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Everything posted by Faardor
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looks like nobody learned anything from titanfall, Most of this isn't even innovative, just looks like they are creeping on battlefields gimmick. (altough we will see if they implement those vehicles at all in MP)
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Not bad at all actually
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No more room in hell
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im not sure how. My merc has long hair
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^ thats actually stome but in any case epic doodle jun
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If you ever decide to want to get back into that (they released an expansion a month ago that raises the cap to level 60) we have a very active SWTOR guild on begeren colony In any case welcome to the community and hope you not only stick around for repopulation but maybe get involve in other parts of the community as well!
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Hai :3 welcome and stuffs!
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Well when you're the largest chapter around... lol Congrats to everyone, TOR or otherwise!
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Guide [TOR] Faardors Guide to Stats & Optimization
Faardor replied to Faardor's topic in The Old Republic Guides
this might be out of date for a while when 3.0 is released as bioware will most likely balance things and stats but in essence Most of this will still be up to date, the only thing that I know will change is the effectivenss of alacrity (its getting buffed) In that alacrity aside from what its already doing will allow you to cast more often now, so lets say for example you have 25% alacrity (for whatever reason) you will be casting your spells 25% more often (assuming that your energy management would allow it) because of this it might be more effective at a certain point than surge due to the diminshing returns on surge. Again this does assume that the formula for Surge, power, crit and accuracy stay the same. Speaking of accuracy, taunts can now miss, BUT tank specced classes get the accuracy needed to never miss (altough I havent seen this confirmed for shadow / assassin tank), its more of a "We dont want non tank classes to be able to taunt and apply a taunt without accuracy" (why you wouldnt have the accuracy needed as a DPS class I dont know, that might be something 3.0 explains or just bioware being dumb) -
im expecting this to go F2P otherwise it might be hard for blizzard to compete with TF2. If it does ill give it a try, otherwise not particularly interested really.
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When bored people do boring things, Like annoying pubs! Picture above is of the group I encounted while on ilum who were attacking base droids and turrets. So I decided to heal the turrets and droids and actually managed to wipe their whole group. They then decided to only stick to the droids outside of the base because trying to out damage my heals when they went after 2 turrets was too much for them. Thanks to wolf and panda for joining in on this.
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getting a phoenix wright kinda vibe outta this
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Guide [TOR] Faardors Guide to Stats & Optimization
Faardor replied to Faardor's topic in The Old Republic Guides
This guide is good to go, and anyone that needs help with their stats or gear can always ask me and ill inspect your gear to see if I see room for improvement (and I know that some people definitely have room for improvement) -
You've got it all wrong! Kavia is married to Tziva :3
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Guide [TOR] Faardors Guide to Stats & Optimization
Faardor replied to Faardor's topic in The Old Republic Guides
it all comes down to personal preference but I think when it comes down to pure number crunching calculations that the first 100 to 200 points of Crit and / or Surge for Healer classes (in general) are still beneficial vs more power / alacrity. Assuming of course that both the crit and / or surge is taken with power. (mainly having to do with diminshing returns not really taking effect on the first 200 points) As for the guide ill be adding my character sheet just to elaborate and point out things here and there. -
I think the poutine still has the other fries beat, it has a better mixture that blends well together and less crap just thrown together for the sake of trying to make something taste good.
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Guide [TOR] Faardors Guide to Stats & Optimization
Faardor replied to Faardor's topic in The Old Republic Guides
Well Sins get a lot of natural absorption and shield chance which is why those classes might prefer having more of those 2 stats. -
Guide [TOR] Faardors Guide to Stats & Optimization
Faardor replied to Faardor's topic in The Old Republic Guides
You can go to hell -
Guide [TOR] Faardors Guide to Stats & Optimization
Faardor posted a topic in The Old Republic Guides
