Jump to content

habdl

Members
  • Posts

    40
  • Joined

Reputation

10 Good

2 Followers

  1. Hello. Several times lately my dirty kick didn't work at all. I used it, its cooldown has started, proper sound played, but the enemy wasn't stunned and continued to fight me. The enemy didn't have any boss immunity, my HK-51 was able to stun it just fine moments before. Also it was NPC, so no full-resolve issues could possibly be there. This happened to me several times during seeker droid and macrobinoculars quests. I can remember at least two instances - first was fighting champion droid that spawned on hoth after finishing some non-daily macrobinoculars questline (and then despawned mid-fight, before I could kill it), second was in The Arcanum final 'boss' (elite dashade). Anyone had similar problems, or did I do something wrong?
  2. I used to use smuggle as a second stealth, if regular stealth was on cooldown. Mainly after oneshotting almost dead enemies in a group fight, when I needed to run away, tranquilize or reopen on another target. Unfortunately, this isn't possible anymore
  3. Or you can get full set of tionese gear once you hit lvl 50, then get 2 pieces of EWH belt/bracers (no set bonus on armoring), rip out the armorings and put those in any 2 tionese shells (where bonus is tied to shell)
  4. Really nice guide, I can't wait for huttball and hypergates tips. But I'm surprised that there isn't a huge bold blinking text about always crouching before capping (also, anyone else having problems with camera rotation when doing so?).
  5. habdl

    A quick question

    You can buy gear, rip mods out, put them in any bound-to-legacy armor and you can send it to any of your characters (on the same server).
  6. You forgot 15% boost to movement speed you get from sneaky/infiltrator. Since speed bonuses don't stack, you really get only 35% boost, not 50%.
  7. I would like to know the reasoning behind having certain high-level mobs having far greater stealth detection range than is their aggro range. This makes for ridiculous situations like pulling boss that charges for stealthed player and runs past several uncloaked party members without noticing them at all. Also certain skills (like from stealth opener) are really difficult to use in these situations.
  8. I would like to know the reasoning behind having certain high-level mobs having far greater stealth detection range than is their aggro range. This makes for ridiculous situations like pulling boss that charges for stealthed player and runs past several uncloaked party members without noticing them at all. Also certain skills (like from stealth opener) are really difficult to use in these situations.
  9. Spec: scrapper In PvE almost useless, In PvP below average It's hard to get back to stealth in PvP and it's impossible to use disappearing act against some classes. The damage seems a little low for burst class and backblast cooldown could be shortened a bit. Otherwise it's fine
  10. Yes, "finished" stuff will have lower primary stats, but these are usually overcompensated by secondary stats. In raw damage output, 1 power is stronger than 1 aim - unless you have something like x% boost to aim as passive skill + inquisitor/consular boost (not sure about aim, but with 9% cunning boost, cunning stat was on par with power [slightly better because of +crit it provides] if inqui/cons boost was present). Furthermore, lower level armorings, barrels, mods and enhancements don't have any surge or alacrity at all, so "finished" weapons and armor are the only option if you want this.
  11. So, I've been noticing suspiciously placed boxes and pipes and whatnot in Sentinel Outpost level 2 (republic black hole quest hub). After some jumping around, I was able to get to upper part. There I found more suspiciously placed boxes, broken mirror and some pipes. But I didn't get anywhere from there. Has anyone done this before and found anything there? http://img217.imageshack.us/img217/1058/screenshot2012052723535.jpg http://img29.imageshack.us/img29/4933/screenshot2012052723540.jpg http://img208.imageshack.us/img208/3545/screenshot2012052723580.jpg http://img100.imageshack.us/img100/6533/screenshot2012052723581.jpg
  12. 64bit win7, 8 gigs of ram, ssd, 1GB GDDR5 mid-range graphics card, kind of crappy CPU and loading times are atrocious. Originally ran 2GB ram, no SSD, 32bit winXP, difference after upgrade was maybe 20% shorter loading, but still not what I expected.
  13. As was said before, it only works on certain PvE targets - it will not work on players, elite (gold) and champion mobs. Otherwise it should work on every incapacitated target, be it tranquilized, stunned, blinded or knocked down.
  14. If you are min-maxer, then crafting purple weapons/armor is the way to go. Purple weapons and armor are usually way better than orange equivalent filled with blue (or even purple) mods - but you can't compare only base stat, most of the difference is in secondary stats (like power/surge/crit/def/etc.). I'm not really sure about blue crafted stuff, damage/armor rating is of course the same, but stat-wise I don't know. I would guess crafted ones are still a bit better. Another bonus is, that to fully mod orange weapon/armor you need three different crafting skills (armstech + cybertech + artifice for weapons, cybertech + artifice for armor) and raw material cost is also higher. Only downside is getting recipes, to get correct combination you need (in the worst case) 3 green-to-blue REs and 4-5 blue-to-purple REs, while modding needs only 3+3 REs for armor and 4+4 for weapons. Of course, it is easier to get orange stuff and fill it with blue mods bought by commendations and for most people this is satisfactory.
×
×
  • Create New...