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Chalpy

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  1. Craft or gather materials; sell them on the GTN. If you're a subscriber buy some of the items that come out (eg. the seasonal ones after checking the market to see what's currently hot) or buy packs with your Cartel Coin monthly allowance and sell them there. If you're going to craft look to see what's profitable and sell that. If the price of what you're crafting falls below the price of the materials used to craft it sell the materials instead. If you're just going to gather materials and sell them then if you're logged in level 2 and 3 gathering missions should give you the most profit per time spent gathering. It can be distracting to always resend the companions all the time for the really low level missions but level 3 and 4 missions shouldn't be too much of a problem. When you decide what you would like to gather take a look at what can be used for Conquest materials first as they're more likely to be high in demand. If you see something that's underpriced (eg. a material selling for 250 per unit that normally sells for 1,000) buy it and relist it at the higher price. Also, keep in mind markets change so you'll have to monitor the GTN to see what's happening there. If you pvp all the time park out by the GTN and look at it between warzone pops. As well, there is a lot of information about trends and some good guides in the crew skills section if you haven't read them yet.
  2. I have it on one of my characters and I got it through the GTN. It is there but it is RNG. The only way to get it is to keep doing what you're doing; running missions and checking the GTN.
  3. I have a character that can craft the set; check your pm for a message from me about where I am.
  4. When I see people raging at their own team or smack talking the other side I can't help but be reminded of this cartoon. http://theoatmeal.com/comics/online_gaming It's too bad some people feel the need to harass others as a community where people enjoy playing increases participation and the health of the game. Also, when in a pug warzone who cares? You do your best, have fun, and if you lose you just queue up again and try to do better by learning from your mistakes. Whether somebody wins or loses it has no long term consequences worth getting angry about. For that matter and to extend that a bit further, to be realistic about it SWTOR is just a video game. Honestly, nobody cares about how well you do in SWTOR who doesn't play the game, it doesn't help you get a decent job, it doesn't help you advance your life, it doesn't impress anyone except for a small portion of the people who play the game and nobody outside it; it's just a video game that you play in order to entertain yourself. As well, in the future and hopefully many years off, when SWTOR eventually closes down almost nobody will care at all about what happened in SWTOR and most likely it will have had no meaningful impact on your life. For that reason I don't see any reason to get angry about anyone doing poorly and besides arguing about who's really good at a video game comes off about as well as arguing about who's the baddest in the junior high chess club. It's a game; relax, have fun, and try to help others have fun as well.
  5. Minimizing the gear gap so that there is only a small difference, such as there was between WH and EWH, is a good thing. However, bolster which was supposed to give a similar result isn't working as it hasn't been implemented correctly and the intent of bolster could be handled by simply giving everyone a new recruit set with stats set to slightly below Partisan level. As such, /signed; remove bolster from level 55 regulars and ranked warzones until it can be fixed properly.
  6. Once you're down low enough dispatch can be used your character is probably dead in a few seconds anyway. If it were a move capable of being used above 35% that wasn't benefiting from sunders and possibly a red warzone buff to get those numbers it would sound more like a cause for concern.
  7. Pvp armoring is slot specific (eg. chest armoring); mods and enhancements can be moved around. You can still move armorings into different pieces but they have to fill the same slot (eg. chest armoring into an orange chest piece; you couldn't throw it into leggings, for example). For the slotted belts and bracers you can put in the mods from any piece; the only pvp armoring mods currently for belt and bracers are elite war hero. If you don't have access to those or if you just prefer the stats for them you can use crafted pve armorings.
  8. As a side note hyperbole generally tends to weaken the credibility of an argument instead of strengthening it. First of all, unless you're in quest greens one smash isn't going to take away 80% of someone's hit points; slightly less than one-third on a geared character is more accurate. If you're not talking about one person then yes, focus fire whether planned or not on any character should drop that character very quickly. Second of all, saber ward did make a huge difference before (a juggernaut/guardian also has force push) and thirdly, I have no idea why a commando pre 1.4 would hit reactive shield instead of their knock back, unless their knock back was down, as the knock back threw the smasher too far away to do any damage. Smash spec was fine pre 1.4 and while it was stronger than vengeance/vigilance it wasn't light years above it previously as it is now. Keep the damage the same, revert the animation delay, and smash will be fine again.
  9. Or if the animation delay were reversed the first smasher leaps and starts animation delay, there's a knock back, and a whole bunch of pretty lights go off in the distance while I take no damage. Or I Force Shroud and take no damage. Or I use Saber Ward and have it hit the first two seconds of damage immunity for guardians or severely reduce its damage for sentinels and marauders. Or for sentinels and marauders I Force Camo and take half damage. If you read my posts you would see that I clearly stated that smash was able to countered before and ever since they changed it to an instant cast is when all the problems started. In regards to your argument if three people are going to root and smash my character since they are well coordinated enough to do a leap, smash, one after the other then, well, they should win as it is a three to one against a well coordinated group. I shouldn't win unless my teammates help me out and counter it. Your argument could just as easily be applied to chain ccs with stuns and teamwork should be rewarded and not complained about. If I run across a team that is better coordinated and plays better then whom I'm playing with then they should win.
