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JacksonKS

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Everything posted by JacksonKS

  1. This so much that it is enraging. On my main I have 325 Tionese crystals and a whopping total of 4 Tionese commendations. Over all the gear isn't great and a fresh 50 can easily get full Columi in a day so its not a big deal, but the rates should still be fixed. Makes no sense having nearly 100 times the amount of comms in crystals, especially when the gear costs more of the latter.
  2. I'm looking into trooper's right now. Tavus's ship is back on the map for troopers. Not sure why though and I can't enter. Looks like the Gauntlet and Outpost 256 are back too. Am I missing something, or aren't these supposed to go away after you finish that part of the quest? Also since none of these vessels are Czerka related, at least as far as I know, then I think what we may be experiencing is a bug in the galactic map.
  3. A good dps is simple. They stack the right stats, use the right rotation or priority list, know the fight mechanics and follow them, and use their non-dps abilities when needed instead of waiting on someone else to pick up their slack. i.e. interrupts, defensive, cc, stuns, ect. Being a good dps is simple as hell, the bad ones are either lazy, not paying attention, or just plain don't know their class or the fight.
  4. These ideas all sound good to me. Something needs to be done to make a dps sage a more enticing pick in pvp. As it is, we are the go to kill target, not because of massive damage, but just because we go down so fast. It would be nice to see someone trying to los us, to avoid hits, like with GS/Sniper, instead of charging in head first without a care in the world. Edit: Also I would suggest Sever Force be reworked. Sometimes I feel it is necessary to use it on cool down to keep melee off my back, but it clips off the damage half way through the ability. Maybe have the dot time reduced and the individual damage increased, or allow it to stack. With the 9sec cool down on the ability it wouldn't be able to build up to more than 2 stacks, and if the dot damage is increased it could help out with the whole burst issue balance faces. On a somewhat unrelated note, would like to see TK become more pvp viable too.
  5. I have played every spec in every setting, so I will voice my opinion on all. 1. How do you think your Sage spec is perceived by other classes? PvE: Seer is good, salvation is great for keeping raids toped off, little lacking in clutch time heals. TK: best dps spec, good aoe damage, but still falls short of almost every other dps class in optimal spec/gear. Still viable in top tier raids. Balanced/hybrid: Easy spec to master, decent enough damage, gives healers a bit of a break with self healing. PvP: Seer: useful, but would take other healing class of equal gear over it. easily taken down and can be interupted. Salv is useful for defending and pull is good for getting an ally out of trouble, but not enough to make up for downsides TK: utterly useless, not enough burst, cant wind up enough to take enemys down. Ballenced: Almost just as useless as TK, can put up big numbers if good, but not wining any 1v1's or killing healers. 2. How do you perceive your own spec? PvE: I feel that seer is just fine, and the lack of having a crisis moment heal is made up by being able to throw a bubble on to absorb damage while HT knights them up. TK is the best DPS build by a mile. Doesn't have nearly as much burst as other classes, and still falls short in optimal rotation and gear to almost all other dps classes, and significantly so. Still it is viable in endgame for now, but if things don't change, they will fall further behind and get left behind when its time to raid. Balanced or hybrid builds are great for new players at any level of play. Its extremely easy to get the rotation down, and the dot self healing makes it easier to recover if we take some unwanted damage. The build falls WAY behind though in end game when optimal gear is taken into consideration, which makes since with the ease to play it, but it makes the build a junk build for players trying to do the best they can. Ultimately I feel that the Sage is being a bit forced into the healing tree, both by other players, and by design. It seams like the Sage dps is meant to fill the roll of either a glass cannon, or a kiter, but we like the umph in dps in the TK tree to be considered a cannon, or the maneuverability and control to kite another player effectively in balance.
  6. Eh not really. The dot only deals damage every few seconds, it takes away a GCD, and the DD on tk throw makes up for the number of times a person is damaged so procing it would be about the same. Any difference would likely be entirely negligible.
  7. I'd tell him to go up the balanced tree almost immediately till he gets the no cd on tk trow talent. Untill then, like said above, just spam Disturbance and use tk trow on cd. Easiest endgame rotation is the hybrid 1/12/28 spec. It's basically just keep WM up, use TK trow till PoM procs, then Mind crush. Super easy, great damage.
  8. Well I don't know for sure, but based on how things have worked in the past with end game gear, you will run into this issue. The gear is the same on both sides, in stats and names, the only thing that changes is appearance. So when you put it on your GS, it will look the same as the gear you could get pub side. But If you are only doing this to get the gear, and not the look, then yeah, should work.
  9. We can get level 50 mod schematics from ops, up to Columni level. They are BoE to so you don't even need to run ops to get one.
  10. When making the Hyper-battle tier stims there is a discrepancy between the materials used. For example, when making the fortitude stim, all the mats are grade 6. However the class stims use a mixture of grade 6 and 5 mats. I feel that the hyper battle are good enough to be considered end game, as they are what most people use that are not biochem, as exotech can be expensive and hard to come by, and the boost is significant enough to clear the endgame content. I would like to see the stims use grade 6 crafting mats, partially because I have an absolutely absurd amount of them lying around not being used. Just my two cents.
  11. My current raid gear willpower without Matrixcube is 2008. Its pretty easy to get over 2k willpower. Also remember that your main stat increases both crit and bonus damage/healing, so it's a decent way to balance your progress in those two areas.
