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Lokken

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  1. Hi. Sorry to necro an old thread, but I've seen several posts of yellows closing other threads about the new Project animation and redirecting to this one, so here I go... I've just resuscribed after a pretty long absence, and seriously, the new project animation sucks bad... It was one of the most iconic and visually stunning consular abilities, and now it is a fluff... I understand the PVP concern about the imbalance of the delay between this skill and the sith mirrored one, it was a very hot topic back when my sub ran out some months ago, but hell... the fix here seems too cheap and dirty. Maybe people at BW can get the old project back, and give consulars both skills ('Project (old)' and 'Project (new)' or whatever naming they want), sharing cooldown. This way, PVPers can use the faster one, while everyone can still choose the old animation if they see fit. Or maybe, make the damage count as instant, and let the player immediately queue new keypresses, but keep the old animation running (maybe a little faster than before), even when 'overlaping' visually with other skills. Or even... give consulars back the old Project, and make Inquisitor's Shock a longer 'charging-lightning-grasping' or something-like-that animation, dealing damage only at the end of it with same delay on both sides, so both skills keeps balanced (nerfing should always be the less popular option, but this may even be beneficial balance-wise for avoiding too high RNG dmg spikes on PVP). Please... do something to get the old project back... this new one is a very big letdown... Regards L
  2. Hi. Reverse Engeneering success rates seem to have been bugged for some time now, (probably since the 1.1 update at least). You at Bioware even acknowledged this issue with a Dev Post here: http://www.swtor.com/community/showthread.php?p=2613451#edit2613451. Is this being worked on for 1.1.4 update? I stopped all crafting works waiting for the fix as soon as I read the Dev post (until then, I wasted an absurd amount of money and materials crafting more than 120 blue quality implants, and also quite a few green, stims trying to get the upgraded epic/blue recipes, getting in the precess 0 (ZERO) upgraded patterns after RE... Please take a look at this for 1.1.4 live release. Regards L
  3. /signed Not sure electrostaves fit well the Consular lore, but, if we get the weapon proficiency, then we should be able to use them effectively. Having most of our abilities require only double bladed sabers and not including electros is nonsense. So yes, allow shadows to use electrostaves like polesabers, or remove the proficiency at all. But its pretty illogical the way it's now... L
  4. Definitely, not my experience at all in <OTHER WELL KNOWN MMORPGs>. Major bugs sometimes even delay the deployment of the PTR patches to Live realms, waiting for updated builds, but minor ones are usually fixed during the PTR testing, and most of the time deployed on live builds with the final release, (and this is a simple tooltip string, ffs). I hate comparing, and I like TOR as a game much more than those other games, but Bioware has still a lot of things to learn about the MMO environment. Hell!, even patch 1.1.1a (deployed last week), had many Skill tooltips pretty messed up, some ones completely garbled, some other included the updated 1.1.2 skill/ability texts (while not including the functionality itself).... So it must be pretty easy for devs to change them. Don´t get me wrong. I love 1.1.2 game fixes and the patch overall. I think BW is working pretty hard to get the best of the game. But this small detail about Biochem startled me. Not important at all gameplay-wise, but... I work for a pretty big software company (not gaming related though, we are on the accounting bussiness). And this small "details" sometimes make much more noise than blatant and evident errors... Weird, but true. It's all about customer subjective perceptions. L
  5. As McGrumpy said, you can always take a look at PTR forum section for Patch notes posted there. Sometimes, patches deployed on live realms are a bit different from the PTR updates, though. Here you will always have the lastest patch notes deployed on live servers: http://www.swtor.com/patchnotes This time there are indeed some minor differences. One of them: "Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals." -> PTR patch notes. "Rakata reusable stims and adrenals have been reduced in power, providing buffs equal to Energized stims and adrenals. However, the tooltips for these items have not been updated and will still display old values." -> LIVE patch notes. It's just funny how they use the PTR... instead of fixing the bugs reported on the PTR, they fix the patch notes and deploy the patches without being addressed. Or... They are trying to partially 'conceal' the biochem nerf from the less perceptive players 'till a further patch.... Not sure which one is worse... L.
