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  1. Vette is netural, not light. However, anything that relates to people that Jeasa knows requires dark side options. You kinda have to learn what Vette likes... "random violence for fun! "vette doesn't like, "kill people for credits?" Vette loves!
  2. Depends what you're after, if you are after her romance story then you have to be the evil vile thing to have ever walked on two feet in the entire galaxy... to then corrupt her into being the 2nd most evil vile thing that walks on two feet in the entire galaxy... only under that condition will her romance options be open. I.E. take every dark side option available and do horrible things to everybody she knows, the worst, the better.
  3. Rage it too unreliable in my opinion, it can miss it's only real significant move and the rage generation and cool downs make it very very burst damage.... but such a quick burst that it isn't a guarantee to take anybody down. Sure it can inflict a lot of damage... AoE but annihilation can do just as much overall damage but on focused, single targets which means more actual kills.... Also annihilation gets faster fury building which can be significant too. Overall annihilation out does rage, the only point where I can say that rage is better is when you're out-geared since boosts damage reduction but when you're move on par against others then annihilation is easily the superior.
  4. Sentinels/Marauders are easily controlled via CC, I know, my main is a Marauder, if they sneak on you, then use overload to knock them back and when they force charge then static barrier up, stun them and finally force speed away. Job done. Don't take marauders/sentinels on one on one as a sorcerer since Marauder/sentinels have more interrupts then most other classes which is kinda sorcerer's weak spot and considering that their main interrupt can be talented down to a mere 6 seconds (it also blocks the ability it breaks for 4 seconds...) Also marauder and sentinel pretty much require close range, their only ability really over 10 meters is force charge which has a 12 second cool down, take advantage of that fact, their only other ways to close gaps larger then 10 meters are two movement speed buffs, one they probably wasted on getting at you (which is the 4 second cloak) and the other has some requirements which means they are not very likely to use it... get back to your team, it's the one fight you don't want to do one-vs-one because of the gap closer and interrupts.
  5. Well I bound most of my heals to buttons as keybinds, Dark Infusion for example is Mouse 4 and Static Barrier is 'f'... perhaps you want to re-word your question better since right now almost any response that can be thought of would technically answer this question.
  6. There can only be one response to this thread... L2P </thread> more seriously, no other class gets anywhere near 600 of their resource. The most draining abilities are about 100 force points, these are abilities that aren't exactly spamable now, you get force cost reductions... most classes get 100 and yet their abilities as a percentage make up much more of their bars then Sorcerer/Sages does... and then there is a lovely ability that restores force points. The only class I think can keep it's resources going longer then Sorcerer or Sage is JK/SW since they have the ability to generate lots of their resources... then again if you know those classes you'd know they can't regenerate it out of battle and start with a grand total of 0 since JK/SW have to actually build their resources up first... before they can even use any of their best abilities. Else wise a Sorcerer/Sage can easily out last any other class. So we have the advantage we start with full resources and we do have ways to regenerate some of that resource too.
  7. I've seen too many a Warzone where one side gets completely face planted into the ground because the healers are allowed to heal free. Fact is that you can't kill people if they have a healer on them and you have nothing, the advantage goes to the healer. People protect healers because healers are important. As far as team play goes, you wanna trash any healers pretty quickly, as far as solo goes, you want to avoid situations with healers except the odd occasion where they get separate from the rest of their team. I think this is a mistake people have taken in what I've said, I am not talking about silly 1 vs 2 battles. It's not bright to get into those, more so if one is a healer. Where as if you have a Marauder and a Powertech versus a Sith Sorcerer healer and a Juggernaut, well taking the juggernaut in heavy armor isn't the fastest of things to begin with... with a healer on him, he can quite possibly stand up to you, in that situtation.
  8. Again, you aren't out damaging the heals, which is my fundamental point. Even with your 20% damage reduction. Also there isn't any 3 second casts, So I'm wondering where you pulled that from? Unless you're looking at a pure DPS speced that is, Dark Infusion is a 1.5 second cast if you're healing correctly, the longest cast is Revivification at 2 seconds. Also I'll have Electric Induction by level 50 for a 9% force reduction cost. So the costs you have come up with are all 9% lower at level 50. Given that I also have slows, if you're fighting against a ranged target I can slow you twice while they kite away... this whole thing is a bit trivial. You're trying to argue that things that I know from experience are easy, are hard when they're really not. This is the spec I am working towards: http://www.torhead.com/skill-calc#201GhbRrdRdGzZf00MZ0M.1 Fact is that as a team player, taking the healer first is best, you're kinda ignoring the team aspect here and focusing only on yourself which also was never my point anyway. If you're a group and the group goes after a healer, that healer is going to have an extremely hard time to kite that or escape that. Yet if you leave the healer alone, even with 20% reduction they're going to be keeping their allies alive much longer then you, yourself will survive, thus why taking healers out is very important. Not all classes however have interrupts, Sith Marauder has two on very short CDs...
  9. I'm already healing past the couple of Marauders that have it now, it's really not that big a deal. You're over estimating it, I've seen it as well from the Marauder side, 20% The fact is my level 40 Sith Sorcerer can already hit near ~3.5K+ heals, 20% less is at my level ~2.8K. Add to this that I have 3 HoTs, 2 of which when cast allow me to do other things. