Jump to content

Utorian

Members
  • Posts

    45
  • Joined

Reputation

10 Good
  1. "By "protected me" you mean "gave me an advantage", right? I wonder... why is it so scary that you now have to put your PVP skills to use instead of relying solely on uber Expertise gear to faceroll people? " I dont think any thinks they are "uber" because they were full EWH i know i dont - im just in a good pvp guild who does well in ranked and non ranked and who worked insanely hard to get the best gear available. Depends on which server you play on as well - i will never agree that the effort time and time spent on gearing for PVP should be rendered useless
  2. Go and get some PVE mods from the new flashpoints and gear Like i said in reply to your other reply PVE mods give you massive buffs to your main stat , you get crit alacrity whatever and you trade off something miniscule like 50 expertise 150 + aim > 40 expertise i know what i would rather have
  3. I know but the 69 mods from the hard modes still make your overall stats in PVP better You might lose something silly like 50 expertise in using the PVE mods not thats gonna make a difference when you can gain 150+ at least main stats
  4. Still doesnt change the fact that faceroll PVE gear from the new flashpoints > any PVP gear
  5. Apologies if its long - I have been playing since launch (for info) I both PVE and PVP Right ; i have seen so many people on here cussing down PVPers for having the cheek to moan our gear got destroyed. Firstly - have you people got ANY idea how long it took to get a fully OPTIMISED set of EWH , im not talking the set i'm talking FULLY optimised 63 mods. Secondly - i'm an MMO verteran I KNOW full well that gear becomes redundant when an "expansion" comes out The issue i and many other hardcore pvpers have is that PVE gear from faceroll "hard modes" is currently better to use in Warzone. This makes absolutely no sense to me whatsoever and is a complete slap in the face to every PVPer in the game I'm not elitist and i agree the gap between recruit (rubbish) and EWH was absolutely huge - i'm 100% all in favour of getting more people into PVP if they desire and i understand its a difficult issue but there can be no justification in my mind that PVE gear should be infinitely better than EWH or even Partisan. And YES i do have a fulll set of PVE gear i can use but why should i after all the effort that went into my full EWH We are not crying over gear - we all know it was going to have to be replaced - i'm not stupid enough to change and know i have to work hard if i want to get the best gear in the game. Bolster at the level it is on PVE is completely ridiculous - I have no issues with Bolster on PVE as an idea but at the current level it is it almost makes PVP grinding and gearing pointless Tell me whats the point in grinding Partisan gear when i can steamroll flashpoints all day and get 69 mods and just roll with PVE gear. Not all PVPers like PVE - im in a hardcore PVP guild 90% of my guild have never done an OPs or a flashpoint and dont want to ... i like both so in that respect im lucky Views?
  6. Shadow tank 27k hp. 30% def, 65% shield with KW, 60% absorb. He aint squishy
  7. Yes. Add was always controled. either pushed out of shields away from everyone or left till last and killed once people were clear of it.
  8. Yes this is happening just as the adds under the shield die and the ops group is repositioning back onto the tanks. Just had a look through all our logs for tonight. Not one hit from zap above 2678 from the whole fight according to those logs. From what I remember in the fights our healers and the tank when this happened were all giving it "*** man tank from full hp to dead in 1 hit!?" Now as the RL I asked the tank to turn on the ingame kill report after the first time it happened. The subsequent times it happened the tank reported to me his kill report was saying "killed by zap 26780 damage". This is why we are a tad confused about what actualy happened. And now after looking through our logs I am even more confused lol. Total of 10 attempts largest hit showing on the logs is an 18k electric discharge, this suggests the tank ate DD which in 1 fight I know he did. The rest of the fights from what I saw/was reported in fight the 2 dps on Stormcaller always took the DD. heres a link to the nights log http://swtor.askmrrobot.com/combatlog/cb51fef0-b9f5-4306-ae2c-2177b485d7f7/overview#d=0,b=1 . Tank on SC was Vigo
  9. Hey guys. My guild tried the tanks in EC NiM for the first time tonight and we ran into a little issue. I have browsed through these forums, and many others, trying to find some guidance but as yet havent been able to spot the information we need. The issue we are having is afer the defensive systems phase. We are handling the adds well and killing things in good time, yet when we jump back up onto the tanks our stormcaller tank is getting 1 shot by a 27k+ zap (ingame kill report is showing this for the tank). Out of 8 attempts tonight this has happened 6 times to our complete frustration. From reading through allot of forums zap seems to be stormcallers spam atack and I havent seen anything to suggest that it should be hitting so hard. My main question with regards to this attack would be is there something we are doing wrong to trigger it to 1 shot the tank? Is this a bug?, or is this just something we have to deal with and work arround? Thanks in advance for your help
