Jump to content

Aetou

Members
  • Posts

    1,397
  • Joined

Everything posted by Aetou

  1. A couple of things make it a very arbitrary question. (1) They only started tracking wins very recently, many of us had V70+ before that. (2) The amount of valor needed for differing levels increasing dramatically after 55 and then gets pretty crazy (on my V75 alt currently and he needs about 30-40 games for a level at that point.) If you were only getting 2 wins in 30 games that would be shocking. For what its worth, that alt (who I normally pug with) is sitting at 230 wins and V75 which is quite low really but he had probably only gained about 5-10 valor levels since they started tracking things.
  2. Mitigation & Healing. If you're not being healed then the situation being 1v2 doesn't really change anything but if you are then the " extra HP = extra damage reduction " balance is quickly annihilated. The fact that you are taking much bigger hits means that (1) the enemy team will focus you more because they like big numbers and (2) My heals on you are going to be 20% less effective than my heals on other people. I'd rather heal somebody in Recruit gear than somebody in Rakata gear because the guy in PVE gear will go down far quicker than I can heal - often even in only 1 on 1 situations. You buy 1 or 2 extra hits but pay the price of being impossible to keep up in the long term. Now, if you are ranged DPS and can hide at the back and avoid getting focused then the situation isn't quite so bad. Similarly, if you are a tank then the larger HP will often be more useful than the increased mitigation as long as you don't mind effectively being ablative armor for a healer and dying regularly (CC and taunts are unaffected by gear.) For anyone who is going to actually be directly attacked, though, Recruit gear is better.
  3. 1. Sort of. One of the weakest choices, but still more than capable of at least doing HM Ops. If you want a spot on HM Denova, though, you may struggle. 2. Yes, perfectly fine. We're probably the strongest PVP healers and the second strongest PVE healers. Sages still put out the group healing numbers and have the utility of bubbles that makes a lot of groups like to have at least one around.
  4. Boundless Ages. Seriously, it's just so much better than the others that it isn't even a contest. The on-proc healing relic does an almost insignificant amount of healing on an infrequent basis. Your Crit & Surge will already be pushing the soft caps and so more of them will have little extra effect. Power, on the other hand, is always good. 1x WH Power, 1x Campaign Power (you could make the case for 2 WH relics but personally I prefer the emergency burst that a campaign relic gives you to the increased overall healing output from the WH relics.)
  5. What difficulty level? What gear level? Basically, IC needs an entirely different rotation to other fights because you'll need to be using Quick Shot and obviously can't use BB/Flechette (although if you circle strafe like crazy you might get a few off I generally didn't bother.) Sab, Flyby, Vital, Whip, Sucker... we still have enough solid attacks to beat the 2 minute timer.
  6. You can use a MK-6 upgrade kit on any orange item. You can put BM mods into any orange item (of the correct armoring slot.) BM set bonuses do not transfer, they are on the shells.
  7. DOTing everyone will put up the big damage numbers, it just doesn't really focus that damage in a useful way. It's a nuisance that looks impressive more than anything else.
  8. I've run this three times in different pugs on a L16-17 Commando. First time went badly and people quit after the first wipe. Second group cleared it first time (had a commando & 2 scoundrels, so lots of healing.) Third group wiped once then cleared it when people paid more attention to not standing in bad stuff (I was the only person with a heal that time.) Is it harder than most of the HM 50 FPs? Yes. It's far from impossible though and I really don't see how a non-pug group with a decent grasp of the mechanics could have any issues... just don't stand in the red circles or in front of the boss...
  9. Defense/Shield isn't bugged, it just isn't designed to be very useful in PVP due to the fact that perhaps 75% of the damage inflicted in PVP bypasses them by being Force/Tech in nature. You trade a massive slice of damage potential for a thin sliver of increased survival - a trade that many do not consider worthwhile.
  10. If you have good tanking gear, yes. The Defense tree actually offers little in terms of increased tanking over Vigilance (outside the 2nd tier which is quite useful) and so you can definitely tank as Vigilance in solid gear. There may be points in the leveling process where you have particular issues but overall Vigilance or Hybrid is a viable tanking spec just so long as you don't try and tank in Shien or in dps gear.
  11. This proves you have no idea what you're talking about, at least when it comes to PVP tanking. Solidified Force is possibly the most useful skill in the entire Defense tree for a PVP tank (only Stasis Mastery comes close) - it makes peeling melee dps from heals so much easier as well as having a whole host of tactical utility.
  12. Slicing gives you the green schematics which then have to be REd up to purple quality.
