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Magthere

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  • Location
    Midwest United States.
  • Interests
    Video Games, Running, Medicine
  • Occupation
    EMT
  1. There are multiple sources of gear pre-hard modes. You have 116 gear from Corellia Commendations as well as 126 armor/mod/enhancements from the dailies. We've done the hard modes with me geared out in 126 armor from daily commendations, my two DPS wearing corellia gear and the smattering of 126 stuff they had from the 1 day of dailies they did and a healer wearing a mix of 106 and 116 gear. They're challenging enough to be fun at this point and don't require a ton of gearing up, but there are plenty of sources of gear outside of the hard modes themselves that isn't PVP gear. As for you people having trouble with the immunity bug, it appears to work well for us to not push him below 10% while he channeling an ability. Just get him close and wait of him to finish throwing rocks at you and then push him below 10%. Ignorant would be a much more fitting insult in this situation. Incompetent would imply I was incapable of doing something, where as if you stated I was ignorant it would better state that my information was false because I lacked the necessary knowledge to understand the material being discussed.
  2. You know this how? Hard modes are supposed to be hard. You aren't suppose to be able to jump into them right after hitting 50 and rock them. Otherwise they wouldn't have normal lvl 50 instances. So in all likely hood yes the tank is suppose to have 20k health and 2 minute enrage timers on Boarding Party are perfectly acceptable. The only bug I've seen on this encounter that I would actually call a bug is the <10% immunity bug where he doesn't quit fighting. Quit the QQ.
  3. Currently wearing the Chest from Corellian Commendations. Looks like the lvl 40 PVP armor but it's black/charcoal gray and has an armored chest plate, but still has a hood. Boots and gloves are from the Voss Commendation vendor, pants are the black primordial paragon legs and lastly using the Red and Black gas mask from the Nar Shaddaa Heroic quest inside the space port terminal. It's a pretty wide spread level of armor, but I just remodded it all with lvl 50 stuff to make it functional for my level.
  4. It's excellent for PVP, but keep in mind all classes have an ability like it. Running around slowed in PVP is a constant state, get used to it. This ability basiclly keeps us on par with everybody else who has a slow. A little off topic, but there are better ways to use savage kick, for instance right after a force charge.
  5. Jaesa does not have a quest line like Vette does. She has a set of convesations she will have with you about specific things that she is dointg, but does not have a quest line like Vette where in you have to actually travel some where to do the quest outside of your ship.
  6. Well then you folks have my heart felt sympothy. It's never fun to be an underpowered class. Hopefully they'll get on it and fix the issues you are experiancing.
  7. Apparently I've missed something, because my experiance as an immortal Jugg seems to have been significantly different from the other Sith Warriors on this forum. My background comes as a 12 year veteran of MMOs and have played a Warrior in WoW for the past 7 years. I felt leveling as an Immortal Spec jugg was very easy. I used Vette until I got Quinn and used him until I got Jaesa. I have since used her all the way up to and including doing my Ilum and Belsalvis dailies. I'm not sure where people are coming from with the complaint that you can't do anything without using Quinn. While using him certainly makes fights a joke in that I can focus purely on a DPS rotation and have zero downtime between fights, neither have I had problems using Jaesa who gets me through fights quicker, but requires me to take 10 seconds after a fight to use Focus Rage. I stepped on Ilum and destroyed everything out of the gate. I was wearing only what I had obtained leveling up, purchased with Correlian commendations and crafted using Artificing. I do agree that Jugg leveling seems to slow to a crawl between 40 - 48, but post 48 and certainly post 50 things are solid and I have little problem holding my own against 2 strongs and 2 normals or elite mobs, especially with Quinn at my back. As to our balance in PVP. First we do have CC, we have 2 very nice CCs. Force Choke as an immortal spec jugg is basicly a 3 second stun + rage generation, we then also have back hand. Ravage by the way is awesome when combined with one of those stuns. Second I've found that yes certain ACs destroy us in 1v1, but on the other hand there are certain ACs that we destroy in 1v1. It's the classic rock, paper, scissors of PVP design. Outside of 1v1 battles it becomes important to know your role. As a tank spec I've learned that I basicly have 1 job (2 if you count hutt ball). Guard the person who is going to do the most