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chokoss

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    Lyon
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    SF, Rugby
  1. Je repasse par ici pour dire que nous recherchons toujours 1 tank, 1 heal ou 1 dps pour assurer un peu de roulement dans notre roster. Progression actuelle : Rava 2/5, TdS 4/5 Pour répondre de manière (pas) très réactive, nous raidons de 21h à 23h30 (+ ou - 30min selon la forme et les contraintes de chacun).
  2. Salut à tous La guilde Mort Subite ouvre son recrutement pour agrandir la famille. Nous avons comme objectif le contenu HM (actuellement 2/5 sur Ravageurs et 1/5 sur Temple) mais nous avons des membres intéressés par tous les aspects du jeu (PvP, GS, succès...), par l'ambition de faire un bô vaisseau de guilde et par l'adrénaline de nos mystérieux Mort Subite Games Nous sommes des joueurs majeurs, ayant chacun une vie IRL, et considérons que ce jeu doit être avant tout un plaisir. Nous sommes une petite guilde tournant sur un roster unique. Nous recherchons des joueurs ayant une volonté de connaitre leur classe et de s'améliorer, peu importe leur niveau initial. Notre objectif est le contenu HM, qui requiert de la concentration pendant les try et un peu de préparation. Vous aurez besoin également du bonne capacité de résilience face à l'humour pourri de certains^^ Viendez vous présenter sur notre site et à bientôt in-game : http://mortsubite.shivtr.com/ En jeu, vous pouvez wisp : Tony-Monttana Siderys Jrazz Alestörm
  3. The current statement about FP 60 HM is that they are useless as soon as you are able to do an operation in storymode. For the Ravagers, it happens very soon. My suggestion to give more interest in the FP is to give augments i192 or i198 (better than craft) during those FP to make them mandatory to have a BiS stuff. The system can be with a rough loot of a random augment but it seems too much a pain in the neck for a player who seek high optimisation. So a token system with a new vendor that make you choose between the augment you want seems to be the best choice. The token could be loot on the bonus boss and with luck on the final boss, just like ghe decorations. A side effect of this system will be to bring back good players in FP 60 HM and so increase the average level of a random groupfinder party. Because what I currently see on my server (MotF) is that almost only players not able to do operations do FP, so you've got few chance to get through the FP if you don't bring 1 or 2 guildies with you. The goal is diversity. Old players remember that at the 1.0, we have to do dailies to get BiS ears and implants. I think you Bioware should consider this as a way to bring players on parts of the game you spend time (so money) to develop and that people desert because of its lack of interest. I see one difficulty with this system, it's about math. The augments you loot shouldn't be far better than the crafted ones, because it could put at risk the big plan you have for the 3.0-4.0 era about statistics and their caps. Will we get to strong for the current content ? But IMHO, the opportunity worse the consideration. Thanks for reading and sorry for my almost-good-but-surely-full-of-errors english. Make SWTOR live long!
  4. According to the Ptach, they removed Imperial Agent from the game. Only Smuggler left. To bad, I loved my Sniper... Rest in Peace
  5. I play the 3 specs since the launch of the 3.0. On parse with my weak gear (180/186/192) I do something like this on a dummy : MM : 3k7 Eng : 4k1 Viru : 3k7 If Engineering is the best in mono-target, best in AoE, and best in mobility, maybe there is a balance issue with the 3 specs right now At least, MM is the best (last...) burst spec we have
  6. I can't agree more with the lack of mobility we feel since 3.0 for Operation contents. It is far more dynamic (and it is really great) but except for Engineering, you will have to cut a penetrating shots, a cull or a series of shot because of some AoE. Sniper felt really mobile before 3.0 but it's a new kind of mobility you need for the new content. Moving can happen any time and can last longer. The two other distants get buffed that way. For Sniper, it's buisiness as usual, but it's not really surprising knowing how much time they like to spend on this class. Everyone gets 3.0. Snipers get 2.11.
  7. I'm a casual player. Hunting AP takes a relatively lot of my playing time. The point of this is : for nothing. So now I'm done with this aspect of the game, unfortunately. On a sarcastic note, maybe you should tell us when you plane to reset Day Life Event ? To know when players can start to hunt this one. Suggestion : add an achievment "bug counter" for each achievement, to know how many times we get one. Could be useful...
