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Master_Jeth

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Everything posted by Master_Jeth

  1. Mind you this is my first attempt at taking the Marauder seriously and this is what I have so far for when I hit 50. http://db.darthhater.com/skill_calc/sith_warrior/marauder/#::efe6fe7fe2f3ef7ef5ef19: Now, when I said General Purpose, I mean that it's a spec that can be useful anywhere, PVP and PVE. I feel it's the best way to save credits and still start progressing at 50. What if anything can I alter to improve upon the spec?
  2. I wouldn't use the word bump in any way when you're trying to get replies, it's just not good practice. I think what your analysis shows is that Annihilation is better overall in damage because of a higher percentage in crits and therefor more crit damage, which CAN mean a big difference in damage per second. The problem with Carnage that I see is that you might want to increase your hit rating AND perhaps modify your rotation somewhat, it seems that the spikes in your damage there would have to be higher to achieve better overall damage output and DPS. Some will disagree but I've always lived by the motto, more damage through more hit, so if you can get in a little more hit rating without sacrificing too much strength or crit, than you just might even that out.
  3. So keep question is... do I hit a bunch of people with bleeds for big heals or do I focus on one at a time?
  4. Well, one thing I dont understand about the Marauder, since this will be my first serious one, is how are they so survivable? I heard about it, I've faced it (and lost), and I've no idea how it's done. It's the survivability I believe makes this seem like a "guilty" endeavor. I mean I'm all for survivability in DPS classes but I have to admit, they can somehow get out of almost anything.
  5. I recently decided to abandon my tank role in favor of a DPS role and thus abandon my Guardian, Juggernaut, and Powertech characters. I want to start over as a Marauder but seeing as how both Dual-wielding classes are considered the FotM classes and "overpowered" in PVP, I might actually find myself feeling guilty for rolling the class. The question is, do I have any reason to feel a little bit guilty for deciding to go with this class? I mean, I honestly dont want to roll the Marauder because of it's supposed overpoweredness but because I like the look, feel, and play style of the Marauder. I've always been a fan of my Fury Warrior back in World of Warcraft and I've had my fun and fill of tanking, so now I want to try something new. Any advice on how to play the Marauder? I was thinking of going with Annihilation spec because I am not a big fan of twirly attacks that I've seen Carnage specced Marauders do. (In addition to the spec change, anyone on any EAST coast server want to take me up as an apprentice? I dont mind changing servers, I'm not all that concerned with Legacy stuff.)
  6. Another reason I dont like them. I hate the idea of having to respec just to get the "proper" talents for PVP or PVE. That's Blizzard's mistake from 2008/2009... Explain to me why it's not 1 or more seconds rather than 1/4 or half of a second again?
  7. Sounds as worthless when explained as it does up front.
  8. I have to ask this because they've been around in all 3 MMO's I've played and I don't get why filler talents even exist. Why do MMO developers make talents that aren't worth the points put into them? Stagger, Heavy Trooper/Custom Enviro Suit, Defensive Roll (on a DPS class?), Cloak of Carnage/Jedi Crusader, Cloak of Annihilation/Recompense, Muzzle Fluting, Hitman/Frontline Defense, Dark Mending/Immutable Force, Intimidation/Solidified Force, Vitality Serum/Underworld Hardships, Black Market Mods/Deadly Directive, Prototype Electro Surge/Containment Tactics, Afterburners/Concussive Force, Fade, Entropic Field/Kinetic Field, Chem-resistant Inlays/Scar Tissue. These all have such minute effects or are over expensive effects that I cannot bring myself to even experiment with because I know they wont make much if any difference. Especially the points that effect cooldowns by .25/.5 or increase alacrity or endurance by 2/4 percent... I mean come on now. What is BioWare thinking when they let these talents stay so pointless? I'll admit I've always been a bit of a purist and I dont like putting talents in other trees. I tend to favor ALL USEFUL talents for ALL TREES and enabling you to spend all your points in one tree rather than having 4, 5, 10, etc left over because of crappy, useless talents. Case and point; all points in guardian tree, with 4 left over? http://db.darthhater.com/skill_calc/jedi_knight/guardian/#::f19e19f20: What to do with those points? Well I usually put them into Master Focus and Swelling Winds because I use Master Strike and Sweeping Slash often while tanking but then I miss out on Single Saber Mastery and Improved Sundering Strike for that much needed Focus bump every time I upkeep my main target's stack of sunder armor. I dont think it's asking too much to either redesign, buff, or remove these filler talents and let me spend those points on things worth spending them on.