  13. I'm torn about taking Unremitting away from Vigilance, it is one of the best things about that spec (especially in PVP) and putting it in the third tier of Defense would be a big problem. Instead, why not swap it down to the second tier of Vigilance and move Defiance into Tier 3? Yes, it would give a slight boon to Focus but I don't see it as a huge issue, it would make the class as a whole a bit better in terms of utility. Taking the threat debuff away from Focused Defense would be a huge boon and could either get added to the already crowded Single Saber Mastery (tied to Soresu.) This would be my preferred option but otherwise adding it to Command would be a sensible place to put it. Inner Peace... while you could just make it copy Commanding Awe I think it would be better if they just increased the numbers significantly. Giving us, say, a 20-40% reduction to Internal & Elemental would be pretty awesome and more useful than just straight mitigation. Other than that, Blade Barrier needs to be better (either the absorb should be after mitigation or the total absorbed should be greatly increased.)
  14. Try using your actual Interrupt instead of your pseudo-interrupts and you'll find it very easy.
  15. While it's true that many of the low damage scores can be explained by either starting late or guarding not all of them can. I've been in games where I know people have been there from the start and attacking south/mid the whole time and have still put out <50k damage (although <75k is more normal.) I've seen people repeatedly put out those numbers in a string of games where I've managed to more than double their damage as either a tank or a healer. The only explanation, really, is that they are bad. They die within seconds of actually reaching a fight and if they are playing melee they might never actually reach a target. Fight against them and you'll see that they don't have a clue and you can happily skip around them while picking them off and be barely scratched in return.
  16. I don't bother to keep SRMP on the whole group, it's a waste as most of the time it just isn't needed. I will drop SRMP on people as they run for their consoles but that's about it (other than the tank, of course.) I use KC whenever we gather for the smashes and other than that the good old UWM-EMP routine with DS when I have the breating space (so I'm always ready to burst if needed.)
  17. If the DPS is good then that would certainly be an option, my point was that using Guard in situations without a healer is situational and isn't something that should be done mindlessly. For example, even in your scenario the most common attacking pair in my experience would be Shadow Tank + Sentinel. In that scenario quickly burning either of them down is unlikely and so focusing on holding until reinforcements arrive becomes more sensible. I'm definitely not saying I never guard DPS, just that for some tanks (especially those lacking very good self-healing) you sometimes have to let people die for the sake of the objectives.
  18. Really it all depends on how good the person with me is in a 2 v 2 situation. I was talking more about Civil War or Voidstar scenarios where the fights are more like 5 on 5. But generally, you're thinking about winning the 2 v 2 - I'm thinking about delaying the two until help can arrive (which in CW would mean that somebody comes from mid and you return from the spawn point.) We're not talking about winning a 2 v 2 fight, we're talking about holding an objective which is a very different scenario.
  19. Actually, if there are no healers and you're in a pug then not guarding anyone can be the best option - when defending an objective you need somebody still alive after everyone else dies and a tank throwing out their CDs at the right time can be that person. Throwing guard onto a squishy DPS who is taking a lot of damage just means the tank will die at the same time as all the DPS and that isn't smart. Of course, if you have a good healer than guard-swapping is something you should be doing but if nobody is throwing heals then 90% of the time the tank is better off making sure he can hold the objective while everyone else respawns (plus, being alive longer = more taunts = more overall damage reduction than the 5% from Guard.)
  20. When you leave a Warzone you can have all WZs blocked for 15 minutes. That would solve your issue. Sound fair?
  21. When multiple Ops groups all running through Denova all experience 5s lag spikes at exactly the same time despite being spread across a dozen different servers... yeah... that's not server-based at all Server-side issues do exist and are definitely worse since 1.3/merges. Which part of that duo is to blame is less clear, but not every issue can be blamed on people having rubbish PCs.
  22. I wouldn't have an issue with this change as long as they kept the BH acquisition rate roughly the same as it is now. Heck, sharing the daily reward between the three categories and remove the lockouts would be fine with me.
  23. I expect him to be a reasonably resilient rDPS companion. That would mean that he is somewhere between a Tank and a DPS companion - a bit tougher but doing a bit less damage. That would make him unique and viable without making him essential.
  24. This isn't an option with LFG - which is probably where 90% of these issues occur. Anyway, locking people out from Needing non-class items isn't really a solution. Adding a 4th 'Companion' button would be if you combined it with a class restriction on Need. I'd rather something went to a companion than I vendor it for 8k or whatever...
  25. Unless your first response is to pop defensive CDs in which case you can pop the CDs and then type.
×
×
  • Create New...