Game Guides Archive

Thread: Tuesday Tips May 3rd Center of Being

Lifebane
Wed May 04, 2005 4:02 am
#79

"if you are asking about the second CoB in TKA (Balance I), that is actually an Improved CoB that will give you defense buffs for 45 seconds instead of 30."

That's it? That is improved COB? 15 extra seconds? Should have called it extended duration COb or something other than improved. Really seemed to imply it was more effective in my opinion.

Also, Combo Attack and the upgraded versions.. are they working correctly? Seems that advanced combo attack is extremely weak for being a TKM master box skill.



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Harbinger, Kauri
YeorgMaster
Wed May 04, 2005 5:59 am
#80






Thunderheart wrote:





Qui-Gonzalez wrote:






Thunderheart wrote:





Qui-Gonzalez wrote:
Actually, COB is a 45 second timer.




Is it? Only Improved CoB should be on a 45 second timer.







Oh...I don't have the choice between the two, so Improved is all I see. My bad.







What happened is when you earned Improved CoB, the toolbar automatically upgraded you to the better ability because there is no advantage to using the lesser ability.





Aha. But for Jedi, there are often severalvery goodadvantagesfor using what you called the "lesser" ability. For example, force run 1 grants terrain negotiation, a small increase in movement speed, and no penalty to damage output. So its main use is during combat for the tactical advantages. Force run 2, on the other hand, grants a larger increase in movement speed with a penalty to damage output. So it is never used in combat, but, quite the opposite,to escape from combat!


Here's why this is wrong. A Master Enhancer is dueling a Master Defender in hilly terrain. Guess who has the tactical advantage in terms of movement speed? The Defender who dabbled in Enhancer 2xxx (Force Run 1). The Master Enhancer, who has trained in all forms of Force Run, has no defences AND moves at a snail's pace relative to the Defender who can not only mitigate the damage, but can also move in and out of melee range or kite his opponent at will.


The fix for Jedi, and for any other profession who has this problem,iseasy: stick to overwriting only truly lesser skills. Skills that are not "lesser" but simply different should beseparated from their older brothers and be placed in their own family of skills. So:


Change Force Run to Force Movement, and Improved/Advanced Force Run to just "Force Run" and "Improved Force Run".


Change Force Intimidate to Force Cone Intimidate, and Improved Force Intimidate to Force Area Intimidate.

MadJynx
Wed May 04, 2005 11:02 am
#81






Thunderheart wrote:





Qui-Gonzalez wrote:






Thunderheart wrote:





Qui-Gonzalez wrote:
Actually, COB is a 45 second timer.




Is it? Only Improved CoB should be on a 45 second timer.






Oh...I don't have the choice between the two, so Improved is all I see. My bad.






What happened is when you earned Improved CoB, the toolbar automatically upgraded you to the better ability because there is no advantage to using the lesser ability.







TH, are the skills going to be changed that do have an advantage to using as a lesser ability (IE Force Run and Force Armor)



Cornelius Roman
Naritus
Leuther
Wed May 04, 2005 11:32 am
#82






Austianna wrote:

how about a tip to be able to just take regular missions at your own level without being killed? i'm level 54, and it's a real challenge for me to be able to do any missions 52 to 56. This game has forced group play, and to me, that is not always fun. I'm trying really hard to like this new style of play but it's really hard to like something that is no longer fun.





I agree a mob with the same lvl as me should be as the white CON was to the pre CURB system an "Even Match". It should be down to the last few points of HAM on both sides. As is right now me and probot get wiped out attacking a lvl54 when IM a 54!! with out my probot



Luether Glendale
Master Tera Kasi, Master Swordman, 4040 Fencer, 4440 Brawler, 0040 Medic, 0400 Reflexes
Masters(16): Marksman, Pistoleer, Smuggler, Commando, Tera Kasi Artise(2), Bounty Hunter, Carbineer, Squad Leader, Scout, Rifleman, Brawler, Ranger, Fencer(2), Creature Handler, Pikeman, Swordman.

Jiba'di Glendale: Rifleman/Bounty Hunter
Alaxander Glendale: M.Artsian/Tailer/Droid Eng.
Haruspex77
Wed May 04, 2005 12:08 pm
#83






Thunderheart wrote:








Beshaba wrote:



For all the specials that have the warm-up progress bar, you need to stop moving and not hit any buttons as it nears completion. Othwerise warm-up will complete but not effect. At first I thought you needed to be standing still the whole time, but, from what I can tell, I'm pretty sure if you stop by atleast the 2/3 point for the warm-up the effects will activate.



