Jump to content

magnashear

Members
  • Posts

    219
  • Joined

Everything posted by magnashear

  1. Been rotating my dps against good premades lately. Build up csx2 on a Mara , op or assassin , switch target and cast project. Watch as the first target burns his vanish for no reason as the rocks go up, then watch his buddy get hit in the face with instant 10k burst. Fun stuff
  2. The bounty hunter phane had 287k dmg and only 2 kills. Is that even possible? I get credit for kills on anyone I touch that is eventually killed. A lot times I'll be standing in the respawn area waiting for the door to open when I get the 10 and 25 kill medals.
  3. Have u ever noticed in a pve group when u cast project but the target does dies during the animation delay from someone else's dmg, the rock will float for a second in mid air, then auto select the next nearest enemy target within the 10 meter range and fly over and hit it? Would be nice if it did that in pvp too when someone vanishes during the delay, just fly over and hit the next closest enemy player. I have auto select nearest enemy turned on in preferences. Maybe that's why it works that way in pve.
  4. magnashear Joined: Aug 2010 Yesterday , 01:43 PM | #50 EDIT REPORT POST QUOTE You wouldn't want to use project to interrupt node capping anyway. It's not force efficient without csx2 up. And force slow hits instantly and has 15m range with just 2 pieces of bm gear.
  5. I go 100's of encounters in between someone vanishing with the rocks in the air. It's not a big deal to me. I prefer the added burst the delay gives u.
  6. Under " Any thoughts on class balance players can expect in 1.3? "
  7. http://www.darthhater.com/articles/swtor-news/20452-darth-hater-interview-game-update-1-3-with-swtor
  8. Just speculating from what I've read . The interview says there changing tank classes to make em more tanky. Which probably means they will be less dps'y.
  9. Bad news. Project + delay> shock. Project with upheaval proc hits for 6k+, followed by breach hitting for 4k is 10k instant damage with no time for the target to react. Adding 1.5 seconds between project and breach damage gives the target time to pop medpac, pop defensive cd, or get healed by his team mates. This is from the infiltration spec point of view, which may be a more popular spec now since it sounds like tank shadows in dps gear are getting hit with the nerf bat in 1.3.
  10. Also you wouldn't want to use project to interrupt node capping anyway. It's not force efficient without csx2 up. And force slow hits instantly and has 15m range with just 2 pieces of bm gear.
  11. Bad news. Project + delay> shock. Project with upheaval proc hits for 6k+, followed by breach hitting for 4k is 10k instant damage with no time for the target to react. Adding 1.5 seconds between project and breach damage gives the target time to pop medpac, pop defensive cd, or get healed by his team mates. This is from the infiltration spec point of view, which may be a more popular spec now since it sounds like tank shadows in dps gear are getting hit with the nerf bat in 1.3.
  12. Also this mess ive read on this thread about inf shadows only good for attacking players that are already being focuses by team members is absolutly false. Your main job is to look for enemies that are not engaged and who are standing back free casting range dps or heals and get on them.
  13. For instance today civil war the pug I was in was struggling against a well organized 2 premise group. There some really good players in the pug but nevertheless we were outmatched. We held left while they held mid and right for the whole match until around 400ish to 200ish it's looks like we are finally gonna get mid capped . Once the cap at mid looks imminent , 4 of us up against 1 defender left with no support inc in sight, I immediately vanish and peel off towards right in hopes that one of the two defenders broke off to help at mid, as a bored defender will often do. As I hoped I arrive quickly at right via sprint to find 1 20k hp jugg solo guarding the node. He is dead in 8-9 gcds. We hold the 3 cap for about 90 seconds to 2 minutes, then hold 2 nodes for another 2 minutes, and finish with everyone defending left. Won the match 40-0. I love my inf shadow. I know the imps could have all just fallen on right once they had a big lead but most ppl don't play that way cuz its boring.
  14. Infiltration shadow= best 1v1 spec in the game. That's where this AC really shines. It's very easy to kill anyone solo guarding nodes and voidstar doors. There some specs they may survive long enuf for help to arrive, but not many can. In group pvp the stuns and slows are helpful to your teammates. In a good group you should finish 3rd or higher in overall dps, and usuall 2nd or 1st in objectives and medals. A good inf shadow really has no excuse to every lose a1v1 duel against any AC spec, unless of course it's another inf shadow.
  15. Your right forgot sents and maras don't get force push. Guardians and juggs can get off 3 leaps in 4gcd. Sents and maras cannot.
  16. It's possible in 4 cooldowns to leap 3 times. If his first leap was zealous leap it's even easier. Zealous leap, get knocked back, force leap back, get off a quick force push to reset the cd on force leap, the targets resolve or some ability causes him to resist the force push, you get knocked back again, then u force leap back. That's 3 leaps in 4 gcd's.
  17. Infiltration shadow survivabilty is extremely lower than a tank shadow. I have a maurader too there tons a fun. Just not looking forward to entering wz's and it's 5 or more sentinels on 1 side 5 or maurders on the other. Give sents and mauraders a modest dps boost, lower the effectiveness of undying rage.
  18. My main is a infiltration shadow bm and war hero mix. All things being equal in a 1v1, with me attacking first out of stealth, i can kill a tank spec jugg much faster than a maurader. The tank jugg might get me down to 50%, the maurader closer to 15%. Again with having to wait out the undying rage and the maurder stealth ability, it takes nearly twice as long to kill the maurader than the tank jugg. I think thats just a bit overpowered survivability for a dps spec. I wouldn't mind if the maurader's dps was buffed a little but i think currently there survivability is op.
×
×
  • Create New...