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VassagoOmega

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    CANADIA, eh!
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    Games, cars, models, Star Wars.
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    Mechanic
  1. Again. Finish Makeb. Especially with an Inquisitor. Imperial side. Not Republic. Then come back and see what you think.
  2. 1) Cuz fleshraiders still rate higher than pvpers, in my opinion. 2) This isn't an MMO. It'sn an MMORPG. And a STORY-DRIVEN one to boot. Remember that time you spent leveling? Remember all those cutscenes and conversations you keep spamming the spacebar through? Some people actually read that stuff, and listen to the dialogue. Sorry if the rest of the world doesn't fit into your PVP bubble. 3) PVP uses muted gear stats, to enhance damage and survivability in PVP arenas and warzones. Players don't have the avoidance of raid bosses. You need more accuracy in PVE than you do in PVP. You also have a massive stack of Expertise that does nothing in PVE. It's just a waste of stat points that kills your overall dps, if that's your role, or your ability to tank. PVP, by nature requires you to be mobile, and able to avoid player attacks, which are mostly directional. You pay more attention to the player than you do your surroundings, simply because there's nothing else around you, other than more players. In a raid, you need to be situationaly aware, constantly. The environment can often cause more damage than the mobs, and in most cases, don't share set patterns of attacks. So let's see, using pvp gear won't get you far in pve, unless you have a well geared group that can carry you. Using a pvp build will either deplete your resources quickly during an extended boss encounter, or seriously gimp your ability to do any serious/effective damage on a boss with high resistance/health. Using pvp strategies in encounters often get's you hit by aoe's or environmental effects that you shouldn't be getting hit by, this makes the healer focus more on you than the tank, and wastes the healer's resources, thus gimping the raid as a whole. Does that explain enough for you? If not, keep in mind that the opposite is true as well. Full raid gear won't do the same damage in pvp, becuase of expertise. Also, most raid strategies don't work in a pvp fight. For instance, a TK sage will get nuke long before they can get through an entire dps rotation. PVE =/= PVP you can't compare the two. /salute
  3. Well, as if being a pre-orderer of the expansion, and not getting a CC grant is bad enough, I haven't even gotten my monthly alottment for this month either. I added a new game card 3 weeks ago, and still haven't recieved any Cartel Coins at all for the new month. And the new month started when I entered it. I had a 3day gap of no subscription in between. Still mad about this whole situation. As has been said, those of us that DO subscribe, are getting kicked to the curb.
  4. Try using a better graphics card and/or turning up your graphics settings. I'm using the Section Guardian armor set and it's reflective as all getout. Same with the Sith armor. Look great to me.
  5. No way would I ever agree to rewarding f2p over subscribers. Besides, nothing you listed as mandatory requirements would require a single month of subscription. You can still buy Rise without a sub. You can still build rep without a sub. IF you don't want a credit cap, then subscribe. Stop wasting our time and yours. Oh, and by the way, a credit cap unlock for subscribers? GET A LIFE!
  6. I think a Jedi or Sith using a single blade and a PES is against cannon. It doesn't make sense to have all kinds of skill with a single-handed sabre, and still need to carry a PES. If you're that good with the Force, then you should be able to block everything just with the sabre. That's my oppinion. Marauders/Sentinels should never have anything more than medium armor. No matter how you slice it, they would have reduced mobility, or be overpowered. I like the Imperial Guard/Sun Guard idea. Heavy armor and Poleaxes. That would work for dps or tanking. There's your Stage 3 class. Even the way you're suggesting, it sounds more along the lines of tweaking what we currently have, and maybe adding another option, more than making 3 distinct advanced classes on top of what's available. Either way, I kinda like the idea of more options as we move into higher levels and more content.
