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Delrusant

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    France
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    sports (rugby, racquet sports), reading, cooking, movies
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    unemployed
  1. PvP, level 50 bracket, Kessel Run voidstar Solo queue warzone republic team againt imperial team with at least 5 main healers (meaning equivalent of force shield, full lightning capacities and bounty hunter long range offense. This type of game is completely uniinterseting and one sided whatever gear and skill you have in a Pick up group (solo queue) and no voice over to be able to focus We republicans were attacking (and it would be worse in defense du to "door time") The result is we all chose to leave the game (too bad for those joining after ward) but playing 15 minute to not even be able to hit someone sonstently (stun, and spatial skills), well no one wants that. You really need to work on allowed team compostion for solo queue before any ranked solo is made available. posting ticket here as most of them are just skimmed over and forgotten by the CS (or at least that is the impression I have over tens and maybe hundreds of tickets made)
  2. The chance on materials is not cknown (or not diffused to the community). You at least get base material corresponding to the type of craft (light armor in synthweave give artefact fragment) you can get both base material (green) you can get base + supplement (the one you can buy at the merchant next to the trainer on the fleet) you can get base + blue, base + purple, base+supplement + blue, (I do not remember I you can have base+sup+blue+purple) getting blue back has a lower chance of happening and purple even lower (even getting supplement back is not that higha probability may be equals to blue)
  3. It is annoying and contrary to the patch but only if you manage to tell a way to exploit it will most of the customer service do something. You just have to do another ticket and hope to fall on someone that really tries to do his/her best in CS.
  4. one thing changed : medals If there is not enough healer to cover all the "groups" the healer as to move to the action, the healer then neither receive defending nor offensive medals and does not get to the 8 medals threshold (casual healers). Solo healer in a team of 8 is bound to get targeted by all even pug, whereas 3 or more healer result in loss of focus on healer by pug because there is more than one target. But there is also the other phenomenon (played a match yesterday, 4 full healers and 3 self heal on republic side; 3 full healers and 4 self heal on imperial side) It was on the voidstar and was totally boring, nothing got killed no bombs placed. Something must be done considering medals for healers (once again) but also considering max number of healers on "solo queue" (team queue should be balanced because a team of healer may do well but against another voice team will have a lot less fun and chance of wining a lot lower = alderaan they would need to get the turrets first, they could not retake them; voidstar they may not plant a bomb, huttball depends more on spatial abilities than heals and novare coast is like alderaan but a bit more full healer team friendly.
  5. I have not managed, depending on the orange, putting a mod in and RE-ing may give you the schematics (campaign gear at least). Other are not RE-able at all (Social). For the non cites you have to try until the bug is resolved (and then if empty is no RE-able then schematics of the piece won't exist).
  6. Why? Because PvP is not a one on one game, Here are facts : Watchman has best dps 1vs1 and so is liked by player with team that concentrate on other thing or for solo queue players. Zen will heal the group (at the cost of no trancendence) Combat has the best antikitting for player who want to only focus on range classe, but they are melee class (especially jugernaut/gauardian specced in dps) that will destroy a combat. Combat is only effective in pvp. Concentration has the best AoE damage and resistence from shi-cho and is considered easier to play. But then many of you talk of solo "duel" of sorts when the pvp is all about group tactics in swtor. Play a huttball, as a sentinel if you are not rooted/slowed, bumped, "grapplinated" then the game is a dream. But otherwise you will get frustrated by being thrown all the way down, or having lost your jump because of a grapplin... The only 1vs1 situation is when player do not play the game or try to escape to get to a place to recover outside combat (or by powerup) On alderran it is the best class to annoy 1 to 3 player for taking the point of control right from the start, but otherwise there are no 1vs1 situation if players try to win and not play counterstrike On the voidstar, the few 1vs1 are usually resolved by defensive reinforcement or stealthing away. (or players being distracted from the goal by staying back). On novare I have not experienced this warzone enough, froma sentinel point it is closed to alderaan in gameplay but with stealth shadow / inquisitor (the one than can repetedly stun you from stealth) being really bothersome (just need to remove on little bar to slow the team down without removing the defenser)
