and a single 252...er, relic or implant, I forget which one now) and those stats are the same as yours basically... http://www.swtor.com/community/showthread.php?t=959773 (4th post down)

 

Anyway, I duplicated your augment distribution on my completely 230 DPS gear sin, and my stats are quite a bit worse than yours. I seem to have about the same base stats (except why is my crit so much higher?). But then my damage range goes down 10-13%!!!???.

 

I'm going to insert my fully tricked out stats into your report below like "[xxxx]".

 

B) with the following augments: [mine are the same - all 228, same config - plus the same stim]

----------5x 228 Crit augments

----------7x 228 Mastery augments (for this build, I did *NOT* use 240 augments in the weapons)

----------2x 228 Alacrity augments

Item Rating 233 [230]

Mastery: 7937 [7920]

Endurance: 9278 [9267]

Power: 4401 [4392]

Critical: 2240 [2436]

Alacrity: 777 (764)

Accuracy: 349 (210)

defense: 0

absorb: 0

Shield: 0

Presence: 1073 (1097)

 

Melee:

Damage (Pri): 4254-5015 (3806 - 4348)

Bonus Damage: 2726.9 (2723.9)

Accuracy: 105.67% (103.9%)

Critical: 46.32% (47.17%)

--base: 5.00%

--bonus: +41.32% [+42.17%]

----------Critical Rating: (2240): +22.27% [(2436): +23.13%]

----------Mastery (8600): +13.05% [(7920) +13.04%]

----------skills/buffs: +6%

Critical Multiplier: 73.27% (74.13%)

--base: 50.00%

--bonus: +23.27% [+24.13%]

----------Critical Rating (2240): +22.27% [(2436): + 23.13%]

----------skills/buffs: +1.00%

 

Defence

Health: 136441 (136310)

Armor Rating: 4092 (4092)

Damage Reduction: 18.86% (18.86%)

Defence Chance: 10.00% (10%)

Shield Chance: 5.00% (0)

Shield Absorbtion: 20.00% (0)

 

OK, so the thing I notice there is that your "mastery" basic stat is listed as 7937. However, in the callouts for crit and crit multiplier, it says it is applying 8600. But for my stats, they are all the same, 7920. I wonder what your "bonus damage" is doing. My bonus damage looks like this...

 

bonus dmg: 2723.9

--power (4392): + 1010.2

--mastery (7920): + 1584.0

--skills/buffs: +129.7

 

Similarly my "Force Bonus Damage" is this...

 

force bonus dmg: 3595.7

--power (4392): +1010.2

--force power (3610): +830.3

--mastery (7920): +1584.0

--skills/buffs: +171.2

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Mastery augments are not useless. If you have an augment that has an item rating lower than the 236 threshold, it is bolstered as if it were a 236 mastery augment. When you put in a 236 mastery augment, it doesn’t add additional stats because you’re replacing the bolster with the exact same augment. That being said, it’s still usually beneficial to pick up mastery augments once you pass your alacrity, crit, and accuracy targets.
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Numbers, yay :)

 

Okay so I made some rather unscientific parsing tests, and came up with these results for a rage jugg:

 

All 14 pieces 230 with no augments:

9860

10079

 

A 247 set with a mix of 236 and 240 augments:

11603

10836

 

12 pieces of 230 with no augments and then my MH + OH 248 with augments:

12695

11438

11548

 

Pretty obvious that using 230 + better MH+OH yields the better results. I will try to add 228 augments to the 230 set and 240 to the 248 MH+OH. Crazy stupid that worse gear are better with bolster, but what is new.

 

Switching the 230 MH with the 248 MH changes the Damage (Pri) from 3845-4387 to 4193-4915.

 

Update:

Adding 228 mastery augments does nothing. Literally. I bolstered my stats and then began adding these augments, and my stats remained exactly the same. The 228 crit augments increased my crit and lowered my mastery. This was the final test:

 

11597

11805

 

So...umm... I don't really think augments make any difference except for adjusting crit and alacrity where needed.

 

NB! All tests were done without a stim.

Edited by Lundorff
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I think the hilt/barrel damage profile is unaffected by bolster.

 

The hilt/barrel damage profile is probably the most important aspect of a characters finalized damage after bolster which is why I highly recommend completing the ossus weekly/daily quests at least once per character to get the free first time completion reward of main hand.

 

As for bolster for all other equipment, hypothetically speaking; 230 rates gear seems to be the baseline BioWare used for bolster in 5.0 since it seems to be the closest to 252 rating stats.

 

When it comes to augments, I am still unsure if 228 is comparable to 240, but at the very least, they are a cheap alternative with decent secondary stat customization. In my own opinion, it is important to hit certain key targets for stats (these thresholds of course, vary for each class/spec), and 228 augments are a great way to achieve these target markers.

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Update:

Adding 228 mastery augments does nothing. Literally. I bolstered my stats and then began adding these augments, and my stats remained exactly the same. The 228 crit augments increased my crit and lowered my mastery. This was the final test.

 

So...umm... I don't really think augments make any difference except for adjusting crit and alacrity where needed.