  10. @Kitru. Ty For the reply to my post. I totally agree with what you are saying. Thing is my post was a response to the statement made by Wookubus that shield/absorb stats are worthless in PVP. I did this without wanting to go into the math and theory crafting side of the argument. I would however like to ask you a few things. The examples you gave of increased crit. My question here is how often do all these classes have those buffs active, 15-20s or so. Most of them with a 1.5min + CD. So for the rest of the time that buff is on CD they wont use the attacks? OFC they will and that is when shield/absorb shines. Another thing you mention is that some classes can get to 100%+ crit chance on a melee or ranged attack. I would like to know which classes can achieve this tbh, there is one I can think of but that only applies to one of their abilities (I must admit some of my class knowledge is lacking so I would like to know this so I can have a bit of a better understanding). Thing is though even with all these number and chances they do still come down to a "chance" and if the RNG is with you or not. And I ask this of everyone reading this post. How anoying is it when you have to use a ranged/melee attack as a finisher and its shielded the tank is still alive and lol'ing at you. Theory and numbers are all good indicators of how things should work out, but in practice, most times it doesn't work out. Also one thing I did mention was about the shadow using melee attacks as there bread and butter. Lets think about that if you don't mind. Firstly the Infil its biggest hitting attack by far is shadow strike, melee. Next to those is force breach (12s CD talented) and project (6s cd). Now in between those attacks what are they using? That's right SS or CS, if not using snares stuns etc. Now on a damage per force basis CS doesn't look good, but I currently get 1.7k crits per hit. that's potentially 3.4k damage per CS. I tend to use this twice at times while waiting for FB and Project to come of CD. Thats a fair ammount of damage I have done if all things line up and they crit (never happens mind). Add to that Shadow strike and spinning strike, currently getting 7k+ crits with shadow usable every 9s or more if I have the spare force, and 5-6k crits with spinning. That's an awful lot of damage potential while waiting for FB and Project to finish their cd. Thats is why I said the bread and butter of shadows attacks. Also the fact that most of the logs I parse always show those melee attacks at the top of the list for damage done. For the tank, not so much uses apart from DS to get PA procs. Anyways I seemed to have derailed the thread a bit here so back to shielding and absorb in PvP. As has been said it has it uses, however a decent player will use his abilities to bypass your shield and cause you problems. The way I look at it is that it is an extension of my HP. Allowing me to stay in the fight longer, protect my healer and my team longer and die less. Ya know the role of a tank. Leave DPS to DPS classes. They will always do it better than any tank, hybrid or dps geared.
  11. Ignore this. Shield and absorb has its use in PvP. Yes allot of hits that come in are force/tech hits but when you really think about it most classes rely on ranged/melee attacks. Let me explain. PT/Vang - AP, IP, and burns all tech. however the bread and butter of their burst is High impact bolt. Trust me when I play my vang there is nothing worse than a shielded HiB. What should have been a killing blow, when shielded, then means player is still alive, gets healed and turns on me.. anoying as hell. Now for them to spam force attacks on you they will run out of ammo so fast they become useless, and AP does have quit a cd on it. Enough of a cd for you to break their back before they break yours. GS/Sniper - cull, ambush, series of shots and takedown. All big hitters, all ranged attacks. Yes these classes also have tech damage but their biggests hits come from ranged. The ability to reduce most of their damage wins out any day. Mara/sent - well we have the smash spec and yes its force, and yes it hurts. However apart from this pretty much all their other attacks are melee. Guardian/jugg - same as above. Shadows/sin - shadow strike, spinning strike, CS, DS all melee attacks again there is nothing worse than when that killing blow spinning strike gets shielded. Ok these clases also have hard hitting force attacks but their bread and butter stuff is all melee. Sage/sorc - All force. shielding wont make any diff with this class at all. Period. Commando/Merc - allot of tech attacks, but again some of their major attacks, Full auto, HiB can be shielded and tbh as we all know see these guys casting grav round interupt it and most (not all) will look at you with a stupid expression thinking "oh crap what now". I do kid but ya know what I mean. Assault specs for these classes are a bit diff but again they play to get HiB going and the ability to redcue that damage by 50%+ really does help. So there we have it. most classes covered and of them all only 1 class that shielding wont make a lick of differance. Shield/absorb has its uses in PvP only thing I can suggest is play about with the numbers. Get a feel for where you need them to fit your playstyle. And dont forget the 2 piece PvE armors basically give you 5% extra shield chance when kinetic ward is up, may help you with how to use your aug slots.