  6. http://www.swtor.com/systemalerts "The servers are currently unavailable while we perform scheduled maintenance. We expect the servers to be available again at 6AM CST (4AM PST/7AM EST/12PM GMT/1PM CET) in preparation for Patch 1.1.2, which will be implemented during this downtime" Great news for most of us. Yelling and trolling time for a few others. It does not matter anyway. Nice changes for us consulars. And nice patch overall. I'm a happy Kinetic player today... L
  7. This ^ Sorry to say, but there are only two choices. Either the OP is just trolling, and should be dealt with accordingly, or he is truly saying what he believes; in that case, he needs a big "L2P". Some interesting posts here already, so no need to expand it further. L
  8. Hi. I already wrote about Jedi Shadow stat priority on this thread: http://www.swtor.com/community/showthread.php?p=2557619 I'm PvE focused, so with that in mind, PVP Champion gear is pretty good for tanking hard mode instances and NM Ops, at least until you can get PVE Columi (tier 2) gear. If you have champion gear, don't bother with anything lower than Columi for PVE. Most of the time, Champion items will be better than any Tionese(tier 1)/Orange/Blue PvE counterparts. Also, you can switch some mods or enhacements for getting rid of annoying stats like Alacrity (if any), Accuracy and such. For missing pieces, buy some purples on the GTN (they are pretty cheap), or get orange items and fill with: - Armoring/Hilts: GTN, or purchase with Daily Commendations from Lv50 Belsavis and Ilum PVE Daily Missions. - Crystals: Get some nice ones from the GTN - Mods: Daily Mission "A Lesson Is Learned (Heroic 2+)" on Belsavis daily zone. Or GTN - Enhacements: Daily Mission "Darkness on Ilum (Heroic 2+)" on Ilum PVE daily zone. Or GTN Daily Commendations from PVE daily quests can get you some hefty PvE implants and earpieces too. Try to get items/mods following the stat priority I wrote on the other post, and you should be crunching Hard flashpoints and Ops in no time Regards. L Edited: For PvE, and with the changes of patch 1.1.2 pretty imminent (maybe today, maybe in the coming weeks), 23/0/18 build would be pretty useless. For PVE (and maybe pvp), try any 31+/?/? variant (the most widely used is 31/0/10)
  9. You are doing it wrong. Plain and simple. Shadows (either tank or dps specs) can grind normal zones WAY above their level with maybe some exceptions in high level bonus series zones and Corellia. Definitely, no problem at all if you are on zones of your same level. No even need to be a "Veteran MMO player" as your post implies. With proper companion support, you should be able even to solo Heroic 2+ quests a bit below your own level. At lvl 50, with good orange/blue/some purple gear you can definitely solo any H2+ quest, and any single player quest is a mere joke to play. Project has absolutely NOTHING to do in our leveling performance. It is debatable the faction imbalance in some PVP scenarios, but you should have absolutely no problem at all with Project during class questing. If you want to cancel membership, right, go ahead and do it. But don't blame the game for it. Shadows may have some terrible gameplay issues, but surely Project and quest leveling are NOT any of those. L Edited: As other posters said, Tharan and Holiday with proper gear can get you though any normal mission at that point (if you know what you are doing, ofc)
  10. Greets. Is hard to get a proper stat priority without a working combat log/parser. So far, it seems the best stat priority is like this for shadow DPS (PVE wise, from best to worse): Willpower <- Power <- Crit/Surge <- Accuracy <- Alacrity Notes: - Due to the poor contribution of Endurance to life in the Jedi Shadow spec, better don't try to stack Endurance, just stick with the Endurance you get from the gear/mods you get. - Critical and Surge are competing stats. As you rise one of them, the other begins to rise its value, so, as a rule of thumb, try to get both of them at the same level. - Accuracy is somewhat controversial right now. It seems stacking it up to 5% may be of some use. More is considered a waste. ( http://www.swtor.com/community/showthread.php?p=2474723 ) - Alacrity is mostly useless for us. If you do PVP, then getting Expertise to 10% should be a priority, and getting some extra Endurance won't hurt in certain scenarios. Nevertheless, some kind of backup healing will prove thousands of times more useful than all the Endurance you can get. From a Kinetic Shadow Tank point of view, dps-wise stat priority is about the same. The tanking stats depends on you primary focus: - If you mostly main tank bosses, due to our high block chance thanks to Kinetic Ward the best stat seems to be Absorb, and then Defense and finally Shield. - If you usually offtank several mobs in AOE pulls, then your Kinetic Ward charges will probably deplete before you can refresh it, and so the prime defensive stat is Defense for getting higher avoidance, then Shield and Absorb. - Again, even in tank spec stacking endurance is not recommended. We don't have Endurance multipliers (besides the lackluster Mental Fortitude tier 2 skill), so better try to get more defensive stats instead of Endurance. Our life pool is large enough as a 'buffer', and your healers should have no trouble in filling your life up even after a bad luck streak of hits. Hope this helps. L.
