Resists and the urge to grouping up.

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QuorTek
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I have noticed alot about the encourageing of the developers that this or that should be group content.

I then do not understand why a bunch of highend mobs favour some class weapons more than others, being somewhat restricted in each type of profession weapon wise sort of penalize those professions or less wanted for groups.

Take a nightsister stalker for an instance... all over the deck 90% resists, but low resists towards kinetic and blast and of course lightsaber, would it hurt to increase the difficulty of these mobs to all out 90% resist and maybe LS at 75% or something? or just put all resists on equal base so everyone can go solo instead, just a heads up.

Other ways could make the endgame weapons be created in the damage type you want when a WS make one.

Anyhow this is just a suggestion as it is and would favour grouping more for said target(s) if all on the same basis.
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Cynar
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I agree that weapon damage, minus lightsaber resists should be the same across the board for dungeon, elite and world boss mob types. We aren't going to do this for every mob though. These mobs are rare and powerful. Other mobs armor should vary.
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jwyork
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I definately get the point here though. Basically you are saying if you are a Carbineer for instance no one would want to take you because your pea shooter won't do squat but the PH with blast damage will chew thru the mob.

However ... in a given instance .. sometimes one profession can do more damage than another but another mob in the same instance might need that other damage. I have noticed A LOT of mobs have low acid resists however there are not many "ranged" professions who chose to use acid weapons. Also many of those who have a lower blast resist also have a lower stun resist .. so many of the ranged professions can do just as well in an instance it just means you have to have a wider variety of weapons in your arsenal.
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Lyris
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Even as a pathetic carbineer I hope they don't make changes to mobs to make my profession more powerful?


Though having the proper damage type on some of those mixed up weapons would be key. Like the tusken rifle and Nym's slugthrower should be kinetic. :)
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QuorTek
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jwyork wrote:I definately get the point here though. Basically you are saying if you are a Carbineer for instance no one would want to take you because your pea shooter won't do squat but the PH with blast damage will chew thru the mob.

However ... in a given instance .. sometimes one profession can do more damage than another but another mob in the same instance might need that other damage. I have noticed A LOT of mobs have low acid resists however there are not many "ranged" professions who chose to use acid weapons. Also many of those who have a lower blast resist also have a lower stun resist .. so many of the ranged professions can do just as well in an instance it just means you have to have a wider variety of weapons in your arsenal.
For Acid: DXR6 Rifle (loot schemetic) or Carbine (any WS) fixes that, the rifle is a loot schematic drop off the geo cave I believe, and in many cases would put that rifle straight up right at the side of a T21
QuorTek - Master Creature Handler/Rifleman/Scout
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.