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Kyromoo

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Everything posted by Kyromoo

  1. Wait, what? I know Transcendence did that, but Inspiration? Can I get a confirmation on that?
  2. Primary post updated---Looks like yes, we had a previous thread here, but it died, and this really does need more visibility. It's practically free talent points for Annihilation/Watchman until it's fixed.
  3. Entschuldigen mich bitte. Mein Deutsch ist nicht so gut. Combat ist so: 1. PR zu 100%. 2. Kritische Punkte zu ~200-300/Kritische...multiplizieren punkte (?) zu auch ~200/300. 3. Angriffskraft.
  4. Not to be an ***, but the only ability we have that's actually a stun is Force Choke/Stasis. Everything else is slows and immobilizes, with one 6 second Daze effect that breaks on damage.
  5. I tested this on my confirmation---the bug occurs regardless of Juyo form being on, off, OR turned back on again.
  6. http://www.swtor.com/community/showthread.php?t=190194 I just got a first-hand confirmation of this bug for Watchman Sentinel's Searing Saber talent, and we have a secondary confirmation from a Marauder that they have the same problem. Editing post for people who don't like links, I'll keep it short: Second Edit: Looks like Georg Zoeller slipped in a reply at the very last post of the second page where we didn't notice.
  7. BUG CONFIRMED. Just tested it multiple times in and out of Juyo form with a Watchman Sentinel in a duel.
  8. Currently checking with Watchman Sentinels to get a secondary confirmation. If i get one, I'll test it personally for a first-hand confirmation.
  9. Just...what? Seriously? Oh my god. I may be combat, but missing something like this. Good god. Edit: If this is TRUE, then EVERYONE needs to know about this. Keep this topic bumped.
  10. Proton Torpedoes are not useless. You can use them to destroy the command bridges of Capital Ships for extra bonus missions, as well as the big tower on the bottom of major battlestations. These targets otherwise take 16-20 regular missiles and a great deal of time to destroy, time that is sometimes not given to you. That said, they can be a bit of a pain to use.
  11. I agree. This instance was an absolute blast to run. Did not encounter any bugs at all, the tone and atmosphere were absolutely perfect, and the shout-outs to other games of the same genre of the flashpoint were tastefully done. If this is the sort of quality I can expect from Bioware, expect me to be here for a very, very long time.
  12. Oh yes, the immobilize definitely works in pvp. (Until they break it) In fact, it makes it so that Master Strike isn't entirely a waste of your time--so long as nobody actually wisens up and interrupts it.
  13. That would be because it's a Combat Sentinel bug--- It looks like our 'Debilitation' talent is entirely REPLACING the stun, rather than adding on. Edit: Combat Sentinel here to confirm it as well. It worked before I got to the top tiers of the combat tree, does not work now that I have debilitation and am using the ability on mobs in Ilum/Belsavis.
  14. Looks like there's a reference to what might be a fix for this in today's patch notes, just like that customer service droid said. Go figure, eh? O.o
  15. Look. I did the Line of Sight method. It worked. The bottom line though? The developers outright said we weren't supposed to need to do that for this fight. I most certainly did not feel very heroic dancing around a pillar for minutes taking potshots at the Emperor like some arenaguy pillarhumping in WoW. At least they're fixing it. Sometime soon.
  16. Which also requires us to sacrifice a lot of our built up burst damage/healing, takes a significant amount of time to build up centering for, and does not have very good uptime. That said, I'm not sure if more mobility is the answer. I normally find myself more lacking in player control and CC.
  17. Note, Steve, that for most everybody else, that's not really the case. Also, you only just cleared Chapter one. You're about to start having...fun.
  18. Here's the problem for solo PvE in my mind: Sentinel's survivability seems to be designed around taking targets down before they can damage you significantly. Opportune Strike (requires immobilize) and Pommel Strike, as well as Awe (self-aoe 6 second cc) all seem to be designed around this. They're band-aid fixes for the fact that, outside of a charged up Force Sweep in the Focus tree (which takes time to build up, during which you're taking damage...), Sentinel aoe is absolutely terrible. It takes two to three global cooldowns from our aoe abilities to take down a weak, and five to seven to take out a standard. So those three band-aid abilities are meant to cover for that. It's why Opportune Strike and Pommel Strike are utterly useless in pvp and against bosses. The problem is these abilities don't scale nearly as rapidly as weak/standard mob health pools do. When you get them at first, they're great when you use them. OS takes out a standard in ForceLeap-OS or nearly so, and Pommel Strike ends up being very overkill. By the time I hit 50, I could use Force Leap, OS, Awe, Pommel Strike (which can be triggered off of Awe's effect) and fail to kill a single Standard by 10% of it's hp bar, with artifact grade gear scattered all over my character, including Hilts of equal level. This is why we're seeing the disparity of effort-->Reward for Jedi Knights/Sith Warriors versus other classes in PvE. It's rather annoying, and yes, more effort and better play makes up for it, but that doesn't make it very fun to deal with. Note that I'm not speaking towards group PvE or group PvP. I have no way to accurately measure our performance in group PvE without damage meters, parses, or even a combat log, but have had decent success in PvP, particularly when Guarded or being focus healed, but everyone does well under those circumstances.
  19. Just had this bug happen to me today, at four different flashpoints, preventing us from starting any of them. This is a terrible experience, and should never have made it to launch. Fix this already.
  20. As per post by the developers, this fight was NOT DESIGNED AROUND LINE OF SIGHT MECHANICS. So stop telling us to use them.
  21. Master Strike is good for combat, especially post-Precision Slash. Cauterize is pretty much useless for combat, though.
  22. There is so much misinformation in this thread it isn't funny. Blade Rush is better than Slash in every shape and form, and the 15% crit talent for Slash shouldn't even be reached for in a combat build. The automatic proc, plus the fact that Blade rush can proc a second Ataru Form proc (tested and confirmed) puts Blade Rush's damage far ahead of Slash---especially considering improved Combat Trance uptime.
  23. You have to keep taking those adds down on this fight. There's no way around it. If you don't, the boss is shielded and you take ridiculous amounts of damage.
  24. Thanks for the damn spoilers. Mind TAGGING THAT POST?
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