dmg/healing/ball carrier or be the ball carrier. When some friends and I que for PVP as Sith Assassin, Sith Sorcerer, Mercenary and myself we destroy hutt ball. This is because we all follow our rolls. Sorc heals, Merc kills and the Assassin and I trade off protecting each other and the other two while trading the ball. Unless your on a PVP server keep in mind that PVP like PVE is a team sport. FPs are another area where people seem to complain about Juggs, but the hard modes I have done have been very easy when you communicate with your DPS, use proper CC and don't sweat tanking the normal mobs. Single target threat has been amazing for me thus far. Especially when you learn to be very fluid with your guard ability and switch it's target often. So personally I have seen no problems with the Immortal spec Jugg. This is of course my own perspective, so it is possible issues exist with the Marauder and Rage/Vengance juggs. I'm not going to say that those of you having a hard time with the Jugg are bad players or unskilled, because it's likely not the case. However you may need to take the time to sit down and analyze where you may be going wrong.
  8. Honestly the class reminds me so much of being a warrior in vanilla WoW. Solo content - Leveling an immortal is a trial of patience. the 30 - 45 bracket is very difficult and honestly i found pulling out a DPS companion to be my best bet. It speed up my leveling significantly and really only required ~10 seconds of down time between packs to use our recovery ability before i was back in the fight. I think a lot of people in this bracket have a hard time because they're not fully utilizing their class. Remembering to use all of your abilities especially against tough mobs is big, stuns, slows, pommel strike, etc. A lot of people also become too reliant on their healing companion and forget that sometimes having a DPS companion who can dish it out is better in the long run then surviving a much longer fight. The only truly difficult part I found leveling was the very last part of our class quest. At 50 I found things got only easier. I'm now regularly soloing groups of 4+ regular mobs or 2 tough mobs + 1/2 regular mobs. PVP - Immortal Juggs are an interesting thing in PVP. Going into a WZ with friends is awesome. Given someone to protect or a partner to hold an objective with we become exactly as our spec is named. Often I find I can hold an objective against 3 - 4 enemies long enough for our team to go through a full respawn and return to the objective. That is the key to PVP as an immortal, know your role. You aren't going to top DPS charts, but you sure as heck can top protection and objective charts. As to our ability to compete with other tanks doing the same job, again this falls to knowing our job. Immortal juggs are ment to be a wall. We have more CD's then the other tanking AC's. Sure they can out DPS us, but they can't hold an objective for nearly as long as we can. If your interest isn't to be a wall, then reroll to another tank and be a less stable wall with spikes on it. Also keep in mind that we are ment to be a team player in WZs. If you are regularly running around solo as a jugg in PVP you're doing it wrong. Find another player who looks like they know what their doing and stick with them. I've often found that just finding a single solid DPS player who knows what their doing and sticking with them we can wreck a WZ just by me keeping the heat off them. Remember guard and our taunts are some of our biggest PVP abilities. If you treat PVP similar to PVE then you'll often find your team winning. PVE - This one is I think where being an Immortal Jugg requires a lot more care. Knowing who to place guard on and regularly switching your guard requires a lot of care. I often find that in a single boss fight I might switch who I'm guarding upwards of 5 times depending on what is happening. It is also very helpful to have DPS who are smart and know how to work with you as a tank. Often times in our groups the DPS will stagger their burn phases so that tanks have time to switch their guard to that person. Adds just popped out, guard the healer until their under control, then guard your strong AOE people. I think a lot of tanks under estimate the importance of being very fluid with your guard. This also applies to PVP. Now I will conceed that Juggs do feel very sluggish in their AOE threat. particularly the difficulty of keeping 3+ ranged NPCs in an AOE. Not having the ability to pull a mob to you I think is the single biggest hinderance to Juggs doing well in AoE situations. This is because it takes us easily 4+ seconds to position the mobs correctly for our AoE since we have to not only move to the outlying mob, but also line up a very well aimed Force Push in order to get it into the pack of other mobs. In almost all other situations however I feel we present as a very strong tank. TL: DR - Juggs are fine except for AoE situations, just learn to be fluid with your guard and know your role.