  11. Hi. I'm not a PvP player, so I'll only answer PvE-wise. First, the theory. I read somewhere during the beta that NPC mobs of your same level are supposed to have 5% of dodge/resist chance against your physical/force/tech attacks. Also, have in mind that all your non basic lvl1 attacks have base 100% accuracy, and your basic lvl1 attack have a 90% base accuracy. Accuracy over 100% works against that dodge/resist percentages (note: so far, NOTHING implies that Accuracy > 100% makes for Armor Penetration or the like, as I've read several times on the forums). So, in theory, a 5% of accuracy would be enough for capping special attacks, (which have a base 100% accuracy), and that will grant you a 90% chance (90% - 5% + 5%) of hitting with basic white attacks (more than enough, as basic attacks are usually only last resort fillers). Exception to this rule are the dual wield classes, which have an extra miss chance on their attacks when dual wielding weapons. I do not know the exact % though, as I've not played any DW class yet. Now for the real world part. With my Consular Shadow and my Imperial Agent Operative lvl 50 chars I have not seen yet any one single missed blow, having less than 5% accuracy, neither during leveling nor during endgame content. Which can be explained by: - I failed to see the misses on the floating combat text, (without a proper combat log this is possible). - Failed hits do not display on floating combat text, so I didn't notice them (bug or intended). - Accuracy/miss mechanics are not working ingame as intended (due to bug). - Accuracy/miss mechanics changed on live release and are for now as 'useful' as the Modding Workbenches (i.e. not working at all right now, in a 'rest' state pending proper reworking in the near? future). - I'm indeed a very lucky player. Again, remember that this is only from a pure PvE perspective. TL;DR Anyway, if you do not dual wield, try to skip Accuracy when possible on your mods/gear. Always try to get ones with your main stat preferably, then power, and then mix Surge/Crit/Alacrity depending on your class/spec/role. Leave acc as the lower priority stat for now, (albeit I advise against skipping at all gear of higher tier/level just for having accuracy, as it may be useful, maybe now or in the near future). Regards L
  12. Far from true. You have several trees so you can choose to fit into several roles. The 'extra' points once you reach the top of your main tree can be still used for gaining a bit of utility/versatility from other trees (or your own one), but the 31 point 'ultimate' skills are there for a reason. In <OTHER WELL KNOWN MMOS> you choose one talent/skill tree at the first levels, and you cannot even place points on other trees until you reach the top tier of your own tree. You can agree with this idea of role-centric trees or not, but the idea itself is completely logical and fearsible, far from "stupid" as you say... L
  13. Changes seems pretty good to me. I'm a happy shadow right now. Indeed Bioware seems to emphasize on full tree builds rather than hybrid ones, but I mostly agree with them, so no brainer for me. On the other hand: I've played Kinetic tank since mid-beta (and playing now this on live). I've througly tested the pure 31/0/10 build, and the 23/0/18, 25/0/16 and 27/0/14 hybrid tank builds (always PvE oriented). And even some other more 'extreme' builds. For a kinetic tank, the pure 31/0/10 always seemed as much more solid choice (even more as you approach the higher end content). Damage wise 23/0/18 or 25/0/16 were slightly superior, but not aggro/utility-wise (and even worse after 1.1 Slow Time buff). A bit more damage and the convenience of the targeted and ranged Force in Balance could be very easily worked around with some smart tanking, with noticeable survivability enhacements. I cannot speak for PVP players though, all this is from a pure PvE point of view. I don't care for PVP anyway, so kudos to Bioware for the changes. L
  14. As told in previous posts, this is far from a Nerf. On AOE scenarios, the higher the numer of mobs you are facing, the higher % of getting the proc (but, on the other hand, with many mobs the priority of using Project falls down anyway). Only with 1 target left you have less probability of getting the Particle Acceleration buff. But then again, you should have never casted Sweep then in the first place. On single target scenarios, doube strike seems to be on average about the same as before, BUT we also get a new chance of proc with Spinning strikes, so you will have, on average, more acc. projectiles than before the patch. Smile
  15. Already being discussed here: http://www.swtor.com/community/showthread.php?t=209979 Force Potency with Accelerated Projects have been broken (for Consular Shadows at least) since early in the beta. L
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