  12. Experimented with this after I saw this thread. As a DPS sage I didn't want to sacrifice so much that I became ineffective as one. I ended up going into TK to get Psychic Projection to keep DPS up, as well as increasing the quick regain of force from TK throw. Having PoM keeps MC easy to use, and having rejuvenate with Conveyance allows me to still heal people when they need it. With Deliverance no longer being rushed out, it will be less heal intensive in 1.2, but the damage should stay about the same. The decrease in force cost though will make it more viable as far as force management goes. Going from DPS not being focused to bringing back an ally right in front of the enemy's eyes is good for some lols. Anyway here is the spec. http://www.torhead.com/skill-calc#600GG0RZfc0MbZsMbRs0z.1
  13. Get ready to rage buddy. Kartrin and I were running 3/7/31, so 1.2 hardly even effects us. Also was fooling around with a heals/DPS hybrid today, did 290K dmg and 250K healing. That's not going anywhere either. Also, the first sorc you mentioned was an assassin.
  14. DPS is about the same according to simulations, but for pvp balance is better due to mobility and not relying only on casts that can be interrupted.
  15. Here you go. Kartrin and I were both running the 3/7/31 build. It's his screen cap, but I'm sure he won't mind. http://imgur.com/ynN2x Full balance works just fine and will after 1.2.
  16. Me and Kartrin ran it together in a warzone and both got top DPS ( bastard beat me by 40K) and both of us were over 500k so defiantly viable. I don't even wanna respec to the exploit anymore, it's to much fun watching melee stop in their tracks every 9 seconds.
  17. We actually bring a whole hell of a lot to a WZ. We have plenty of tools at our disposal, most of us just don't use all of our tools because it's facerollingly easy to just spam TK throw till PoM procs and cast TK wave to crit 5 people for 3K plus. Truth is Sage is more of a support class, not to say we can't do good by ourselves. Sustained damage is our specially, especially as a Balanced sage. We can put a lot of pressure on a target that needs to go down, especially healers. Our CC can be very useful, even as a clutch interrupt of a heal. I fell in love with the snare on Sever Force. If my healer is getting wrecked, especially by melee, I will pull them to me shield them if they aren't already, snare, stun, and/or cc the attackers, and use my knock back when they close in. Gives the healer a bit of time to stitch themselves up again and keeps everything going. We can also throw out a few dots to help out an ally without having to completely change targets. Best of all, as a geared DPS sage, I can still crit a heal at 6.5k. Yeah there is a long cast, but when I'm on a node or door, there are no healers, and I have a tank with me using guard, I can use my utility to give me the time to get that crit off and keep that tank up till help arrives. None of this is gonna change with the minute balancing we are getting.
  18. Yeah last night someone was begging me to run a heroic with them and when I said no would stop pestering me. Was pretty pathetic, but I had some fun with him for my trouble.
  19. Reviving this. I want my Alligator Jedi/Sith. I would like to see this as maybe a high level legacy unlock, along with the Voss.
  20. The TK tree isn't getting any nerfs. only thing that is changing is that WM will be affected by Inner strength.
  21. According to the simulations we are looking at around a ~6.5% damage reduction. I can still hit over 400k damage with deep balance, so if you can't get 300k in a wz after 1.2 then you need to look into how you are playing.
  22. If you haven't read the 1.2 patch notes on the PTS go do it now. I've tested this on one match so far, and it was a VS that didn't go anywhere so keep that in mind. First off I took one point out of Empowered Throw, increasing the damage of TK Throw by 8% (Max will be 6% in 1.2 as per current notes), and one point from Critical Kinesis givig a 5% crit chance to TK throw and Disturbance(Max 6% crit rate). I got a little over 400k Damage in the WZ, probably would have gotten around if not above 500k if I was using TK Wave instead of disturbance. Even with the 2% more damage than will be available in 1.2, that still is not bad(accounts for only 8k damage). So things don't look all that bad. I'm gonna try and get another WZ other than VS and I will post my results, but it's a bit late so that may have to wait. EDIT: Screen shot of Civil War match. Not bad, but not great. 220k
  23. To 1v1 as a sage your utility is a must. Plan out your stuns well to counter the other class, use them as interrupts against a healer. Mara's are my favorite because they boast being sage killers, but if you time everything out well you can counter them. Just stun periodically and try to get a stun in right as they pop their defensive CD or lift them if they do get it off to give yourself a short heal up and burn some time off it.
  24. I would say you need to learn to play the class. I do great in pvp on my sage. You are squishy, get used to it. My damage out put is high as hell, who cares if a lot is AoE, that is your role in the WZ, and if your rotation is good your single target isn't bad either. Interrupt the hard hitting stuff, there is a reason for all the utility we get, soloing people. This is the first MMO I have picked up in over 5 years, IDK how you do in wow, learn your role here.
  25. http://www.torhead.com/skill-calc#600ZdcrMdoruzZcRbRs0z.1 I would recommend this build instead. You sacrifice the extra DoT damage, but it actually makes disturbance worth using. You also get Mental Alacrity to use in a pinch if TK throw gets locked out, so you can spam disturbance out quick. The main selling feature is the ability to double up on TK wave, giving you the potential to do absolutely massive AoE damage. I would recommend using 1 to 2 disturbance right after a TK wave for a chance to get tidal force and launch it off again. Also gives you a chance to increase your bonus force damage with Tremors. TK Defense Kinetic collapse and the point in pinning resolve are completely optional, so put those points wherever you think will serve you best. Also if you aren't doing it already, make sure you use project and force in balance right after a TK wave if they aren't on cool down to finish them off.
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