on styrak Ive been doing between 2200-2500 dps. its a lil RNG but Im usually within those numbers. If you are doing 16m you only need to be doing rakata grade dps.
on styrak Ive been doing between 2200-2500 dps. its a lil RNG but Im usually within those numbers. If you are doing 16m you only need to be doing rakata grade dps.
Ok, mayby I will ask stupid question but... Aerro, in your BiS gear list there are like 4 or 5 Advanced INITIATIVE enhancements 31... I have been looking for those on every gear possible and cannot find any above 66 grade :/ Is there a mistake os is this enhancement some kind of super-rare? If so I would appreciate if you could tell where to find it (so far I am using proficient one but it lacks power :/)
those initiative are in the underworld offhand - use 2 token for the implant with power accuracy and 3 times the offhand to reach the 395 accuracy..
until you have both token for implants you could also use the carfted ones with accuracy or the cheep 28 enhancements with 66 accuracy + 43 Power
Last edited by Keren; 2013-05-09 at 08:01 PM.
Wildstar Black Ops - loved by strangers
Also if your guild will let you have them .. you can pick up underworld leg token, or boot tokens and use them on other pieces (not merc pieces) Go to this link and you'll see where the initiative 31's come from http://swtor.askmrrobot.com/gear/462...enhancement-31
The offhand is by far and away your best option as it has an itemized mod and enhancement (agile mod 31, initiative enhancement 31)
---------- Post added 2013-05-09 at 04:11 PM ----------
Yep this is 8 man. This is also another reason why I like 8 mans better than 16. 16 seems way too easy. But even 8 man is pretty ridiculously easy as well. We cleared all the way to styrak on our first night in there =/. Makes me sad
I've noticed that the UW acc/pow implants do not give as much main stat/power as the verpine medtec 2 implants that drop. Granted the medtech 2s don't give acc but they give more main stat more power and a nice amount of surge. I'm thinking it might be worth it to use 2 verpine medtech 2s and just use initiative enhancements in armor instead. I'm very under the weather right now to log in game and check out the combo it would take but I'll update when Im not puking my guts out while trying to hold them in through my slow healing surgical incisions.
Update: You do indeed get 13 more main stat from the verpine medtech mk2, but the power is way under. You end up losing 26 power so not worth it.
Last edited by Requiem4aDr3am; 2013-05-09 at 09:49 PM.
Some people may find this useful for BiS gearing
Edit: and yeah those enhancements are a b*%&....just gotta farm UW Chest/Legs/Boots/MH/OH for your acc and surge enhances, along with the implants/ear.
Edit: replaced with new pic cuz of set bonus changes
Last edited by odawgg; 2013-06-04 at 09:17 PM.
I need to update mine to show Implants. You brought up the Acc/Power implants to me after I already posted the BiS list prior. At least that will allow us to use power/surge enhancements so we don't have to spend time trying to get a bunch off legs or offhands.
Edit: Do you mind if I toss that up in the OP?
No, not at all, here's the link IMG http://i43.tinypic.com/33ku43l.jpg /IMG
---------- Post added 2013-05-09 at 04:45 PM ----------
Doood I hear ya...However, it is just HM...I don't want to judge life post 2.0 until I see some new nightmare modes, that will be the true test...if it's a cakewalk like it is now I'm gonna cry.
We started doing 16 mans cuz there was a little bit of demand in guild to try it out...now that we have, we're kinda over it...I hope it's not like this going forward cuz I've always liked starting with 8 mans...then moving into 16 mans for variety and challenge. The only advantage right now is from a gearing prospective, knocking out 16 toons in one raid is nice, but I'm ready to go back to 8 lol.
Last edited by odawgg; 2013-06-04 at 09:18 PM.
Odawgg I hope they do something amazing with the nightmare modes but I somehow doubt it after seeing nightmare ec. It seems like the only fight they really worked on adding new things to was kephess. Everything else was the same but with like 1 maybe 2 new features/mechanics. I hope they make a nightmare mode that is equally challenging in 8m and 16m this time. And I really wish they would overhaul operations system by making 16m raiding worthwhile. I wish 16m Hm/nightmare raiding would give better gear than what is available in 8m. There isn't much incentitive to do 16m raiding in this game still.
Yeah but at least Kephess was really really challenging. Toth/Zorn was the same, Storm/Fire was challenging even though the mechanics weren't much different....Minesweeper was a joke though. I actually think TFB NiM has potential, I've always thought that operation as a whole makes sure you have aware players in every role. Have you ever tried pugging TFB? that's a nightmare in itself haha. I'm not so sure about S&V though, just not impressed by this operation so far...at all. Haven't seen a more anticlimactic final boss since KP.
However, i have to disagree on 16 man offering better gear vs 8 man. Sure it would add incentive for 16 man, but would make 8 man rather irrelevant. Maybe just offer more commendations or something of that nature...maybe have some rare crystal/pet/vehicle exclusively for 16 man. I could support that.
Last edited by odawgg; 2013-05-11 at 06:41 PM.
yeah I could get behind crystal/pet/vehicle idea. One encounter I am not looking forward to is nightmare operator...honestly its the only fight in TFB that offers the possibility of challenge and only in phase 1 with adds that stun. Not too worried about nightmare versions of the other fights which seems like they got way easier when they boosted them to lvl 55. I mean writhing horror is an absolute joke usually down him in 1 puddle...dread guards just a joke kill with 1 ciphas bubble phase...kephess many lols are had as we end up dpsing too fast and having to hold him for another jump stun pillar nannite removal. and Terror well I guess terror is okay anomalies have been irritating me as they keep spawning on exact opposite ends during terror fight and make me either risk a jump through tank platform or take the long way around and risk anomaly enrage.
Let's get back on course here...my bounty hunter is better than your bounty hunter so nyah nyah nyah:P j/k. Btw has anyone else noticed that during boss fights even if the boss is stationary that its been stacking electro net to full dmg ticks? I used to save my nets for adds but now with the ticks working on stationary targets for max dmg I'm thinking I should just use on CD. discuss!
Dom is too busy being awesome to remember things.
heh been missing a lil time due to health so yeah guess Im late:P
It doesn't matter which npc you hit with e-net, it will tick each time 20% stronger till the 6th tick, than has doubled damage value till the last tick.
01st +0% damage
02nd +20% damage
03rd +40% damage
04th +60% damage
05th +80% damage
06th +100% damage
07th +100% damage
08th +100% damage
09th +100% damage
10th +100% damage
Only in pvp the function is as the comment states..
maybe dom didn't get it because there are 5 different threads to discuss Mercs?! Here, enjin-board with odawgg guide, mmo-mechanics with my sim and the official boards for mercs and troopers...
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