  9. Honestly, I don't like this idea but I do like the concept of users picking what BioWare works on. To me, what would make this game truly unique is Flashpoints that users build through a flash site, make a name, pick a theme, make a basic layout and put in doodads. Then in a separate panel, give a detailed description of what kind of bosses you want, what they do, etc, same with the mobs and environment effects. Then submit it and BW can fumble through the ones they like and we have a few new Flashpoints every 3 to 6 months. Same with Operations and Warzones too.
  10. Someone agrees... impressive, most impressive.
  11. I do have to say 1.5 million credits for Legacy 10 and 3 million credits for Legacy 20 oranges is ridiculously over priced for something you're supposed to use to level a new character. What about the ridiculous cost of the Legacy Perks available only to each individual character and not legacy-wide? That stuff's over priced but no where near so as the Legacy armor sets.
  12. Because Mass Effect 3 stunk? I want the people who originally worked on Mass Effect 1 to be brought in and fix SWTOR, at least those people were passionate about what they were doing. It seems that all the effort put into SWTOR got downsized by the evil, cash grabbing EA company. I can't really blame anyone for putting the hate on BioWare considering they allowed themselves to be gobbled up by the EA monster. I hate them too for allowing their creative vision to be squandered for the sake of funding from EA. If George Lucas cared about Star Wars at all anymore, he'd have fronted some of his vast wealth through Lucas Arts to pay for the development for this game. He's already making a nice paycheck from this IP... I dunno why they cant fix these load times. I mean I actually consider myself fortunate when I get the odd black screen load time. It's a black screen with a UI for 3 to 5 minutes but it only takes 5 to 6 minutes to load initially, I consider that a good load...
  13. I'm still dying to reroll my Cathar Jedi... come on BioWare! They should have been in at launch!
  14. That's really unfortunate, You would think they would at least make the lightsaber have some use... I wish BW didnt restrict the use of single sabers as assassins...
  15. Is there any use for the lightsaber as a full Sorcerer DPS? I only ask because I dont want to be disallowed using my lightsaber. I've never rolled a Consular or Inquisitor so I wouldnt know endgame rotations and habits of the class. I am considering rolling an Assassin but I want to be able to use a single saber and have access to sith powers if I wish. Some advice is required!
  16. I'm talking from a purist perspective, going into a full tree before placing talents elsewhere. Notice I didn't want to change them entirely, I only wonder if there was a way to make Stagger more effective and Unstop/Unremit more consistent. Those were just afterthoughts really. I just dont bother wasting 2 talent points on a single second of stun time, that's just not worth it. Perhaps 2/4 seconds for Stagger and Unstop/Unremit last 6 seconds so you can actually attack before being stunned again. Disregarding anyone's playstyle preferences, Defensive abilities belong in the tank's tree, not the damage tree and damage abilities belong in the damage tree. I use Force Push far more often doing damage than taking it, it's also good to keep yourself alive when you push that operative dps off your butt before he stunlock-4-shots you. Hell No.Keep it the way it is. Hell yes, change it. Why waste my rage max which a skilled G/J dps should hit every 5 to 8 seconds or so during burn/bleed duration? This would be a major damage bonus for weaker abilities that normally dont do enough damage to remain consistent in DOT ups. You must not pvp much or have incredible luck in said pvp considering how ridiculously often my guardian has been stunned for 10 to 15 seconds straight AFTER I popped my stun break. This is a desperately needed change. I dont know when I mentioned Force Grip??? Abilities that generate "high threat" should be in the tank tree and only there, no doubts. If anything, I'd like to see Hilt Strike become usable in PVP so I can stun players AND do damage, like every other class can...
  17. Isn't this the kind of thing yellows should already be posting? *shrug* I'd rather yellows comment on negative viewpoints that address the issue officially myself.
  18. Looking over the Sith Juggernaut and Jedi Guardian talents as well as asking around in the game itself, I noticed that people are rarely, if ever taking the Pooled Hatred/Gather Strength, Unyielding/Defiance, and other talents such as Stagger in both trees and Unstoppable/Unremitting because they either do not provide consistency or useful enough benefits. Here's what I suggest for the future, and just hear me out with this. I will be using the Juggernaut's trees since the two classes are mirrored. Swap Deafening Defense in the Vengeance tree with Thrown Gauntlet in the Immortal Tree. Swap Stagger in the Vengeance tree with Ravager in the Rage tree. Change the effect of Pooled Hatred to "Whenever your rage meter is full you gain a 3/6% increase in damage to your next attack that costs Rage. Stacks up to 3 times. Lasts 15 seconds." Change the effect of Unyielding to "Whenever you are stunned, slept or knocked down, you gain Unyielding for 6/12 seconds. This effect makes you immune to stuns, sleep, or knock downs for the duration. Can only occur once every 30 seconds." Swap Ruin in the Vengeance tree for Force Grip in the Immortal tree. I view these as not only more appropriate for the respective trees but give Vengeance/Vigilance a chance to keep mobile with the lack of damage mitigation and do more damage.