  7. Do you remember the time wwhen healers got no medals ? well they corrected it by adding the kills from the player healed to their stats, and healers were happy and could focus pn healing. Now, have you seen the number of medals of the casual pvp healers???? No objective points mostly? Why because they heal from afar and so get no attack point or for defense they have to run from one point to another to help and get no defense point. Many healers stopped because of 1.2 nerf. But now many casual healer will stop PvP ( the team one know how to get the medals) because they are getting sh.... reward once again. Godd design bioware. Defending point are very easy, just stand next to a point of control of yours. - You are bored well too bad for you go attack for the 3rd point you will get speed medals. - What you have only one point of control or 0? Too bad for you attack points are nearly only given if you take the point not if you attack relentlessly close to the control point, you loosers will stay loosers
  8. HI everyone, well despite a bug report reply telling me all was working as expected with the sensor (low to no critical on synthweaving compare to kira who has the same bonus). When a friend of mine told me that he sent a ticket because the bonus was not appearing in the crew skill window (like for other companion, you see hteir bonus). His ticket reply got a "yes it is bugged". So as always the customer service is a marasm of opinion instead fo real facts (I even ad to report a posssible exploit by making a post on the general forum to get it notice after 3 tickets with response like "here are you materials", "no we can't confirm it", "not enpugh information"...). I am posting my observation here maybe it will get a feedback. Kira has a +5 to synthweaving critical. Due to orange demand I bought the critical sensor for C2-N2, theoritically gaining him a +5 archeology efficiency (did not check if the time was reduced) and a +5 synthweaving critical (did anyone remark that some profession are rewarder with no criticall sensors?? don't expect orange weapon with augment slot to get cheaper any time soon). After a week of tries Kira was still getting me an orange with augment slot at a mean of 1 every 5 pieces made, and I got none out of 25 from C2-N2 the only thing he crit-crafted was 2 blue augments but at the same rate than companion without crit bonus in synthweaving were doing for blue augments. Well it is posted now, it may not get any response but at least my conscience is clean.
  9. I have never tried and it has not be mentioned in patch note apart from campaigne gear. I would say no (especially when you take the cost of crafting lots of purple to have a tentative chance of getting orange. From game tooltip there is no research available on purple carbon fiber (tier2), tier one I can't check as non of my three were RE-ed to get all tier2 schems
  10. you can get wrist and waist exo(tech) schematics in operation (hard mode EV/Kar or story mode Denova) that are bind on equip and can be sold (the other armor pieces are bound on pick up Right now the biggest synthweaver earner are orange critically crafted and augmentation (depending on server) blue 22 one are cheap to make and can be sold for 25k easily (as purple are sold at 125 to 200k)
  11. As for pvp orange gear, they can be RE-ed right now by putting a mod into them (even an armoring might mod 2 or resolve mod 2 from an alt). These give rank 6 material despite the mod. Where as purple war hero gear if emptied into orange, cannot be RE-ed unless you put a mod in them but the material given is dependent of the mod (so rank 1 if you put the might armoring mod 2)
  12. I do not know why healers are crying, they may be more focused, but they are still qui hard to kill 1 on 1 except for classes with enough interrupt. Maybe the crying healers are those going with PvE gear into PvP? If theyr are light armor character they loose 50% damage reduction compared to PvP geared healers (full rakata versus full battlemaster).
  13. SW:ToR Melee dps : strength, accuracy, critical, force power, surge, power, 1.2 EXPERTISE and their return For you information, a full rakata sentinel going with full battlemaster gear in pvp, goes from 24.72% in damage reduction to 43.07% damage reduction against level 50 players. (kinetic and energy) damage go from 766-919 down to 680-835 to which you add 22.48% which result in 832.8-1022.7 with datacron relic 766-919 down to 692-845 to which you add 21.76% which result in 842.6-1028.9
  14. Donnée 1.2 expertise ajoutée, les autres revues. LE tableaux et les graph sont en anglais. Les point à noté, outre la puissance, c'est le critique qui souffre moins du retour sur investissement diminuant au delà s'une certaine valeur. L'expertise est un must en PvP, et un ultra must pour les joueurs en armure légère et moyenne. Comparé à un sentinel full rakata, 3547 index de défense, 24,72% de réduction de dégât contre un adversaire de niveau 50. Le maître de combat (rang 60 pvp) aura une réduction de dégat de 18,35% supplémentaire (donc 43,07% de réduction de dégat cinétique et énergétique. La défense n'influant pas sur les dégats élémentaux et internes. Les dégat pour le meme sentinel passe de 766-919 à 680-835 auquel on ajoute 22,48% qui donne 832,8-1022,7 avec la relique datacron 766-919 à 692-845 auquel on ajoute 21,76% pour donner 842,6-1028,9
  15. Post and googledoc updated with some new values, analysis and 1.2 expertise values For you information, a full rakata sentinel going with full battlemaster gear in pvp, goes from 24.72% in damage reduction to 43.07% damage reduction against level 50 players. (kinetic and energy) damage go from 766-919 down to 680-835 to which you add 22.48% which result in 832.8-1022.7 with datacron relic 766-919 down to 692-845 to which you add 21.76% which result in 842.6-1028.9
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