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Shatterstar

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Everything posted by Shatterstar

  1. Yeah, need to distance yourself from the node, always. Try to keep moving around too. sometimes you can get a glimpse through their stealth. Other than that, the stealth mez is shorter duration than a node cap, so let that one run through, call that stealth is at node, and try to attack him when it wears off. If he burns the second one, mez break it and go to town on him (while calling for help). Better luck next time.
  2. Watch/anni still need more crit than the other two, as crits on dot ticks is the only way they get the limited healing they give.
  3. That is more for pvp than pve. Though, mara do have a slightly higher learning curve. using the same things with different names (guard to jugg) might make it harder to finish the story, as "doing it all again" might get boring. while playing the other ac would add some "freshness" to the experience. I have both a Jugg (LS) and Mara (DS), and I will warn you, the story will make more sense if you lean to the DS of things. Besides, DS gets psycho-killer, fun to be around Jaesa, while LS gets goody-two-shoes party-pooper Jaesa. Vette is fun either way, and you'll learn to hate Quinn, just like everyone else does. (If not sooner, then later for sure.) And it is required to call Baras, Darth Fatass.. because it is true. Hard to respect that guy, I always half expected to see him holding a donut in hand when I showed up to meet him. As for the abilities, why not write down the order on your bar that your guardian uses, then use that same order for your jugg? Muscle memory should help then. Use Dulfy disc calculator, and compare the names out.
  4. The only work my healers usually get... is crafting and fetching more components. The moment I can replace them with a dps companion, i do so. I generally use (melee) dps companions. My pt tank uses torian, my tanksin has Ashara, the mara has jaesa. My sniper is the oddball, in that he still uses Kaliyo, and has the whole way. It doesn't help that my first toon was the mara, and quinn hatred set in real early.
  5. You can't do dps when you are cc'd/dead though. But if you can stay on target, it should be fine. The biggest issue for the class in pvp, is the lack of mobility and anti-kite ability in a class that needs to be at 4m to be effective (for the most part). Fix UR to be useful, and give mara some mobility, and they should be fine.
  6. Anni: Dot-spec, sustained damage, uses smash for dot spread though. Carnage: sustained/burst spec. good burst in gore window, sustained damage outside of it Fury: Burst/aoe spec. Becomes quite effective in the role once you gain force crush (for destruction stacks).
  7. ^this. I just came back from a long break, and was surprised by the changes. I liked leveling, and raiding, in rage. (Long before it got over-tuned and became the fotm for all the kids.) I liked how well it handled the large groups of mobs. I accepted that my overall dps was slightly lower than carnage, due to my ability to handle groups better. Because outside leap/smash, oblit/smash, we had little to hit well with. Carnage was always the spec that could rip a single target a new one. I am not sure why they felt the need to change that. Predation debate: Now with the changes, it seems I am now to be a single target burst spec, primarily. I find that w/o destruction stacks, my smash hits like a wet noodle. (raging burst is solid with or w/o them, in my opinion.) That means, I need to save my fury stacks for berserk, to offset the crush cd. Frenzy I will often save for use on bloodthirst (i.e. for boss burn phases). So, a change to predation to make it possible to still use would be welcomed. Of course, that is a PVE viewpoint, as I am not masochistic enough to try pvp again with the state of stuns/snares/roots, and the mara inability to counter them. Undying Rage: Needs a complete rework to be viable in today's state of the game. Or else they should just rename it to Dying Rage, or Impotent Rage. It needs to lose the health loss, and give stun/root/snare immunity for its duration. The utilities for it need to be combined into one, and something new given. Multiple talents for one, very weak, dcd on a long cooldown is just dumb. Crippling throw: Needs to be returned, also. In the state of swtor snare/root/stun, the class needs a non-melee option to apply snares. A melee class out of melee range does ZERO dps. Smash: Add some damage back into the baseline of smash (say 10%). Offset this base boost in the Fury tree by adjusting the Decimate passive down a little (say 5%), if worried about fotm kids again. This gives a little more oomph to smash if you don't have destruction stacks, w/o making it over the top. Also adds a little aoe love for anni/carange specs. (Since it seems they want Anni to use smash anyways.) Quite a few utilities could use some attention, too. Too may of them are "meh." Why do we need three utilities for Cloak of Pain? Combine the rage/carnage into one, and move Anni into the skillful tier. Change Inescapable to apply root off one crippling slash (or throw), and drop it to the masterful tier. Perhaps add a talent, no higher than masterful, that buffs the damage radius of smash. (Powertech get one for flame sweep in the skillful tier.) This will help anni spread their dots easier. Move the Overwhelm into the carnage tree, to make room for it. Perhaps add a utility that allows you to move while channeling Ravage. As for Disc specific changes.. Anni: I can't comment much on Anni, as I haven't played the new version. From reading, I understand most players have issue with the new dot, and the weak dot-spread mechanic. Carnage: I agree carnage needs the 4.5sec gore window back. (The one the devs claimed would be there, actually.) Perhaps change dev blast to not replace force scream, also. Fury: Drop Ravage off the Cruelty passive. Instead, let the other skills listed already do it. Fury is an "acrobatic spec" (we jump all over and smash and such, after all), we don't need a channel that sticks us in place.
