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Enerzeal

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  1. Thanks for the force push buff. I pick up the ball in HuttBall and force charge someone across the acid pit. I push them so I can get my CD back. I drop down into the pit and charge someone coming out of respawn. I get knocked down and use my 10 meter charge to get back up. I get knocked down again somehow and charge is nearly cooled down anyway. Or I can intercede up. Or I can punch every defensive I have and wait for someone to pass to. Bioware: This buff does one thing only, break us in Huttball an area that we already rock face in.
  2. It is the hardest of the three empire tanks to play, you will have considerable survivability yet you will not dps as high as the others. If you want an easier time grab a Powertech tank, if you fancy a challenge then the Sith Juggernaut Immortal Spec is for you, however I will say that we make amazing Huttball players.
  3. In Huttball the team holding the ball in a draw situation when the count runs down is the winner, a much better system than last scored in my opinion.
  4. If you think this is the problem with pvp these days then MMO PVP truly is lost.
  5. Okay so far during the main quest on Ilum I have encountered two groups of two strong mobs, both are healers and spam their abilities often, very often. I am Immortal spec with about 5 Artifact pieces now, stats are beginning to increase yet for the life of me I cannot kill two healer strong mobs at the same time. My burst isn't good enough to bring one down, even with a dps companion out, it's madness. Anyone else encountered these two man strong healer groups and failed hardcore in the Immortal spec?
  6. I just ran Battle for Ilum, at first the DPS was blasting anything that tab landed on. Eventually however I managed to explain to them that CC, kill weak then strong then elite then champs. We're also back to the days of giving it a few seconds to let me build up aggro on dual boss fights that are both immune, one thing you need to understand as well, any half decent DPS will take aggro off you, taunt is there to pull the mob back when you lose it, which you certainly will at some point in a drawn out fight.
  7. 30+ bags, I have chest, boots, belt and ear. I also have 3 more belts ontop of the one I am wearing. hate the system its terrible, I would happily grind warzones if I knew what I was getting and not some random chance to get an item I already have.
  8. Me and a few from my guild have begun naming each piece of the map in Huttball, we used our old ventrilo names coupled up with high and mid to say where we are at all times. Something like I am on high enz would mean the highest point in the middle of the enemy ramp section. Low enz would be the platform behind the enemy acid pit. It only works for us in ventrilo but we are always on the ball and know where each other is and when and where to pass, its a good idea as a guild doing premades to work out a system quickly. One of our favorite systems right now is for me to pick up the ball ( am tank spec juggernaut ). I throw on all my defense abilities when I am attacked and another tank specced player guards me so I am the very being of tanked damage. Another player usually a stealther has moved to the enemy end zone. I will get close and intercede up and run it in for a score. Another good system is to move the ball out to a wing and push up along an edge, charging or interceding high onto the platforms and into the end zone quickly. If your pretty certain the enemy is going to score then get ready to counter. A good counter can be scored in as quickly as 30 seconds, an assassin picks it up, speed boosts into the pit, throws upto someone in the end zone, score.
  9. Three drops so far in 20 bags. ALL THE SAME STUPID BELT ITEM. Really Bioware your fail is great with this system.......
  10. LOL Sith Juggernaut Immortal spec ranged options go now! Saber throw, 30 second cooldown 30 meter range! Charge, 15 second cooldown 30 meter range! Force Choke 1 minute cooldown 10 meter range! Force Push 45 second cooldown 10 meter range! Once I've charge if my enemy moves out of 10 meter range for 15 seconds they can kite me like a fool.
  11. Juggernaut Immortal Spec CC list go now! Force Choke (3 second stun) 50 seconds talented Backhand (4 second stun) 1 minute Force Charge talented (2 second stun) 15 seconds Force Push (knock back and two second knockdown) 45 seconds talented Lets throw in chilling scream which has no cooldown and snares as well why not.
  12. Please change the method of acquiring pvp gear already. So far I have opened 18 Champion bags and only one of them has delivered me any loot, and it was a belt of all things. If I want to get 3 badges outside of dailies and weekly bags I need to get 200 Mercenary badges and 200 warzone badges. 800 Warzone badges essentially are needed for at worst 3 centurion badges, an average warzone win might net me 80 warzone badges. 8 wins to get 3 badges. If I take into account that I need 39 centurion badges for a main piece, for example my legs, I must get 13 centurion bags. To get 13 centurion bags I must win 104 warzones, or complete my dailies for seven days. Include the two weekly quests and that drops down to three days, but never more than 1 body piece in a week. Remove this pointless random drop system that burns the unlucky. At this rate It will take me over a month to complete my centurion set and perhaps a quarter of the champion set, assuming my luck doesn't dry up completely....
  13. My worst bugs are all to do with Ravage, the most broken ability in pve, pvp, it doesn't matter where you are or who your using it on. 1, Charging will more often than not cause Ravage to consider your character still moving, and it will not work. 2, When you do use it after a charge and it fails, it more often than not will keep you rooted in place, and play out the animation doing 0 damage. 3, Lastly when using Ravage and killing someone the animation tends to not cancel, the root not leave, and the animation to play out regardless of a dead opponent. Another lesser bug is to do with animations all together. 1, Force scream has a bad habit of beginning its animation, stopping milliseconds afterwards and starting again, delivering the attack. 2, Crushing Blow also suffers the same issue, starting, restarting and delivering the attack. Of course I agree with the interrupt business. GCD in effect means no interrupting that attack so you wait before delivering an attack to interrupt theirs instead....
  14. A master tactician who survived death at the hands of Malak, speaks the final words of Malak and disappears in a lightening bolt leaving no corpse whatsoever... If he is dead I will craft his mask and eat it.
  15. In a random flashpoint if Melee DPS, specifically BH and marauders start their fight the same time as the tank they will at some point pull aggro. I had a level 42 marauder when I was level 47 Immortal pulling aggro off me, I had taunt waiting for that specific moment but unfortunately it is still a pain losing that aggro in the first place. I have one ability that states on its tooltip that it generates extra threat, and that is backhand which I might get to use once every pull, insignificant at best, better used as an interrupt / small CC. Lets say that a marauders best ability at level 50 does 3k damage. The best I have done so far, and very rarely is 1500 damage. Our soresu form adds 50% additional threat to our abilities. 1500, becomes 2250, while the marauder is still happily doing more damage. Now factor in that a significant portion of my abilities hit considerably lower than 1500. I don't have a clue how difficult hard mode FPs are gona be but I am 3 levels off them.
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