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Criselli

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  1. I hope they rot in jail for a looong time.
  2. I'm having massive lag spikes today along with huge pings and disconnects. Friends are having similar issues. Trouble is afoot!
  3. I've been pulled out of cover a few times on my gunslinger as well. HunkerDown is still working in the prevention aspects at least.
  4. You're going to find marauders amongst the easier kills as a Sniper. You have to be really proactive about popping your defenses. Don't wait until you're at 10% hp to pop Dodge etc. Slightly off topic: Sure dying can suck but sometimes it's the best thing you can do to help your team (ie: stopping a cap even if it means dying). Frag Grenade and Flashbang are awesome for breaking up zergs. The real problem for 1v1 lies with Shadows/Assassins and Operatives/Scoundrels as they can stealth right up to you. Against the stealth you have next to zero time to react before you're flat on your face getting hammered by the class. Happy Sniping, -Calitrix
  5. Having completed the entire Consular story line I can say a few things: -The story only builds in awesomeness. It starts slow but ends big. Very big. -Your moral choices play a very huge role in how this story ends. I suggest picking a "side" and sticking to it. There is 0 advantage for "Grey". -You should play a consular if you like: *Star Wars lore *Big Picture (massive scale) type story-telling -You should not play a consular if you like: *Fast moving action packed stories (opposed to plot heavy) *Have an extreme dislike of rock/junk throwing. You have 8 character slots, it's definitely worth your time to see all of them eventually. Ideally we need 16 to get both advanced classes and good/evil alignment.
  6. This is the build I use for endgame. http://www.torhead.com/skill-calc#600GGrRbd0dGzZf00MZoM.1 Pretty much the premier healer spec. You'll find Salvation is pretty much mandatory for Ops. Slightly less useful for FP HMs but still handy.
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