  19. I'm just going to say that I'm basically a mix of the paradigms of hardcore and casual. I see the game as this. Make a main, play to 50, make an alt, play to 50, work on crafting to max and wait for content to come along and let me craft stuff I actually can use for more than 3 nights. PVP in my free time between raiding nights and guild runs. Why I have to pay 15 dollars a month for that, I dont know. Here's where it really goes down hill. I make a third alt a few months into the game's lifespan, and no one's doing flashpoints or heroic missions so I have to level solo to about level 40. I go into PVP on my main and everyone like me who isn't hardcore pvp gets steamrolled in warzones because my gear is bad, so I dont even bother. I make an effort to be on time for raid formup only to find that a healer, a tank, and 2 dps didnt show up, the group spends another hour afk or doing generally very little as we wait for pugs... yuck. The raid gets cancelled and I go to bed. I figure I'll work on getting my level 40 alt to 50 so I do, only to find that there are only 3 members of my guild even on and 5 people total on the planet I'm leveling on. I feel alone, get rather bored and depressed, and I get off and go play another game or pretend that I actually had fun... That's about it. So as you can see. Not much going for this game. Little to no social interaction in spite of supposed benefits unrated pvp makes pvp broken and uninteresting shortage of players per planet means bare bones questing, no heroic missions lack of immersion elements makes for boring roleplay, could use chat boxes and TONS more emotes general lack of motivators in game for me to try something difficult, boring tank'n'spank world bosses and hohum loot from most encounters. very monotonous boss mechanics and generally boring encounters, would like to feel like my lightsaber or missile launcher is actually hurting the boss who's actually trying to fight for his/her/it's life. basically, without making this list enormous, this game is WoW's slightly cooler younger brother... EA or BioWare dropped the ball somewhere at some time and I'm now hoping that GW2 or something else comes along and makes Massively Multiplayer Online Roleplaying Games fun to play.
  20. Was I unclear? I get the feeling that no one's answered because there's confusion here.
  21. Jedi Knight was generic IMHO. It should have been less about Episode 3, 4, and 6 cliche's and more about a unique perspective of a Jedi Knight in these times. The Jedi Consular, from what I've played of it, mostly Act 1, it starts off feeling proper and like a Jedi but then it too quickly ends up feeling as boring as Episode 2 was with all the boring "galactic issues" arising, yadda yadda. The Sith Warrior was just corny, I'm sorry to say but it was. Dark Side options weren't even emotionally engaging, it was just a psychotic, depressing, serial killing spree with SOME meaningful Sith perspective in there... This was the first class I tried in the game and was the most disappointed by at the end of Act 2, early Act 3. The Sith Inquisitor I haven't tried yet and dont really want to because I dont like what I HAVE SEEN of the story from watching class quests in party. It was interesting but too mystical and not enough Sith personality. The Trooper was satisfying through Acts 1 and 2 but incredibly anti-climactic for me. It just felt like a waste of effort fo find out the end. The Bounty Hunter I've played up to the start of Act 2 and again, it was the same with the Jedi Knight. The Bounty Hunter story was like a cliche' story moment after another and I felt like either a punk with a pistol on the dark side or a space cop with the light side choices. The Imperial Agent I haven't really tried so I wont comment on it beyond the notion I get of it being like M.I. 6 James Bond meets Nazi S.S. The Smuggler was fun up through Act 1 and though I haven't gotten much farther than that, I can't find too much wrong with it beyond being a very predictable storyline, then again being a Smuggler is predictable by nature I suppose.
  22. I'm looking to have one tank and one dps, and at any time I could swap either of these AC's out for the other. What I'm looking for is advice on how best to do damage for both specs AND how to tank with a Shadow. I'm currently looking for either an all-Jedi RP guild or an all-classes RP guild that needs damage and/or tanks so I would like to be informed on how both work for damage and Shadow as tank like I said. I currently have a level 50 Defense Guardian so I have experience as a tank but I'd like to hear more advice from the best. Thanks if you can help me.
  23. Thank you guys. I'm actually taking a shine to the tier set helmets more-so. The helmet in that picture is very cool, but I like a ( T ) type visor on my Mandalorian's helmet.
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