 

^this is a great find by the way! Thank you

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Yep, if you are still on bolstered-time, and are going to use Mastery augs, then it's not even worth it to put in the aug-kits either. You just get free bolstered mastery by default.

 

I can also confirm it's the main and off hands that equal the huge difference in bolstered stats. At least on my jugger-tank. For her I have the shield absorb in the augs, and then my dps stats I swapped out all the mods & enhances for the DPS ones. At straight 230 gear with a 228 mix of absorb and shield augs it looks like this (no stim)...

 

mas: 6723

end: 8897

pow: 4373

crit; 1949

def: 486

abs: 972

shld: 1046

pres: 1097

 

Melee

dmg: 3550-4092

bonus dmg: 2467.9

acc: 111%

crit: 43.61%

multi: 71.78%

hlth: 131815

armor: 13535

dmg reduce: 49.47%

def: 13.34%

shld; 40.05%

absorb: 37.53%

 

Then I swapped in 248 shield and saber, with 248 DPS mods & enhances. Summary, a > 10% increase to basic damage, and about a 2% decrease to defense stats. Seems like a good trade off. I'm sure for DPS classes the trade off is even better..

 

mas: 6755 (+ 0.5%)

end: 8871 (- 0.2%)

pow: 4523 (+ 3.4%)

crit; 2049 (+ 5.1%)

def: 426 (- 12.3%)

abs: 916 (- 5.8%)

shld: 962 (-8.0%)

pres: 1097

 

Melee

dmg: 3954-4676 (+ 11.3 - 14.3%)

bonus dmg: 2510.8 (+ 1.7%)

acc: 111%

crit: 44.19% (+ 1.2%)

multi: 72.32% (+ 0.8%)

hlth: 131510 (- 0.2%)

armor: 13535

dmg reduce: 49.47%

def: 12.74% (- 4.4%)

shld; 38.97% (- 2.7%)

absorb: 36.71% (- 2.2%)

 

I think conclusion-wise, it's pretty clear that main and off hand are not bolstered... either they are fubarred when the algorithm tries to bolster them, or they are just not bolstered at all. Which kinda sucks, since they are the most expensive things to get.

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Pretty obvious that using 230 + better MH+OH yields the better results. I will try to add 228 augments to the 230 set and 240 to the 248 MH+OH. Crazy stupid that worse gear are better with bolster, but what is new.

 

Switching the 230 MH with the 248 MH changes the Damage (Pri) from 3845-4387 to 4193-4915.

 

Update:

Adding 228 mastery augments does nothing. Literally. I bolstered my stats and then began adding these augments, and my stats remained exactly the same. The 228 crit augments increased my crit and lowered my mastery. This was the final test:

 

Yep, I’m pretty sure Main hand isn’t calculated in the Bolster or is bolstered differently to other gear. So the higher your main hand, the better off you are. But, I’ve noticed that doesn’t apply to off hand (atleast if you aren’t duel wielding).

 

Your testing with the master Augments reflects exactly what I reported too. They literally do nothing to any of your stats.

But you are correct. If you add too much crit or alacrity it will affect your damage stats. The way to mitigate some of that is to put in power Augs once you hit those secondary targets.

Edited by TrixxieTriss
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As I have learned today, the only downside of played with 233 gear, is that you are focused first :D

 

That’s cause people do not understand how Bolster works (yet).

Only people with all 252 (excluding MH) + Augments or 258 gear will have a distinct advantage over someone with 230 gear.

People with 236-248 will be the same as you or as we’ve seen with testing, they could be worse off than someone in 230 gear.

But I get your point. People who don’t know will probably focus the person in the lowest gear, which sucks if that’s you.

I’ve not bothered with this dumb gear grind to get 252/258 pieces, but I have seen people have them mixed in with 230-248 gear. Mostly their stats are all over the place and if they don’t have 252 weapons equiped, they are often lower.

At this point, I can see the benefit on getting the weapons, but I’m not going to grind pve content to get other 252-258 gearing.

Edited by TrixxieTriss
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That’s cause people do not understand how Bolster works (yet).

Only people with all 252 (excluding MH) + Augments or 258 gear will have a distinct advantage over someone with 230 gear.

People with 236-248 will be the same as you or as we’ve seen with testing, they could be worse off than someone in 230 gear.

But I get your point. People who don’t know will probably focus the person in the lowest gear, which sucks if that’s you.

I’ve not bothered with this dumb gear grind to get 252/258 pieces, but I have seen people have them mixed in with 230-248 gear. Mostly their stats are all over the place and if they don’t have 252 weapons equiped, they are often lower.

At this point, I can see the benefit on getting the weapons, but I’m not going to grind pve content to get other 252-258 gearing.

 

I suggest trying to get the free 252 weapon from ossus since it’s actually really easy. Should take about 2 hours or less. Basically, after completing the Jedi under Siege story (45 minutes or less), complete your first set of dailies and the weekly (non-heroic) and also complete the world boss weekly while your there. You get a free 252 weapon (or offhand) and a random 252 from a ossus box, and 1-2 masterwork crystals.

 

(3 of the dailies don’t even require fighting any mobs). I basically do my 10 dailies while I am queuing for war zones. And join the world boss groups as they spam in genera chat.