  8. If they put Ironman armor on the cartel market, I would totally buy if for my shieldtech PT. I'll take a MK42 please.
  9. My Mara was my first toon (started playing in Beta), started him out in Anni spec. Around late 20's or so (think I was on Tat), I switched to Rage (now Fury), and never looked back. As stated before, things just die too quick (except champs, world bosses) for anni to be as effective. I also dropped whiny Quinn for Jaesa the moment I got her. Keep both of your gear some what updated, and packs of mobs will melt before they can really do much damage to you. (She aoe's also.) Now, I understand that smash has since been "tuned down", but I feel it is still the most deadly spec for leveling, due to it's focus towards aoe, and that mobs are always grouped in PVE. Remember, of all the classes, the mara/sent have the steepest of learning curves. A lot boils down to effective targetting and rotations. They do not have the easy sorc "I win" button, for example.
  10. Should ask what is right with them, it is a far shorter list.
  11. There is like, a dozen or so, threads already on this subject. On just the first few pages alone. Bolster in mids is borked it would seem. And Mara themselves are in a bad place right now, defense-wise. But I will agree with you, the 10-29 bracket is a ton of fun.
  12. Unless they make UR also cleanse/protect you from root/stun/snare.. it really wouldn't be that OP by comparison, at all. Compared to what others have right now (looking at you Sins). Sure, you can blow a second CD for the mobility, but you are using two to match what others do in one. Returning it in its full glory might seem excessive (to you), but their defenses sure need help. At most, it should only give maybe a 25-30% heal penalty. As pointed out already, the old skills that made it so you could pop it fairly regular are gone now. Mara/Sents are in a poor place right now because they lack defensives, and lack the ability to remain on target. The sad state of excessive CC makes it very difficult for a non-stealth melee class to achieve much beyond numerous respawns. This has been an issue for them for awhile now. The game needs less CC in it, really. As I recall, most PVE boss fights don't involve CC use, as bosses are usually immune. (Been away a bit, so not sure about newer fights.) So removing some shouldn't hurt that side of the game, and it sure would make for more fun in pvp. Now, any class, when focused by numerous foes, should fall down. The problem is that we have some classes that have too much survivability, and others that don't even really need to be focused to be slain (mara, merc, sniper maybe), one FOTM toon can just solo them. Need to bring the top end down a tad, and give it to those at the bottom. But, I have played off and on since Beta, and expect Bioware to ignore this thread just like all others. Might as well go outside and yell at the wind for blowing, it has about the same result.
  13. Yes, Veng is a very nice dps spec, and the bleeds are just a bonus, not a focus for it. (That would be anni.) Gearing wise, it is heavy/adaptive armor, and mods should be Might, just as a mara would use. End game armor for juggs had far more of the hooded looks, anyways. Was always a point of contention for maras, as we were stuck with the cyborg look and wanted the hoods.
  14. It isn't. Smash is so easily countered, but people tunnel in on their target and ignore their surroundings. And really, it only becomes an issue when 3 or 4 jump into the same group and smash. If 3 or 4 of any class target you, you are going down my friend, won't matter what they are. (It just might take a moment longer is all.)
