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piccoloj

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  1. I'm having the same issue, cannot upgrade Rakata force-lord's mainhand or offhand
  2. I do not see one positive comment in this thread. I support SWTOR wanting to give the players a little powerup to get through some content, but forcing players to do content they don't want to in order to get the augments is backwards thinking. The stated goal is to get more players into PvP. But I personally don't PvP, don't like to PvP and won't PvP to get these materials. It means that I will either be forced to buy the materials on the GTN or just forego the chance to get these augments entirely, which is probably not SWTOR's goal. I really enjoy PvE and that's what I do. I speculate the PvPers feel the same way about PvE. I most fervently hope SWTOR changes these drops to be available in all content so we may continue to do what we like to do and still be able to obtain these.
  3. Is this still available? I might be interested.
  4. Bump. Still need need a couple more to fill team.
  5. After tanking through a few OPs I can say the difference for tanking is much improved. The rotation for the DR buff is kind of annoying to keep up in fights where the target moves, or has different stages, but the spikiness is pretty much gone. The damage while tanking is very much like any other class now: any deaths can be attributed to other factors, not spikiness (e.g. missing an interrupt on corrupter during the Draxus fight kills everyone just the same). Also, in my further parse testing I'm still about 2-3% ahead of infiltration DPS with the CS buff, and can not see any other difference, still lagging way behind other DPS classes by a significant amount. Good thing I can tank again, I had pretty much given up on it with 2.0 changes. Guess I'll work on my sniper for DPS instead...
  6. Tanking: Armor buff amounts to an extra 10%, not 20 or 40 that they originally planned. Without self healing, and the 12 sec rotation for reduction, I predict no change in spikiness. Deception DPS: Maul cost reduced has no effect on rotation, slight buff on Voltaic Slash makes about a 3% increase in DPS in my testing so far. I can pull about 2370 DPS on the ops dummy, I was doing about 2300 before. Sample size is limited, and I'll do more later. Not enough to make much difference in end game viability for either spec really. I don't intend to play balance shadow, the rotation is mind-numbingly boring. Anyone else have experience or numbers? Whynd
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