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Furiel

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  1. I have 2 characters on my account that are flagged for a name change due to server merges that I cannot successfully rename. I have found new names that the system will accept and it will show on the character select screen that the name has been changed. Then when I login with that character the name will revert back to the old name with a bunch of numbers after it. And I logout and the character is back to the old name and still flagged for rename. I tried to rename them on the character select screen, then logout of the game and log back in as was suggested in an older thread, and that didn't help either. I still have my free character rename through the site but I'd rather not spend that on a forced name change, plus that would still leave me with the issue on a second character.
  2. The reputation is applied across your entire legacy so there is no need to be able to send them to other characters unless you are trying to move armorings/mods/enhances with it, in which case since you should already have a full set of legacy armor for that purpose anyway so I fail to see an issue.
  3. I have 4 kingpin kills and the sniper to visit yet tonight then I'll be golden and I already have guildies lined up to help with them all so barring some unplanned event I'll finish tonight. And I have a ton of token saved up too so I'm expecting to be able to cap rep again once the weekly cap resets and I MIGHT still have some tokens left over for a second week.
  4. You think it's fail because you are looking at Treek the wrong way. She's designed to be a bonus for high level players who are leveling alts to make it easier, hence the legacy level requirement. I would have killed to have had a healer comp while leveling my Guardian or Slinger at level 10, instead I had to wait until chapter 2. Now Treek fills that gap so come level 10 you always have the option of having a healer and/or tank at your side no matter what your first companion was originally.
  5. New schematics don't show up until 410, so you need to craft a few level 50 items to skill up to there then there will be new schematics for you to keep leveling with.
  6. Furiel

    Easy class

    Gunnery Commando/Arsenal Mercenary is ridiculously easy to play. Spam Grav Round, hit full auto, demo round and high impact bolt when off cooldown. Use mortar volley for groups of weak mobs. It doesn't get much easier than that. The lack of cover requirements makes them easier to play than smuggler/agent as the cover mechanic can take a little getting used IMO.
  7. That's what i would like for macros too. I just want the ability to be able to link specific abilities to an announcement in chat. Like when I'm tanking and using a cooldown I'd like to be able to tell the healers automatically. Would make PUG raiding with no voice chat much easier. Same thing with things like Inspiration. I would like mouseover macros at some point as well to make healing easier with those still linked to 1 ability as well, but asking for either feels like wishing for the moon most days.
  8. Where's my universally available jawa companion?!? The only use for the earwax companion would be if we could spit him and roast him over a fire, but I'm pretty confident that option will not be available. But it should be.
  9. If you play smart even at 14 you should be able to solo most or all of it if your gear is decent. The Mando's come in pairs so sic Khem on 1 and Whirlwind the other then keep Khem healed and add dps and stuns when you can. Reupp the whirlwind on the second mando if it drops off and the other isn't dead. It'll be a slow fight but should be easily winnable. Kregg can probably be soloed as well that level if you use some LoS and dont' forget about your heroic moment (I think you have that by 14).
  10. This. I won't tank in a PuG anymore. Been through too much BS with stupid people over the years that I keep my tanks reserved for guildies and runs with other friends. On the off chance I need gear on my tank I do it the old fashioned way...save up the comms on my healer or DPS, buy the piece I want with them then legacy transfer the mods. My tank still gets geared and I don't have to practically have an aneurism because people can't follow simple instructions like don't have the DPS pull the next 2 groups simultaneously while the healer is AFK.
  11. As people have said they are all completely viable and they all play different, but each one also has their little niche due to their mechanics that can make 1 situationally better than another but those situations are rare and none of them are so far out of balance to make a significant difference either. Having healed with both Sage and Trooper in ops I would say I personally prefer Sage but that's a playstyle thing, not because I think they are better. I have always gravitated toward healers that have damage prevention as one of their primary healing aspects (EQ2-Shaman, WoW-Disc priest, SWTOR-Sage) so I am biased, but not so much so as to say that they are better. Just my particular taste in healers.
  12. Commando/Powertech - For all the reasons listed before plus PT animations just look so much more Bounty Hunterish than the merc ones IMO. And the Assault Cannon is just awesome. Sage/Assassin - Again for the reasons given for the previously plus force lift looks cooler than whirlwind IMO. Gunslinger/Operative - In my head the gunslinger just fits the Han Solo model far more than the Scoundrel does and likewise the stealth, etc of the operative fits in with Imperial Intelligence better to me than the Sniper. The one weakness of this setup is that you will lack a tank on the Republic side if that is important to you. If you do want a tank on each side then I would flip the Sage/Assassin to Shadow/Sorcerer as Shadow tanks are pretty awesome and there is nowhere in the story it doesn't fit, plus the Sorc can do DPS with lightning for the cool animations.
  13. This is an issue that occurs mostly solo now since 2.0 it seems. They changed the pushback talent in 2.0 so it give 5% less pushback defense, which now means that there are times that if you take damage while you are doing FA that the pushback will be enough to clip off the third tick. It should be pretty much a non-issue in FPs and Ops because of course you shouldn't be tanking, but when solo it's annoying.
  14. What he means by damage prevention model is tailoring your kill order and CCs in such a way to minimize the damage done to the group, especially the tank, thereby increasing group survivability, etc. And as for the rest and how it all works, elites do more damage than strongs, it's just that the ratio or mob damage to mob HPs make it the smart move generally to kill weakest to strongest. I don't remember the numbers but I think it's something like a strong mob does 25% less damage than an elite, but the elite has twice as many HPs. So just to use some completely made up numbers to illustrate the point... Say you have 1 strong and 1 elite in the group, takes 10 seconds to kill the strong and 20 to kill the elite, 30 seconds total fight time no matter what order. Elite does 400 dps, so at 25% less the stong will do 300 dps. If you kill the elite first that's 400 dps for 20 seconds - 8000 damage taken, then the strong dies so that's another 300 dps for 30 seconds - 9000 damage taken for a total of 17000 damage in 30 seconds. Conversely if you kill the strong first that's 300 dps for 10 second - 3000 dps, then the elite dies so that's another 400 dps for 30 seconds - 12000 damage taken for a total of 15000 damage in 30 seconds. So by killing the strong first you prevent 2000 damage from being taken by the tank. And that in a nutshell is the damage prevention model. CC the strongest when possible and kill the weak first to minimize incoming damage and reduce the likelihood of deaths and wipes.
  15. State of the CM - honestly not much major has changed since 1.2 for the CM. Commandos got an interrupt and they nerfed cryo nade range from 30 to 10m. Those are the only real changes that have been made that I can think of that really have any effect on the CM. Kolto Bomb still does not smart heal. No patch notes on it and I don't think they would stealth change something like that, nor have I observered it doing so. Priorities and ammo usage hasn't really changed for me at least. However CM is my rarely used OS so there may be more nuanced changes I have noticed. ROTHC is seeing some changes with increased survivability CDs for the trooper as already mentioned, nothing really has been learned though about what, if any changes to CM. For the most part we are still where we were at 1.2, able to heal the content, very strong ST healers but weak AoE.
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