I see a lot of people struggling to figure out what stats do what and what stats they need so ill try and do a short guide on stats. STAT TYPES Main stats Aim: - Used by: Bounty Hunters (Mercenary / Powertech) and Troopers (Commando / Vanguard) - For: DPS and Healers. - Not for: Powertech / Vanguard TANKS, they want to focus on mods with more ENDURANCE than Aim wherever possible. Cunning: - Used by: Agents (Sniper / Operative) and Smugglers (Gunslingers / Scoundrel - For: All classes and trees need more cunning than endurance wherever possible. Strength: - Used by: Sith Warriors (Marauder / Juggernaught and Jedi Knights (Sentinals and Guardians) - For: DPS - Not for: Juggernaught / Guardian TANKS, they want to focus on mods with more ENDURANCE than Strength wherever possible Willpower: - Used by: Sith Inquisitors (Assassins / Sorcerer) and Jedi Consular's (Shadows / Sages) - For: DPS and Healers. - Not for: Assassin / Shadow TANKS, they want to focus on mods with more ENDURANCE than Willpower wherever possible. Endurance: - Used by: Everyone (but DPS / Healers need to focus more on their main stat.) - For: A primary focus in mods for Tanks. 1 endurance contributes to and additional 10 maximum hit points available. (ex: 100 end = 1000 hp) Secondary Stats Absorption Rating: Increases shield absorption amount. - For: Tanks, increasing the percentage of damage your shield absorbs when it does. Accuracy: Increases melee / ranged and force / tech accuracy. - For: DPS (You need 100% Melee or Ranged accuracy and 110% Force or Tech accuracy). Less will reduce DPS by the percentage you are missing and more may contribute to diminishing returns (the points could be better used as something else or starts to have value falloff per point). Alacrity: Increases global cool-down speed, activation speed, channel speed and energy pool generation. - For: All healer classes except for Operatives and Scoundrels (I'm told a little bit helps) Often another stat may better accommodate your needs. Crit Rating / Chance: Increases the chance to critically hit (see Surge for more) - For: Only certain DPS and healer types. Mainly for builds that have a lot of damage over time(DOT) attacks or healing over time(HOT) heals. Most DPS or Healer won't focus on crit rating. Average crit rating a DPS could aim for is 20-25% Defense Rating: increases your defense chance (avoiding attacks) - For: Tanks, essentially a dodge or avoidance or deflect of an attack. If your defense was 100%, you may essentially avoid all attacks. Power: Increases your base Damage and heals - For: All roles except tanks. If possible always combine Accuracy with Power / Surge with Power / Crit chance with Power / Alacrity with Power. In all your DPS/Healer gear options, you want to make sure there is power in everything you can get. Shield Rating: Increases shield absorbtion chance. - For: Tanks, This increases your chance to reduce energy or kinetic damage with your shield. (See: absorption rating). Surge / Crit multiplier: Increases how much damage is behind a critical hit. - For: Mostly DPS and a few healers. Again if you focus on DOT's or HOT's this may be a primary focus. Ex: if your base attack does 8000-10,000 and you crit with a surge rating of 70% it CAN may do up to 17000. Tech / Force Power: Only on hand equipment. - For: All roles/classes, increasing this is a primary focus for DPS and healing. The amount is based on the barrel / hilt / armoring in the device and increases damage and healing. (A 186 barrel / hilt / armoring will provide the most tech / force power in the game. You can temporarily increase your Tech / Force power by 675 with a Nano infused triage adrenal for 15 seconds, however it reduces your damage by 20% and is only used for short healing burst phases.) Typical DPS statimization 100% Melee / Ranged Accuracy (maxing out your accuracy companion helps reduce the amount of accuracy gear you need!!!) 110% Force / Tech Accuracy (maxing out your accuracy companion helps reduce the amount of accuracy gear you need!!!) 0-250 points of critical rating (Although not something to stack on gear for most classes, max out your companion that gives crit anyway!) 440 points of surge rating (Again max out the companion that grants you surge) As much power as possible without sacrificing accuracy rating or stacking too much crit. Main stat augments Typical Healer statimization 440 surge all power and alacrity for the rest. Crit is bad but if you want you can put it in a mod and enhancement or two if youve reached the surge soft cap No accuracy in any mods, enhancements or augments whatsoever (It is however possible you get some accuracy by maxing out all your companions, so yes 91/101% accuracy is normal to see) Main stat augments (power is acceptable but I personally run no crit so I like to get all the natural crit I can from main stat) Typical Tank statimization Assassin / Shadow tank: Defense: 527 Shield: 1668 Absorb: 1808 Juggernaut / Guardian tank: Defense->1360 Shield->737 Absorb->603 Powertech / Vanguard Tank: Shield: 1800-1900 Absorb: 1200-1400 Defense: 550-620 Alternative (defense tanking): 1800-1900 defense 1200-1400 Shield 550-620 Absorb Tips and tricks: - PVE relics are king again! 186 crafted are better than any PvP now! - DPS and Healers ALWAYS want to get the current relics of Serendipitous Assault and Focused Retribution. Boundless ages is an acceptable choice also but remember to use this during burst phases (so during raid wide buffs or a beserk phase / - Tanks should augment with defense, absorption and shield augments. - Tanks should always use Fortunate redoubt and shield a Examples: (more adding soon) http://i.gyazo.com/02559245ec610c65f9ef9e1b8adef45d.png DPS marauder (annihilation spec) mainly 186 gear and some 190/192s, 198 offhand and in a 162/168/180 set bonus lacking: 200 surge, bunch of alacrity (stat budget is tight on 186 crafted gear) -
Hooray to all of them!
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new word: Addulce
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