  8. I played 6 of the advanced classes for now and Sniper is my main. Changes are marginal for Sniper. Marksman has the same rotation, The buff on suppresive fire makes it for the loss of OS and frag grenade. But the channeling requirement give away a part of the dynamism of Sniper during AoE phase. Now it's static and one button every 6s. Virulence, well... I'll try the 3 cull rotation but for the rest it is the same gameplay. Engineering is a mess for me now. Maybe all the heterogeneous CD was made for PvP and not PvE. I have to try this a bit longer. My problem is : no change of gameplay, marginal changes of rotation. So I will keep my sniper for Operation, but for the fun of all the new skills on 3.0, I will go for the other classes, especially mercenary Other classes get 3.0, sniper gets 2.11
  9. I think I will stop my sniper as a main after the 3.0. I'm not complaining about an overall nerf, because we can't know before live the true DPS. But I liked my sniper because it was adaptable, and also mobile and resistant if you played it well. We lost 3 of our 4 spec : Hybrid : well, that's barely believable we keep it this long . But it was a balance spec, not OP but with pros and cons depending on the boss. Marksman : I don't know why they hit so hard on this spec. It was the most complete and easy for all fresh player for every fight until Nightmare. Now nerf of the burst (bye bye, explosive probe), nerf of the AoE (bye bye, grenade. Hello suppressive fire...), and we knew it was behind the other spec in mono-target. So the only pro left : target switch. But they up Virulence in this way. Engineering : That's the one I'm the saddest about. I will try to be objectif though : About one year ago, Bioware confessed Engineering didn't work as expected. Four month ago (2.8), they remove rollbang, the only reason to still bring engineering in Op. It's understandable, but it was a nerf on the weak spec with no other up (It sill played the spec for the fun of it ) During the 2.9 PTS, they tried some changes and there was a true mobilization of the sniper/slinger community to give feedbacks and advices about that. When 2.9 went live, nothing (expect a nerf of wallbang). With the 3.0 coming soon, we could expect they waited for it in order to not change twice the spec because it is risky. Ok Now, we see that all the advices of the community are gone, that I can't see any nice rotation with the current CDs, and that, from the big change they promised months ago, Engineering got NO NEW ABILITY ! I'm not sure if we are the only one among the 24 other spec. If so, it's just unbelievable regarding the need of the spec, about which devs agreed more than once since last year. So we've got new Virulence left, which seems to be very fine. Stable rotation, no more trouble with target switching thanks to corrosive dart propagation. I will play this spec. Only it. And I will get bored and switch my main... The point with full DPS advanced class is adaptability, at least it is how I see that. You removed it for us, like marauders as I heard, but marauders/sentinelles being one of the most played classes, I'm not worried about them. Not the case of the agent... PS : Sorry for my english, but if you could understand my french, you'd see it's worse
  10. You shouldn't worry about Sniper, because it's an underplayed class (was not always true in HL btw), so devs will not give too much effort for him. Proof is the timing of our livestream. You can expect something very close of what you got in live, with very few new abilities compared to other classes (who says sorcerer again?), and a very large choice of good utilities if you analyse your current trees skill. So an increase of your mobility or surviability. My only hope is about the filler we expect for long in Fatality (don't force us to roll again;) ) or in MM, especially if, like someone says, explosive probe becomes exclusive to one spec. And I love my cyborg Sniper too
  11. Arg, I disappeared in the ranking depths. So time to update : Manticorius, MotF, 27175 97% Planets. Won't do best since I have not enough playing time for digging To the OP, you deserve respect and congratulations by making the threat live so long. Thank you
  12. For the record, there are few bug fix with the last patch : Just like Rakghoul Overlord on Taris, Boss Zraska and th Ancestral Sith Dreadnought have a regular pop time now. That was a nice surprise Also, they fix Saleucami, so I finally get my 100% Space achievement, and I see I'm not the one
  13. As I said, The aim is to be able to have a good idea if you are an asset or a liability for your raid group, regardless of the raid comp. In my guild, raid comp is not stone, and the answer could be interesting for PU as well. And 4 Sin DPS for Corruptor Zero could be an interesting challenge @Rasen. Thanks for your opinion on that. I think 2500 for Nefra is a high requierement, because I never saw the enrage and we did that with 3 heals at first. I agree with cxten on that, it must be 2000 top. Of course the key for this boss is about cure and not DPS. On the opposite, 2200 on Corrupteur seems very low don't you think ? At least for a distant. Melee can have some issue moving and taking care of the mines, but for a distant you're almost never moving and you've got few good AoE opportunities. We raid off a couple of time because the DPS was to low on the adds we couldn't hit the boss enough.
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