Jump to content

Dungeoness

Members
  • Posts

    12
  • Joined

Reputation

10 Good

Personal Information

  • Location
    The dirty south
  1. Signed. The speeder rides need to go, all of them. I've been stuck behind the wall as well. The whole system seems a bit sloppy.
  2. Forcequake absolutely eats both charges of Force Potency, and on the first tick too (with 2 or more enemies hit).
  3. Pretty much this. It's time to bust out Tharan, make sure his Cunning is up to par, and start taking on your foes head first. Myself and several others gave some good and thorough advice that should help you with your spec/rotation/DPS in this thread, http://www.swtor.com/community/showthread.php?t=146930.
  4. Don't quit your Sage, quit your Seer . Once I got Forcequake, I realized that a DPS heavy build + Tharan as a companion might begin to overtake the "low and slow" Seer + Qyzen strategy. I spec'd into a Balance hybrid build and have been loving it ever since. I've since also found a great synergy between the 3rd and 4th tiers of the TK and Balance trees. Shoot for something like this, http://www.torhead.com/skill-calc#600Zf0rMdZcrzRszz.1. The important talents here are Pinning Resolve, Telekinetic Balance, Presence of Mind, Psychic Projection and Telekinetic Wave, in that order. It goes without saying, but always bubble yourself before going into combat, and keep an eye on the lockout timer so you can reaply it. Also, remember to toggle off Tharan's Holiday projection, so you can use the skill tactically during fights, especially as an interrupt (though it's rather unreliable, it's great when it works). I also tend to toggle off both of his attack abilities, as I'd rather he spend his free time keeping me topped off. I have more than enough DPS myself. On packs of mobs with no elite, I simply open with Forcequake to soften them up. Toss a Weaken Mind if there are any Strong mobs. Then just Telekinetic Throw spam, for the most part. In this build it has no cooldown, hits quite hard and also procs Presence of Mind, making your next cast-timed attack go off instantly. Once the proc is up, hit Telekinetic Wave if there's more than 1 mob still up. Hit Mind Crush if a Strong or better mob has 50% health or more, else default to Disturbance. Honestly, most times I'll just hit TK Wave regardless. Force is rarely an issue, and it's best DPS you've got when it can be cast instantly. On packs of mobs with 1 or more elites, cast Force Lift on a mob toward the center of the pack. With Pinning Resolve, you'll take 3 of the mobs out of the fight for well beyond when you're ready to kill them. Skip Forcequake for now, unless you're sure it won't hit the cc'd mobs. Keep in mind the diameter of the blast is at least 50% larger than the ground placement graphic. Then just wittle the pack down one by one. The amount of Presence of Mind procs you get with this build is ridiculous. Mobs just melt, and it's fun and effective in PvP as well, at least until those Sith Juggs and Operatives catch up to you.
  5. While I agree that the layout is less than ideal, the Defender is definitely not the worst looking ship in the fleet. I like the red paint, and sometimes I imagine it as an old timey race car, with wheels at the 4 protruding corners. It's not as sleek as the Phantom (I named mine Stiletto), but it's pretty much dead last in my list of Consular concerns that need addressing.
  6. Dungeoness

    PvP flag woes

    Being primarily a PvE player on a PvE server, I find the ways in which this game handles PvP flagging incredibly annoying. Some of the mechanics could really use an overhaul. To name a few: - Time based PvP auto flagging when entering an enemy territory or bases is perfectly fine. The timer continuing to tick down while dead is not. Once when I was traveling across Hoth, I accidentally fell off the edge of a hidden underground tunnel, and right on top of several Imperial guards. I took no hostile action, and was killed by the guards almost instantly. The auto flag timer had started, and continued to tick down after I died. I was left with the choice of either reviving on top of an Imperial outpost, flagged, or revive to the nearest medical droid, flagged. No Republic flight path nearby, I'm forced to quick travel (which thankfully was up) back to the cantina at the start of the zone if I want to remove my flag and go on about my business without hassle. Which brings me to... -PvP flag removal only happening in a "safe zone", basically a cantina (or our ship, probably?). This is quite frankly ridiculous, and an unnecessary hassle. One's PvP flag drop timer should begin ticking down anywhere, after exiting any kind of PvP combat. At the very least, it should start dropping as soon as we enter any area that is considered your own faction's "territory". In addition, I've heard that the timer doesn't tick down while you are offilne. If this is also true, then it should be changed to do so. Also, there is no buff/debuff icon or any timer indicating the time left before you become unflagged. Really? Come on, this is standard stuff. I know it's supposed to be 5 minutes, but I don't play this game to clock watch. -Finally, I would like to see this game follow in Rift's footsteps regarding auto-flagging when a hostile action or heal is attempted on a flagged player. When enabled, you have the option of basically causing your actions to ignore any flagged player, enemy or friendly. This is invaluable when unintentional PvP flagging can happen so easily. This would prevent AoE abilities from hitting flagged enemies, and heals on a flagged friendly, unless you choose to manually flag yourself. It gives players who do not wish to engage in non-consensual PvP a buffer, if you will. I understand that this type of option isn't common, but after playing a game that has it for the better part of a year, not having it here has been hard to adjust to. Those are just a few things I'd like to see changed. And of course, this is all my personal opinion.
  7. The subject question isn't quite representative of the heart of this issue, but the answer is still yes. The fact that Accuracy is present on the item may indicate that it was originally created for a Shadow, but as others have said, this doesn't disqualify a Sage from getting plenty of use out of it. Everyone's gear is viewable and linkable, so who should get the item should come down to how big of an upgrade the 3 other important and relevant stats are. Especially this early in the game.
  8. I'm curious why you posted two Seer/Balance hybrid specs when the OP asked for TK specs, and yourself leveled as TK. Would you mind posting the build you used? Up to the mid 30's at least; assuming you may have respec'd at some later point when different skills became available. I am also level 33, and have been leveling spec'd for healing up until a few days ago, when I decided to try TK (not like I ever get to do FP's anymore). It's a lot more fun abusing Psychic Projection and Tidal force procs than it is double dipping on Conveyance. Some fights in heroic areas are definitely tougher, without as many tools to keep Qyzen up. I'm still on the fence on what spec to continue leveling with.
  9. Dungeoness

    Dreshdae Cantina

    Very nice guild site, Kethra. I will also be calling this server home, as will several friends. We aren't affiliated with a guild (that's here) yet, so we look forward to getting to know who's out there!
  10. Fort Mill here, just south of the NC line. Don't know where I'm playing yet, though Dreshdae Cantina seems like an appropriate home. Edit: Yep, to the Cantina for me! http://starwars.wikia.com/wiki/The_Drunk_Side
×
×
  • Create New...