  7. I don't care what anyone else in this thread has said so far, because none of them are trying to sympathize. I can sympathize. I remember the first time I played through this game, and yes it was difficult at some points. But the only parts that were really difficult were the [Heroic] quests. And that's kinda the point. Hence the [Heroic] title. Honestly, you just need to know how to utilize your companions correctly. Some classes get it easy, as in they get a healing companion earlier than others. Once you learn how to properly use your companion, (and don't be afraid to let him/her die to keep yourself alive, it's perfectly acceptable to sacrifice them for your own safety, that's why you have them), the game really isn't that difficult. Keep your gear as close to your experience level as possible, and your companion's gear as well. Make sure you are using all of yours and your companion's abilities to their best potential. If all else fails, look for gear with extra presence to beef up your companion a bit. Ultimately, understand that this is an MMORPG. You are encouraged to form groups and help each other out. If you can't solo it, get some help. Hope those suggestions help you get through the daily grind.
  8. You should read my post about making crafting Useful! I can sympathize. My main is a Synthweaver, and I have the same problem as you. I was going to make an armormech, but decided against it after Synthweaving left a bad taste in my mouth.
  9. No I wasn't trolling. But you obviously are. Test yourself in pvp to see if you're ready for PVE? .... riiiiiight. You're one of those guys I see in a PUG raid that is hopping up and down, running in circles around a boss, getting cleaved every few seconds, running through flames and taking a ton of extra damage, meanwhile putting out as much dps as the tank. Good on ya, mate. This is the suggestion forum. I made a suggestion. No one said you have to like it. It's a suggestion, and that's all. I still think pvp is a waste of developers time though. It deserves as much attention as upgrading the skin textures on the fleshraiders of Tython. Just my opinion.
  10. As I stated, a couple posts up, if you read carefully, I already have all of the patterns available from the crew skill trainer. There is 1, read it, ONE set of green gear to be learned for each light, medium and heavy, between levels 50-55. The Crew Skills vendor only sells belt and bracer patterns. Nothing else. Synthweavers aren't the only ones that can make Augment kits. And they don't exactly move very fast to begin with. At least with Artifice, you can craft Hilts, Color Crystals, Enhancements, Relics and DYE MODULES!!! Synthweavers - level 9-50 unmodifiable gear, lvl 53 unmodifiable gear, and various modifiable gear shells that pale in comparison to available commendation or cartel market gear. Augments that require a 4th crew skill to make. Now after comparing the two crewskills, which one seems more useful? My only genuine complaint here, is that we need patterns to flesh out the gap from 50-53, and 53-55. Why is that such a big deal? And maybe some good looking modifiable gear sets. There are plenty of sets that have been discontinued. Show us some love!!!!
  11. Ah yes, gambling. SO glad they brought it into ToR. We all know it works wonders for communities, all around the world!!! They've even been able to bypass the local age restrictions on it, BRILLIANT!!!
  12. You obviously aren't a crafter. I have all available patterns from the trainer, and missions. I've spent millions on collecting patterns. Even the patterns for Basic Coms. A synthweaver doesn't get any decent patterns to craft, no matter how you slice it. All we can craft at max level is a rank 66 non-modded bracer and belt. That's the highest peice of gear we can craft. While a Cybertech, Artifice, and Armstech can reverse engineer mods, enhancements, armorings, barrels and hilts, we can't reverse engineer anything of value. Just augments. Woopee. Augments that require a 4th crew skill to be able to make. -.- And as for moddable gear, I already have TONS of orange patterns, but they all look stupid. All the good-looking gear can't be crafted. It has to be found in a random/rare drop, or bought off of the Cartel Market.
  13. So I can craft a grade 66 bracer, or belt, but that's it? I'm a synthweaver and that's all that I can craft at max level that's any use? Seriously? Or an Augment? Come on!!! Why do I not get ANY decent patterns to use between level 49-55? NOTHING!!! I get one jacked pattern for level 53 that's not even moddable. I'd really like to see a decent selection of patterns, and modifiable outfits that are CRAFTABLE. And not requiring OBSCENE amounts of ridiculous materials to craft. I have a bunch of alts, and I'd like to be able to craft new gear to keep them up with their level, but there's nothing to craft!! Give us some UNIQUE patterns that are ONLY available through crafting. Otherwise there's no point to it at all. People can just buy Cartel Gear that looks better. And I'm not down with that.
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