Great suggestion Beshaba! I also think this is what is happening. If you move at all, CoB won't activate.





There is at least one profession (Rifleman) where ALL specials requiring a warm-up, including Marksman specials such as /firearmStrike, /overcharge, and /aim, fail 95% of the time. During the warm-up bar you hear a "thunk" sound that indicates it will fail, and no reason is given.

The Rifleman community has tested this inside out to correlate it to movement, posture, line of sight, distance, time since last posture change, and so on. Though some people have found hopeful results from holding still, we have found no consistent cause between when it works and when it doesn't.

Are there any other professions with warm-up timers on their specials? Do you also have it failing most of the time? And if TH is active in this thread, is a 95% failure rate (this is for Master Riflemen) with no failure message intended?




I'm not quite sure what is going on, but we'll take a look at it.






If this is happening to you all the time with this many professions, then you are either being interrupted by being attacked or you are moving. Some special abilities will break and have to be restarted while others will get just a delay.




I think there is clearly something going wrong with the warmup attacks. My rifleman uses snipershot for an opening a lot, and often I have to try it 3 time (while prone) before it goes off. I have yet to see covershot work!

Dakccoathania
Wed May 04, 2005 1:08 pm
#84


Heswindu wrote:


Thunderheart wrote:


MadJynx wrote:

TH, are the skills going to be changed that do have an advantage to using as a lesser ability (IE Force Run and Force Armor)

Force Run and Force Armor are a different issue. Further balance on these can be expected to make them more useful. I'm sorry, but I don't have any more details than that right now.




Are Jedi going to be allowed to respec until all these balance issues are sorted out? Or are we going to get screwed once our two weeks are up and stuff is changed afterwards?





I'm more concerned with getting double XP after these issues are fixed. The current XP bonus means nothing since my Jedi is sitting in a house for fear of going outside and getting creamed by some creature who's level is not reporting correctly or something similar.

I applaud the bravery of Jedi that are trying to group right now in order to advance however I do not trust my luck regarding that issue... In my experiance there is no such thing as luck.



Dak'ccoanthia
I am no slave to time. There is day and there is night.

Barb-Wire
Wed May 04, 2005 1:19 pm
#85

my tip is dont use any skill that has a yellow warmup bar they dont work. the bar ticks tot he max and nothing. you just wasted a lot of combat time on broken ability.


also if your force powers do not use force breach it is also broken.


last tip: to tell the distance to a target you have to UNTARGET the enemy to see your actual range or you will just get a useless out of range message.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Fritter_and_Waste
Wed May 04, 2005 1:29 pm
#86


don't know if anyone's mentioned it yet, but i saw someone ask...

the reason suppression fire isn't working is not that you aren't waiting through the warm up, it's that it doesn't work and hasn't ever worked since CU hit TC. We have gotten a debuff icon when it hits, but no actual debuff


here's my tip--make a macro that fires off advanced startling shot or if you don't have that improved disarming shot every 5 sec--

this isn't an exploit, since i've heard rifleman say that fixing it would be a nerf to riflemen, and i've actually seen riflemen saying startling shot is underpowered because despite it's large damage, it doesn't delay long enough....
chessdemon
Wed May 04, 2005 1:38 pm
#87



Thunderheart wrote:


Beshaba wrote:


segv wrote:
I am a TKM and have noticed what may be a few bugs with CoB
1. While in combat using the CoB repeatedly fails to apply the buff. The progress bar
opens and completes, but the effect is not applied.
2. When the CoB buff icon is fading, using the CoB skill fails to reset
the buff timer. Again, the progress bar shows the action completing
but the buff is not applied. In this case, the player is not able to use the
CoB skill again until the cooldown has expired, even though the skill is
not in effect.
segv


For all the specials that have the warm-up progress bar, you need to stop moving and not hit any buttons as it nears completion. Othwerise warm-up will complete but not effect. At first I thought you needed to be standing still the whole time, but, from what I can tell, I'm pretty sure if you stop by atleast the 2/3 point for the warm-up the effects will activate.
This may not be what is going on with you, but its worth a try if you aren't sure that you weren't moving at the end of the warm-up.

Great suggestion Beshaba! I also think this is what is happening. If you move at all, CoB won't activate.






Something I think needs to be looked at...one of the advantages we TK's have for tanking is mobility, when a Rifleman or whatever manages to take aggro on one of the ones we're tanking, we can move and get the foe back to bothering us instead of the squishies (sorry, my City of Heroes tanking experience is showing). Yeah we can taunt, but when a ranged weapon user has to kite, oftentimes whatever we're trying to taunt will be out of range, forcing us to move. I'd rather not have to wait even a few seconds to get CoB back up and running before going to save a teammate's life. I don't think there should be any 'You must not move for CoB to work' routine, I don't believe there used to be, seems to me like the only time my pre-CU CoB macro ever failed was when I couldn't attack.