  9. Worry about your HP at level 14 is like worry about having clean underwear in a hurricane. It's pointless. At such a low level the amount of HP you have changes very quickly with how quickly your gear changes. In addition the required HP to be successful at such a level is also very low. Worry about HP when you hit 50.
  10. Thus far I've been gearing mostly from the daily quests on Ilum and Belsavlis. The armoring pieces cost 8 daily commendations and are rated 126. You earn about 12 commendations a day just doing the solo quests so you can gear out 6 pieces; head, chest, gloves, legs, boots, lightsaber, in 4 days. There are also a very decent pair of bracers for 44k credits as well as implants and an ear piece for 120 commendations, 10 days of solo dailies. Depending on your dark/light side points the vendors sell a 52 endurance relic for very low cost, requries dark/light III I believe. A synthweaver should be able to contruct a decent epic level belt and bracer and if you know a local artificer contact them and they can construct you some very strong enchancements. For anybody on Correlian Run contact me. I can construct the defense + shield rating and defense + accuracy epic level enhancements for a reasonable cost. Currently mods are diffcult to obtain. The only lvl 50 epic mods available are a drop from hard mode FPs and Operatiosn, but there blue lvl 46 mods for tanks purchased with Corellian Commendations and rewarded from quests. I would recommend if you're looking for them to do the Hoth and Voss bonus quests as they reward some very good lvl 46 epic level mods.
  11. SWG, Eve and EQ2 all for different reasons.
  12. At this point it is difficult to tell exactly what has happened, but based purely off observation (not a reliable measure) it would appear that the rate at which we are learning patterns from reverse engineering has been nerfed. During the EGA and aprox. 2 days after that I was regularly learning skill lvl 400 enchancements every 4 - 5 REs from green to blue and aprox every 5 - 6 REs from blue to purple. This rate appears to have significatly dropped as I am now on my 16th RE of a blue crystal with no success for learning it's purple version. However, the green to blue rate appears unchanged as I am still regularly learning those patterns in around 5 REs.
  13. Anybody who says having slicing returning high amounts of credits is anti-gold selling is deluding themselves. Yes you as an individual have the ability to earn a large amount of credits, but so does everybody else. If slicing was the major way to earn credits everybody would be doing it and that means that credits get over inflated, the value of them becomes less and less the more people that use slicing to earn large amounts of credits. In the end everybody ends up on the same level and credit farmers will still exist because someone will always be looking for a way to get ahead of everyone else.
  14. I believe current consensus is the following stat priority Shield Rating > Defense > Absorption The reason for this is that our goal is to obtain an uncritable state. The only way to do that is ensure that all attacks are either blocked or avoided. Shield rating gives more block chance per rating then defense gives per defense point. So it wins out overall in the pursuit of an uncritable state. Defense then wins out over absorption because at present we care little how much we are blocking for, only that we are blocking. Accuracy is also turning out to be fairly important end game in order to maintain threat, so getting that up to 100% is good if you're noticing a lot of threat issues. This is not The World of Threatcraft where tanks can look at a mob funny and get more threat then they'll need for the rest of a 5 minute fight. Lastly Endurance is not included on this list because at present it's a set stat that you can't modify by choice. Your armoring pieces have a set amount based on their rating and mods likewise have a set amount based on their rating. Assuming of course that you aren't being a poor tank and choosing might armoring over guardian armoring pieces.
  15. There isn't enough information out yet as to exactly how strength scales your damage, but keep in mind that strength increases more then just damage, it also increase your crit chance.
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