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steave

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  1. I just wish people in general would realize this. I agree completely, but I've still ended up swapping my crafted 66 enhancements and veracity ears/implants for verpine on some of my tanks since so many pug groups can't be bothered/don't understand enough to actually check the gear instead of just the HP bar before deciding if someone is geared enough or not.
  2. While I agree with you, this debate will never end and any content hard enough for it to really matter will also need tanks that are experienced enough to already know it, so let's leave that for a different thread. This needs addressing though since it often is a problem, DPS are supposed to kill from weakest to strongest to reduce DPS ASAP and keep them off the healer, while the tank goes from strongest to weakest making sure the golds are on him first before picking up any strong/normal/weak the DPS missed. Those weak mobs won't do any significant damage to the DPS killing them in the few seconds they take to die, and this way they're all kept off the healer and the tank can get more of it on him since he only needs 1-2 attacks or an aoe on each rather than having to compete with the DPS for aggro on a single gold while the rest goes unagressed and thus target the healer.
  3. ML on: Low risk for ninja, but if there's a problem it'll be big ML off: High risk for ninja, but the right person might still get the gear with a good roll pick your poison. A well-handled ML would increase the chance I run with him again since he proved trustworthy, and with the risk of ninjas eliminated.
  4. 69 set bonus > 78 "normal" in many cases. Always for 72s.
  5. I think that'd be pushing it, but even if we assume that you're right, doing so is gonna require players that are very good at PVE to make up for the gear difference, and it's pretty unlikely that a person that hasn't been doing any PVE at all (otherwise they'd have PVE gear and know if their gear was good enough) will be good enough at how to play the class in PVE (it's ofc different from playing it in PVP) and PVE in general to pull it off. Basically, if you're REALLY good, it may be enough, but if you have to ask, you're not good enough.
  6. You're WAY over complicating this. We simply have tanks and melee snake their way trough the middle, while 1 ranged and 1 healer goes to each side path. They have enough room so that they don't have to stand on top of each other, meaning they don't have to move unless they actually get simplification or inferno on themselves, and thus don't loose dps to that, and there's still plenty of platforms left no matter who gets simplifications. We usually end with about 5-6 platforms left in the middle, while the side branches vary a bit, but if they run out they can simply move over to mid. It used to get a bit more tight when we had 4 melee dps, but it still wasn't an issue unless a DPS died and couldn't be ressed for whatever reason. Tanks keeps him faced to the left of the room, where we start the snaking, so there's still no risk of hitting the ranged on the sides.
  7. In addition to what Elyx said, you have to remember that there's 3 slots in every item giving a bonus to endurance, but only 2 that gives cunning. For example, with best in slot gear, you will have a skill armoring 34 with 105C+88E, an artful mod 34 with 82C+62E and then a adept or initiative enhancement 34 with 0C+55E - all in all, that's 187 cunning and 205 endurance. Even after adding the augment with 32C and 20E you still have 6 more cunning than you do endurance, and that's with taking as little endurance as you possibly can.
  8. "Some unavoidable" is not the same as "constantly getting attacked". A Dummy for tanks would be attacking every 1.5 second or so, and you should be getting hit far less than that.
  9. Didn't pay attention to that, but Styrak IS the kell dragon in DP - the other guy that spawn at the same time is Brontes.
  10. But marauders shouldn't be getting hit, so that's not a consideration for them. It's just a problem for tanks that are getting hit in the raids too, but can't simulate that on the dummy.
  11. So...a sage healer that hasn't found his noble sacrifice button and instead decides to go hit stuff with his lightsaber and thus almost fails to kill a level 35 mob. Yeah, that was "interesting" and TOTALLY worth watching.
  12. And he's right, if you're guarding the healer that means you must have swapped to your tank stance and thus get the huge threat increase from doing so, no wonder your tank couldn't hold aggro. Guard doesn't even do anything for a healer, but that's for a different thread.
  13. Helping isn't a duty, it's the players own responsibility to learn his class. They can either ask for help or look it up on their own if they can't figure it out by simply reading the tutorials. Most clueless players you meet either completely ignore or start raging when their mistakes are pointed out, so I generally don't bother either, but if they actually ask for help it's a completely different matter, that means they're paying attention and are willing to listen so they're actually worth spending the effort to teach.
  14. No. When the pop up appears, it's too late, at that point the quest is finished.
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