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Messages - Keeloth

Pages: [1] 2 3 ... 25
1
Support / Re: Critical overheating issues.
« on: February 03, 2012, 07:14:13 am »
Well, I now get the errors right away: the icons on the desktop don't even load before I get the errors. Go go Blackberry browser!

Tecknik, the chkdsk utility has been run several times.  It always finds and "fixes" errors with no noticeble difference in the problem.

Zephic, this is actually the second hdd, because skry is awesome and (when I asked if he had an old one laying about he wasn't using) flat out bought me a new hdd when my old one had issues not being read.  The old one did not have the delayed write issues, however.

And Likwid, already there from the first time through, heh.

2
Non-VR Games / Re: Raid Group #1 Schedule
« on: February 01, 2012, 12:25:21 pm »
Posted it elsewhere, but just wanted to make it known that with the computer issues I'm having, I'm not going to be in game much.  I'll let you know when I've got it resolved.

3
Support / Re: Critical overheating issues.
« on: February 01, 2012, 12:17:29 pm »
Have new issues now.  Sometimes, the hard drive isn't been read and I have ti restart multiple times.  Even when Windows DOES load, I get a cascade of "Delayed Write Failed" errors after a while that freezes and crashes my computer.  I've been advised by Skry that it's likely the motherboard.

4
General / Going to be sparse for a bit (computer issues)
« on: February 01, 2012, 12:15:45 pm »
The saga continues.  Now that I've replaced my graphics card, I'm not having overheating issues.  However, this new hard drive is glitching out fantastically (basically, I get a cascades of "Delayed Write failed" errors after some time) and I've been advices that it's probably the motherboard.  Which means I have to replace it, which mean money, which means time.

I don't know when I'll be able to replace it, but when I do I'll be back again.  

If you want to offer some help, post it in http://thefuriousangels.com/index.php?msg=112192 where I have my specs up.

5
Non-VR Games / Sage DPS build, any comments?
« on: January 28, 2012, 07:26:10 pm »
Quote from: "Strod"
This is going to be your ideal raid spec.

http://torguild.net/calculator/jedi-consular/sage/

Rotation:

Weakened Mind>PoM Mind Crush>PoM Telekinetic Wave>Force in Balance> Telekinetic Throw.

This variation is what I use and it's IMO the best because it gives you what you honestly need the most in a raid and not what you think you need in terms or 1-2% if I go this way etc.

In all honesty, if you learn the fight you can minimize damage without having to bicker over certain abilities that lock you out of the most ideal build which is posted above.

In the end it all comes down to what you prefer, however I like having a multiple CC with a max shield and some periodic damage reduction. You shouldn't be using Project as it's a wasted 3 points in upheaval, when it can be used in other useful places. Project is a waste of force and you don't need the extra 100 force because you have noble sacrifice. Which if timed right and you stay out of the dumb stuff in raids will give you back force when you need it and you'll be healed by the healers anyways.

There is a lot more logic I would like to type out, but I know people are going to say my build is dumb because of abc. Just remember play what you enjoy. However the above build is the best "version" of the top dps build for sages if you like being helpful to the raid. IE, less damage taken, more CC and refined dps.


Strod, can you repost?  Your link doesn't have any talent points assigned.

I agree that simply learning the fight is where you'll really minimize incoming damage.  It's because of this that I don't see as big a need for talent points that reduce damage for you.

I respectfully disagree about upheaval, given my reasoning above.

I like the extra force because it eases extra strain on the healers, who may very well have their hands full keeping the raid up without me bringing myself down to half health just so I can do another couple rotations.

Ominari, I had a thought:  In the TK tree, you could take that point out of telekinetic defense and put it into Longevity, maxing it out.  That gives you max damage and max force to keep doing that damage for as long as possible without futzing around spending a point just to get to the next tier in the tree.

6
Non-VR Games / Re: Sage DPS build, any comments?
« on: January 28, 2012, 10:05:21 am »
The 10% on force armor isn't something to be taken so much because it's vital, and more because it's more useful than a 5 meter extension on 2 abilities, only 1 of which you'll be using.  I believe force armor absorbs 2000 damage unbuffed?  That's an effective 200 extra HP per shield there.  As I said, not vital, but more useful than the alternatives.

Keep in mind, that's a passive damage reduction of 340 per 17,000 points of damage you take.  I agree that it'd be worth it if it was every hit, but as it is, getting hit with a 5k hit you'll take 100 less damage.  I don't think it's enough of a difference for the healers to notice, honestly.

The extra lift doesn't affect elites.  I think you're right about it affecting strongs, but really, those aren't much harder to burn down than normals.  

The new build looks pretty good! Though as I said above, I do think you'll get more mileage out of TK Defense than Mind's Eye.

Quote from: "Sared"


I also think that Mind Ward may have a little more value due to unavoidable, raid-wide static damage being taken, but that's a small choice that needs to be made regarding utility/survivability.

Regarding Sever Force, while the stun may not affect a boss-immune target, are they still affected by the DoT?


Mind Ward I'm torn on.  As I said it competes with some of the best DPS talents in the tree, but from a raiding perspective it can have use in some situations.  Maybe a situational talent for a DoT heavy raid boss?

Yes, the boss would still be hit by the dot, but it's a pretty lackluster one and requires you to spend an extra 2 points in the tree to get it, removing the option of Telekinetic Wave, which is an awesome ability.

