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Post Info TOPIC: Question


Veteran Member

Status: Offline
Posts: 60
Date: May 17, 2013
Question


So, actually decided to reapply my skills. Considering it has an incremental cost per use and as old-school RPG player I have a fundemental objection to respeccing I thought a lot on it, but I really had to learning a bit more post-2.0 about my skills. Also learned that you don't actually have to put 5 skill points in each row, when I put 8 in the lower and 2 in the nex I could suddenly access row 3. Didn't know that before (damn), but now that I did I could avoid some really sucky skills. Like the one giving whirlwind instant Force Breach. I don't think I ever had it on my quickbar after using it 5 times and declaring it sucky, and from what I heard, 2.0 has made it even worse.

Also a power 2.0 ruined was force lift. Pretty useful pre-2.0, I had removed it from my quickbar, so this allowed me to take away skill points away from that doing more damage with the powers I do use. Also was using project a lot before 2.0, but now realised, it's a waste of Force. No more 10% melee damage boost, no more stun-attack giving a powerfull 1-2 combo. It's more points than it's worth, so re-invested those skill points too. In a force-increasing skill, considering I did run out of force point before a lot. Helped mainly by afore-mentioned project, Force in Balance being more costly (not much to do there), and not having a stun-attack anymore and having to waste 40 points doing the same damage with 2 double strikes. Still missing it, being the only power not using Force aside from Wave.

And a lot of people don't like me using wave. But it's the only 'free' power. And I agree it sucks if I wave on the exact same moment a green reticle appears on the ground for a massive assault, but that's more exception than rule. And I always try to push enemies into said green markers with wave if possible. Atleast on bosses it's free damage with no push.

But yeah, now learning a bit of how 2.0 makes powers suck (3 more of my quickbar, it's starting to get empty :() I am not left with a lot. And invested points in them, hopefully getting a bit more powerful and useful.

Now you might wonder, where's the question. Well, during appointing my skill points I noticed "Mind Warp" Before it was just one of the 5 so I didn't mind it much, but learning it could be avoided, I definitely tried applying points to it, and then re-applying them again afterwards learning it did exactly what it said, not more. It states it makes Mind Crush last 1 second longer. The second skill point does 2.

So unmodified it does x-x damage instantly (don't recall) and at that moment did 2030 damage over 6 seconds. Applying one point it did the same x-x damage instantly and still 2030 damage. But now over 7 seconds. 2 points, still 2030 damage over time, this time 8 seconds. I mean... doesn't that make Mind Crush WORSE per invested skill point? Am I missing something here? Or is it seriously the worst skill ever, making a power less potent than more. Is it's function hidden or did BioWare really drop a ball here?

Other question, with dreadguard reachess the max non-xpackers can have. So thinking about augmenting. Think mk-6 slots are the best I can use. What's the best willpower augment pre-the expansion? And what mats or money do I have to throw at our guild's augmenter to make that for me? (I suppose I could look up the augment on GTN if I know the name. Still probably cheaper in-guild. Resolve 27? Or called something else?)



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Jaellan 55 Shadow DPS. Artifice, treasure, slicing
Hassathunter 51 Vanguard Tank. Biochem, diplomacy, scavenging
Hassat
51 Maurader DPS. Synthweaving, archaology, bioanalysis
Llyynx 41 Mercenary Healer. Armormech, investigation, underworld



Guild support

Status: Offline
Posts: 1315
Date: May 18, 2013

no idea about the skills thats better awnsered by someone with a Shadow, as for build i know alot of ppl use Noxxic.com to get a basic idea of the builds they want to use.

the augments how ever highest a 50 can get to my knowlage is a Advanced Resolve 22 (in your case) +12 Endurance + 18 willpower i can even craft them if u get the mats (advanced neural augmentor need 4 for 1 augment)

as for the augment kits yes u need mk-6 kits how ever the MK-7 kit is alot cheaper these days so might be better off getting those.


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Smile... It Confuses People



Veteran Member

Status: Offline
Posts: 60
Date: May 23, 2013

Apparently can use MK-7 too yeah, around 20K on the GTN when I checked, compared to 21 of MK-6. Not that big a difference.
Purple resolve 22 was 22K last I checked.

So wondering who in our guild can craft either of these, and what mats/cost is there for them, or am I better off using the GTN?

__________________

Jaellan 55 Shadow DPS. Artifice, treasure, slicing
Hassathunter 51 Vanguard Tank. Biochem, diplomacy, scavenging
Hassat
51 Maurader DPS. Synthweaving, archaology, bioanalysis
Llyynx 41 Mercenary Healer. Armormech, investigation, underworld



Veteran Member

Status: Offline
Posts: 39
Date: May 23, 2013

Hmm 20k for MK-7 kits sounds quite good price to me. Maybe Im wrong but looks almost the same price if not cheaper than searching for the mats.

If you need a couple of kits I could do it tomorrow, but for more better ask someone else because my ingame time is not very predictable.

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Veteran Member

Status: Offline
Posts: 60
Date: May 23, 2013

Well, I do have several purple stuff in my locker, so maybe I already have the ingredients for the kits, depending on what kind of mats are needed for the MK-6/7 and Resolve Augment 22 (Purple)...

__________________

Jaellan 55 Shadow DPS. Artifice, treasure, slicing
Hassathunter 51 Vanguard Tank. Biochem, diplomacy, scavenging
Hassat
51 Maurader DPS. Synthweaving, archaology, bioanalysis
Llyynx 41 Mercenary Healer. Armormech, investigation, underworld

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