--Chess Melodi, Sunrunner galaxy

Past master of the Marksman and Commando professions, since retired
Master of the Teras Kasi profession
Master of the Swordsman profession
Master of the Imperial Pilot profession
Master of the Shopping profession
Master of the Interior Decorating profession
Master of the Roleplaying profession
Master of the Fishing profession
Imperial Colonel
No wonder I can't wear my uniform cap--I wear too many hats already!

DarthPierce
Wed May 04, 2005 1:39 pm
#88






Barb-Wire wrote:

my tip is dont use any skill that has a yellow warmup bar they dont work. the bar ticks tot he max and nothing. you just wasted a lot of combat time on broken ability.


They sometimes work if you don't move and nothing looks at you funny


also if your force powers do not use force breach it is also broken.


last tip: to tell the distance to a target you have to UNTARGET the enemy to see your actual range or you will just get a useless out of range message.


NICE!!!! Thanks for that one... stuff is always out of range of my LS, though not really with LS throw and force lightning.... since those still use force still when they don't work, I'd really like to know when I'm in rangewith them...






CIEBrandon
Wed May 04, 2005 2:07 pm
#89






Thunderheart wrote:





MadJynx wrote:

TH, are the skills going to be changed that do have an advantage to using as a lesser ability (IE Force Run and Force Armor)




Force Run and Force Armor are a different issue. Further balance on these can be expected to make them more useful. I'm sorry, but I don't have any more details than that right now.









TH, this is one thing that concerns me as a jedi especcially, How many things will drastically change AFTER the respec period is over?How many things that I chose or didnt choose in my template will be made less usefull or fixed or made more usefull??


For a jedi in my situation who was a completed double mastery knight involved in the FRS for quite some time resulting in a -10mill jedi xp status regrinding just simply isnt an option. With normal xp rates it would take months just to climb out of the -xp hole IF you never got hunted or killed during that time.Under the FRS we were required to pvp to gain level, this resulted in MANY deaths, (sure, i killed more than i died) but either way the deaths from pvp add up extremely fast, along with it -xp. To reach higher levels of the frs you were required to pvp ALOT, if not non stop and with it die alot.


Personally I think the ability to go into -xp should just simply go away, being set to 0 xp for deathis one thing then regrinding is somewhat of an option, but the negative xp is just completely unfun and ruins any chance of being able to realistically retemplate. I can understand the need for harsh penalties like -xp for leveling jedi to make it more difficult, But once a jedi reaches knight status atleast then -xp should be turned off for them from there on out.


Message Edited by CIEBrandon on 05-04-2005 02:12 PM




Kagon' Solo'ra ~ Dark Jedi Master ~ Slain by the "NGE"



ZinaTheMaker
Wed May 04, 2005 2:26 pm
#90






Thunderheart wrote:





MadJynx wrote:

TH, are the skills going to be changed that do have an advantage to using as a lesser ability (IE Force Run and Force Armor)




Force Run and Force Armor are a different issue. Further balance on these can be expected to make them more useful. I'm sorry, but I don't have any more details than that right now.






the details on these skills are imperative for the jedi who choose to respec. some people have spent 1/2 a year or longer grinding jedi templates. make people choose from what is on the table infront of them. dont make people choose whats hidden behind door number one...number two...etc.



Zina
Best served chilled
CIEBrandon
Wed May 04, 2005 2:52 pm
#91






ZinaTheMaker wrote:





Thunderheart wrote:





MadJynx wrote:

TH, are the skills going to be changed that do have an advantage to using as a lesser ability (IE Force Run and Force Armor)




Force Run and Force Armor are a different issue. Further balance on these can be expected to make them more useful. I'm sorry, but I don't have any more details than that right now.






the details on these skills are imperative for the jedi who choose to respec. some people have spent 1/2 a year or longer grinding jedi templates. make people choose from what is on the table infront of them. dont make people choose whats hidden behind door number one...number two...etc.



Well said, I completely agree. Hell I didnt have 12 hours a day to grind jedi, it took me almost a year to make knight from padawan. Its not fair IMO to have us respec then change things drastically effecting what we chose and no longer having the ability to respec, not because our choices were bad, but because whats on the table is unfinished and we had to "guess" if they are going to fix or adjust something to make it usefull or worthless.





Kagon' Solo'ra ~ Dark Jedi Master ~ Slain by the "NGE"



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