7
Non-VR Games / Re: Sage DPS build, any comments?
« on: January 28, 2012, 02:09:40 am »
I like the overall structure, though there's a few things I'd personally change:

- Jedi resistance doesn't seem worth it.  We're squishy, an extra 2% reduction isn't going to make all that much difference.  To give you an idea...Ana is fairly beefy for most Sages I've seen, with 17k health.  2% of that is...340.  2 Talent points for 340 health is pretty worthless.

- Comparatively, the 10% crit chance to telekinetic throw (the bread and butter of a DPS sage) you get from Critical Kinesis (torhead is bugged and shows the Shadow talent, http://torguild.net/calculator/jedi-consular/sage/ shows the correct one) is golden.  I'd move those points from Jedi Resistance to Critical Kinesis.

- It's true, Project is expensive for it's damage and slow to boot.  However, it's one of the few non-DoT abilities we have that can be used on the move.  For bosses where you have to do a lot of moving around, it's nice to have the extra damage.  It's not vital, but it's certainly more helpful than..

- Pinning resolve.  As you say yourself, raid bosses can't be stunned.  Being able to stun 10 second faster isn't that much of a help.  The extra lift you get is nice, but not vital since weak and standard mobs go down fairly fast anyways.

-Mind ward may actually help you vs. some of the more vicious dots out there, but again you run into the problem that you're trying to bail out a rowboat with a sieve.   In addition, its placement on the skill tree has it competing with all the talents that really increase your damage, which is your role.  

-On the telekinetics side, I like what you've done.  Most builds I see (and the one I currently use) just put 3 in clamoring force and 3 in Inner Strength, but you put 2 in Longevity as well, which is great for raid bosses.   I would take that point out of Mind's Eye and put it into Telekinetic defense, though. The only abilities you'll use to benefit from the range increase from Eye are Telekinetic Wave and Disturbance, and since you'll want to be in range of telekinetic throw anyways...Meanwhile, that extra 10% protection from your bubble will help make up for losing Jedi Resistance and Mind Ward from the Balance tree.

Overall, here's how I would modify the build:  http://torguild.net/calculator/jedi-consular/sage/?p=000000000000000000032202010120000000003020322131201122300

8
Off Topic / randomness
« on: January 27, 2012, 01:34:03 am »
No worries, mate.  Hope everything is ok!

9
Off Topic / Politics
« on: January 22, 2012, 06:50:08 pm »
Quote from: "Lithium"
A sobering story about how America lost manufacturing. How do you compete with countries that have no regulation and basically employ competent slave labor?

http://www.nytimes.com/2012/01/22/business/apple-america-and-a-squeezed-middle-class.html?pagewanted=1&_r=1


You impose economic sanctions on countries that practice effectual slave labor.

10
Non-VR Games / Re: PvP Changes (1.1)
« on: January 20, 2012, 10:12:14 am »


Have to admit, that made me laugh.

11
Non-VR Games / Re: PvP Changes (1.1)
« on: January 19, 2012, 12:03:20 pm »


I count 9 kills (at 60 valor apiece, including bonuses) over that 1 minute timeframe.  9 x 60 = 540 valor a minute.  You get the equivalent of a 15 minute warzone in 2 minutes,  which is 7.5 times faster.

12
Non-VR Games / Re: PvP Changes (1.1)
« on: January 18, 2012, 07:30:56 pm »
Hopefully, there will be a rollback  on valor earned since the patch hit.

13
Non-VR Games / Re: PvP Changes (1.1)
« on: January 18, 2012, 07:18:12 pm »
Sorry if the original thread topic came off as irritated, I posted it as an earnest warning before I headed to work so that none of our members got permacamped.

14
Non-VR Games / Re: Assisting those in need (being "griefed", etc)
« on: January 18, 2012, 09:36:26 am »
Quote from: "Ketamininja"
I understand we can't respond to all instances of this, and I don't expect us to. Especially when others are on a different planet, have to QT (or run) back to the spaceport, get on your ship, hyperjump to Tatooine, get down to the planet, then taxi and run to the problem area. This takes a lot of time.


I think this is really the heart of the matter.  Gabe of Penny Arcade summed it up pretty well in a news post:

Quote from: "Gabe"
I also really dislike the Orbital Stations. When someone on another planet asks for help I think "I'll need to go from ship to airlock to hallway to elevator to orbital station to shuttle to spaceport to fuck you I'm not helping you with that quest." If I want to quick travel (or space hearth as we like to call it) I click on a doodad and a shuttle is sent to pick me up. How about you just send my ship? or a shuttle to take me to my ship or whatever just get me to my ship without making me go through a maze of hallways and load screens.


At one point, we organized a countergank squad to take out a bunch of gankers on Voss.  As soon as we landed, they vanished into an instance and didn't come out again until we dispersed.  It was pretty frustrating to those in the group, and the gankers just came out again after we left.  

Until Bioware makes traveling from planet to planet a little easier, we may have to reserve responses for 1. People are are trapped in a gank loop and can't escape via medcenter (aka Voss) and 2.  Massive red pushes in endgame areas like Ilum.  In the first case, our objective would be to free up our camped member so s/he can finish their quests in that place.  In the second, the reds would likely be pushing for a fight and less likely to scatter at the first sign of us.

15
General / Re: Welcome Rezinar!
« on: January 18, 2012, 01:23:12 am »
Welcome!

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