  12. I've had far too many games that I can remember where things start to look bad. The lamers quit and within minutes the game gets turned round to be a win, sometimes even before a new player has joined. At the end of the day those that quit need to be penalized for doing so, and if people cant handle losing **** of PvP. Take your licks from a loss and learn from it. Its the only way you get better. Many other games ive played have this system in place, works a treat. However to do this you also then have to put in an afk system, or the issue that someone has mentioned in this thread of guys tucking away in the corner walking into walls becomes the new leave WZ on loss. 30 min deserter debuff and option to boot AFK'ers. Shouldnt be hard to put in as the AFK option already in place and the deserter debuff is in place on the group finder just move it to PvP aswell.
  13. Was chatting with a guildy the other day about the limitations placed on F2P players and the discussion came round to the credit cap they have. It seemed a bit silly to us and we both felt that BW are missing out on getting more money from the cartel coins from subscribers. Basically our feeling was that they should remove the credit cap for F2P. This would then allow an F2P player to purchase items from the GTN. Items such as the authorizations from the cartel coins and the weekly passes for WZ's and FP's etc. The idea being that allot of the F2P guys have no intention to ever buy coins or ever buy a subscription to the game yet could still potentially play unrestricted. Now to do this BW would need to make sure that to get the authorizations you have to spend cash on cartel coins. Don't allow them to be obtained from the packs or the idea fails. This would mean that any player wanting a credit boost that has RL money to spare could purchase these items from the cartel shop and then sell them on to the F2P player. Both players get benefit from this and IMO will increase the enjoyment of the F2P player and in turn attract more people to the game. The idea basically came to us discussing the pilot licence system Eve Online has in place. Allowing the poor guy to play at the rich guys expense. The downsides we looked at with this was that the "credit card" type players may pull ahead. But if you really think about the game as it is, this really is a none issue. Ok they could have tonnes of creds but that doesn't really mean they have a huge upper hand. In PvP this is a none issue as the only way to get gear is by grinding it. PvE ok someone can come along with a fresh dinged 50 fully kitted on the latest gear and you then have the "all the right gear no idea" issue. But hey we all deal with that anyways with the current system, I mean come on gear isn't really that hard to get. We then looked at the low lvl PvP and the option for these guys to twink out their chars. This was really the only downside we saw. That the low lvl PvP could become twink city (more so than it already is). But yeah just thought I would throw this out there for the community to discuss and see if it is actually a viable option that BW should check into. What do you guys think?
  14. its still comes with the lvl 50 gear. However, it isnt usable (you get a red flashing icon over his portrait saying items incorrect lvl). Best thing I can suggest is find a cybertech, most can craft cheap modable parts and the mods/armors to go with them. Or you could get the norm droids parts crafted, but they all have def stats on them so IMO pretty pointless. All in all even though I had to change his gear on my lvl 32 I am quite happy I did. Hes one sweet companion.
  15. This question re acuracy has been asked allot in my guild recently. So between my self and 3 other commandos. (Myself using a Vanguard DPS and Commando) We played arround with acuracy. We have tried varying accuracy values from 90% to 100%. We have all seemed to find that the magic number lies at arround 98%. At this value during our operations parses we noticed the only avoids we see are usualy on Hammer shot. Any lower than 98% and we then start to also see misses/avoids on full auto and HiB. When we went to 100% then no avoids seen on anything. Now we are still working on this and watching the parses on each fight to make sure that 98% is enough, but so far its looking good. Hammer shot misses we can live with. Any FA or HiB misses then we re asses.
×
×
  • Create New...