 

Trust me, getting the free weapon is easy, after that, you can quit the grind since the weapon freebie isn’t repeatable.

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I suggest trying to get the free 252 weapon from ossus since it’s actually really easy. Should take about 2 hours or less. Basically, after completing the Jedi under Siege story (45 minutes or less), complete your first set of dailies and the weekly (non-heroic) and also complete the world boss weekly while your there. You get a free 252 weapon (or offhand) and a random 252 from a ossus box, and 1-2 masterwork crystals.

 

(3 of the dailies don’t even require fighting any mobs). I basically do my 10 dailies while I am queuing for war zones. And join the world boss groups as they spam in genera chat.

 

Trust me, getting the free weapon is easy, after that, you can quit the grind since the weapon freebie isn’t repeatable.

 

Done that on 3 Alts over Xmas period and didn’t get “free 252” weapons due to bugs.

All we (my wife & I) got was the random 252 item.

After that experience I decided I wasn’t going to bother with this grind and I nearly unsubbed. It took me 2 weeks to log back in and I’ve played about 75% less since then.

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Done that on 3 Alts over Xmas period and didn’t get “free 252” weapons due to bugs.

All we (my wife & I) got was the random 252 item.

After that experience I decided I wasn’t going to bother with this grind and I nearly unsubbed. It took me 2 weeks to log back in and I’ve played about 75% less since then.

 

Wow! I won’t lie... if that happened to me, I would have raged pretty hard! I hate when bugs rob me of rewards, especially when the reward is strong and non-repeatable!

 

Because of my personality, I seriously get super frustrated in those instances. And while it might be a minor offense to most people; but for me- I get so agitated that I have seriously quit games in the past due to similar instances.

 

It’s good to see that you were at least able to stay in the game. I probably would have rage quit.

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Ok after a little bit of testing i found out that Bolster is pretty much useless:D

 

What i didnt knew before is that the weapons arent in the bolster (but is responsible for most of the dmg) (which explains why a lot of ppl do kinda ****** dps)

Luckily the 252 weapon is easy to get but without the weapon i wouldnt bother going in pvp, but judging from the dps of a lot of people it seems a lot still dont have a 252 weapon.

 

But what suprised me that the old level 65 (210) mods are pretty decent in the Bolster and often better then higher gear (with exception of 230) but overall the Bolster is too weak. 252 gear gives a rly big stat boost and i guess that a full 252/258 char has a significant advantage.

 

At the Moment the dmg drop is very noticeable. I played yesterday my fresh lvl 70 jugger with 252 weapon and 210 gear (and one game with a few 230 pieces) and i do around 3,5-3,8k dps (which was top of the scoreboard but still very ****** dps). In a compareable Situation in Mid PvP i would have done easeally 5k+ dps. But the positive Site is since everybody does ****** dps i dont die:D

 

I think since I kinda undestand the garing 70 pvp isnt as bad as before but still way too slow :D

Edited by Bilch
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Luckily the 252 weapon is easy to get but without the weapon i wouldnt bother going in pvp, but judging from the dps of a lot of people it seems a lot still dont have a 252 weapon.

 

This still requires an Ops group from what I gather. Not exactly easy in my book - actually kinda a pain.

 

 

I think since I kinda undestand the garing 70 pvp isnt as bad as before but still way too slow :D

 

Gearing for PvP has never in the history of this game been so horrible. As intended I will let my subscription run out, and only return when/if status quo has changed.

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This still requires an Ops group from what I gather. Not exactly easy in my book - actually kinda a pain.

 

Yep, at least from what I can see. I was going to give this a go on a low-geared sin I have. It's the only toon where I bothered to run through the Ossus story. I managed to force myself through the "do 10 dailies" weekly mission, which grants your choice of one of three random boxes. That one is NOT the guaranteed main hand. The best you can pick is a box that might have a main hand, off hand, ear piece, or... er, some fourth thing I forget. I got the ear of course, because "random is exciting" BS.

 

The quest that actually grants you the specific main hand (dps or tank, your choice), for the imp side, is "Flesh and Steel", which is killing two world bosses...

 

http://dulfy.net/2018/12/12/swtor-ossus-dailies-and-patch-5-10-gearing-guide/#World_Bosses

 

I didn't realize this at the time. So I got to watch people desperately trying to fill up their roster for "killing WB, need 2 more heals" or whatever, for the two hours I was doing dailies - not realize that THAT was the thing I actually wanted. My fault for not paying attention to the quests...

 

Although, I also feel I should mention that the actual quest board where I got that "Flesh and Steel" quest doesn't actually show up as such on any map, or even show as a clickable thing when I was right next to it and hovering the mouse over it. It's at the main imp base (strike base xr-484). It did show up as a clickable at first, and that's where I got the daily and weekly to "do 5 dailies" and "do 10 dailies". But after that it did not light up when hovered over with the mouse. The quest triangle no longer showed up on my map or mini map. I only bothered trying to click on it again because Dulfy's guide said that was the place to get all this huge list of quests from.

 

All in all though, not a real favorable experience. :(

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