  10. I like the post but when they removed the animation delay it stopped it from being countered. Before, if a smasher jumped into a group of five people and smashed and nobody did anything to stop it they all deserved to be hit for 5k to 7k each. When a smash spec got off a smash on my characters before it was either because I wasn't paying attention to the character, I didn't react in time, or I just got out maneuvered which I had no problems with at all as all three of those situations meant I either made a mistake or the smash spec player did something right while I did something wrong. Now, it's an instant hit. I don't want to see smash spec get its damage nerfed as they would affect it in other areas of the game as well and I don't think the damage is the problem, they always had this damage potential; it's just smash could be countered before and now it's an instant hit. If the animation delay were reverted then I think smash would be fine especially as most knock backs are now a conal effect as opposed to all around circular effects so the main counter to it from before has already been nerfed.
  11. It is funny but rather than every two minutes it's more like every fifteen seconds with enrage-smash, force crush-smash, force choke-smash, force crush-smash, repeat. If we are going to have a serious discussion though the damage doesn't bother me though; rage/focus spec was always capable of putting out this amount of damage. What did change was the delay on ability activation. Before, it was possible to counter smash through knock backs, force push, and properly timed defensive cooldowns ('oh look, he jumped up in the air, I have approximately half a second to hit my saber ward button and activate blade turning so when he lands I don't take a ton of damage). Also, when playing rage/focus it involved more strategy such as build up stacks of singularity, bait a knock back with ravage for example, and then smash after leaping back. You had to be more unpredictable or catch your opponent in a GCD to get smashes off reliably without being countered. If they reverted the ability animation back to what it was the complaints about smash spec would reduce as smash would now be an ability that can be countered as opposed to a guaranteed giant hit every fifteen seconds your character is up. Another option that I heard that I think would work would be putting a singularity debuff on a single target with force crush and force choke (possibly just letting enrage keep the singularity as a buff to the warrior so that every minute they have a giant aoe damage cooldown). I don't have any idea why they buffed smash anyway; it was doing fine before for juggernauts/guardians and while it was the least played tree for sentinels/marauders all that has happened now is annihilation/watchman is the least played tree and focus/rage the most. Instead of nerfing damage my opinion is that all that needs to be done to put it back in line is to change back the delay between discharge and animation. However, if this is not to be a serious discussion then I like blueberry pancakes. Blueberries are yummy.
  12. The customer help button allows you to report issues.
  13. I haven't seen any either; if I remember a different thread accurately it stated leaving at the end so that the character doesn't get xp is a reportable action. That was long time ago though so I don't know if that's true or not but I haven't noticed level 49s that leave right before the end of the warzone so I never paid that much attention to it. I assume most of the level 49s are there as they're leveling up with PvP.
  14. http://www.iplayswtor.com/article/synthweaving-armormech-mods-orange-gear-the-22.html The above is a list to all the orange moddable outfits for synthweaving and armormech. All of them do drop from underworld trading missions but some, as mentioned above, seem very hard to get. It took me two and a half months of constant level five underworld trading missions before I found the Marauder Elite headgear recipe as an example. If you're trying to work on the recipes go to the GTN and look at the schematics section daily; it's much easier to flesh out your recipe list that way. For a specific recipe you want to do a mission within the tier range (eg. 10-19 underworld trading missions for the lvl 11,15, and 19 recipes, etc; 20-29 for the lvl 23 and 27 recipes and so on)
  15. Over the long run you'll get one crit success in five tries. You don't get five attempts for 6 plastoid; you get one attempt for six plastoid, etc and five attempts for 30 plastoid, 20 conductive flux, 40 bronzium, and 30 plastifiber. It'll also take him 20-30 minutes of sending out companions to make one where he could have earned 40,000 credits instead of sending out companions every minute to get a crit crafted one that fast. Unless your server is selling four normal non-augmented assault cannons for every one crit crafted cannon that sells and he's selling the crit cannons as a bonus he's pricing for what sells; augmented weapons. 50,000 as a selling price is less profit then he could have earned doing dailies for the time he spent making the weapons. He's not overcharging; he's charging for his time. If he can sell the materials for 500 each he's earning less than he could have by simply selling the materials instead. Now if you're selling non-crit weapons and just selling crit weapons as a 'hey cool, here's a bonus I didn't plan for' as they happen while you make non-augmented weapons I understand why you're charging so little but if he or she is selling augmented weapons and views the non-augmented as scrap or a I'll take whatever I can get as I'm going to vendor the non-augmented version anyway 50,000 seems pretty reasonable to me. My point is if you want to spend your time doing things for other players that's great but he or she is just trying to make a return on their time. In the long run you're not putting things in the hands of the player base with severe undercutting; you're just getting sellers to drop out. If people get severely undercut in an MMO, they don't continue making the weapons they stop making them and drop out of the market which in the long run means periods of lowered supply and less players being able to buy the weapons until prices return to normal and the higher prices encourage more people to start supplying the weapons. If you want to spend your time equipping other players that's great, more power to you but I wouldn't call people greedy for thinking that if they spend 20-30 minutes doing something that doesn't help them in any other area of the game (ie. crafting) they should earn at least as much as somebody who spent 20-30 minutes doing something that helps them in other areas of the game (ie. dailies, flashpoints, etc).
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