  15. Lets of posts here arguing that some question. But the general rule of thumb, is that if you don't have a skill to train for main stats boost (which mara don't), then you are better served to use overkill augments instead of might augments.
  16. You will want to use it, it is quite worth it. Especially since it can proc a front maul, just like thrash does. It makes for a great burst combo.
  17. 1) Mara has no str boost talents, so you are far better off using overkill augments. Yes, strength will boost crit, but as mentioned, it is real easy to hit the DR wall on crit now, while power has no such wall. 3) Rage is Power > Surge > Acc > anything else. It doesn't require crit at all, though I sit at about 20% anyways. But I like to see big pretty numbers from my free force screams, my obliterates and my crit throws.
  18. Only "boss" anni spec has an issue with, that I know of, is the Council fight in EV. Raid wide healing = bad mojo. Other than that, any of the specs are more than capable in PVE settings.
  19. It can't clear electronet, because the net prevents you from using camo in the first place. Not sure what is difficult to understand about that. (No, before you say it, I do not have a merc.) Sure, it is a "free skill", that the merc gets to use once every 1.5 minutes. By your own logic, Undying Rage shouldn't prevent damage from their Thermal Detonator, Incendiary, Tracer or Heatseeker Missiles, because they spent talent points to get them, and they say they cause damage, and yours is a "free skill".
  20. I have been meaning to mess with Carnage for ages now.. but I am lazy, and I enjoy the easy clears while doing dailies that Rage gives me.
  21. Lol, that was my first thought also.
  22. It seems the OP is failing to understand something very basic here. There is nothing broken in Unbound, it is working as intended, just as Electronet is. Unbound requires Force Camo to activate, and Electronet PREVENTS all escapes (charges, speed boosts, or vanishes). Here, let me post it up for you: Electro Net Instant Energy: 8 Cooldown: 90s Range: 30 m Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing 1758 energy damage over 9 seconds. The damage dealt by the electro net increases by 20% for every second that the target remains moving. This effect stacks up to 10 times on enemy players or up to 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts 9 seconds. So, if the merc hits you with it, you can't force charge, you can't camo, and you can't use predation, because it prevents all those. Your best bet would to slowly crawl behind a nearby rock to wait it out, and if you are a believer, pray to survive. Everything is working as intended here, no issue except the one in your head.
  23. Doesn't take a few years, I swear you could sneeze on your keyboard and ding 55. Leveling 50-55 is that dumb easy. Also, lol at being proud of beating Lestat, I don't think he even pvp's on a regular basis.
  24. The problem is, I have done all those planets, many times already. I know their stories, and I don't care to visit them again, even to spacebar through them. Once you have played out the stories, the only thing to imagine there is actually reaching into the computer and choking (or just force choking) that ai scripted clown. Don't get me wrong, I am not anti-PVE, it just gets boring after doing everything so many times already. Every WZ is a brand new fight, with its own challenges, not the same boring retread.
  25. Things I didn't know that I learned from this thread: 1) I am bad, as I constantly forget to "summon my pocket healer" when I queue up. At what level did I get this skill, because I sure forgot to train it. 2) I have way too many hotkeys. It seems all I need is Force charge, Force Crush, and Smash. I will log in and promptly delete the rest! Obviously I missed the patch notes that eliminated the cd's on those three. And because I obviously don't need Ravage, Force Choke, Vicious Throw, Disruption, Intimidating Roar, Force Scream, Cloak of Pain, Saber Ward, Assault, Vicious Slash, Retaliation, Frenzy, Berserk, Dual Saber Throw, Deadly Throw, Obfuscate, Undying Rage, Crippling Slash, or Obliterate. (Or any others I am sure I forgot.) Those other 20 skills there are just a waste of space, of course! I mean, any self-respecting mara wouldn't be caught dead using all the rest of those, right? RIGHT? 3) All those sorcs and snipers (etc) that kill me, must be doing so by tickling me to death with feathers. Nerf feathers I say. 4) Rage is still a 1-trick pony, but bads have a really hard time figuring out that trick it seems. I should go back to pvp-ing on my mara I guess. I considered turning off the sarcasm, but I think I'll still need it.
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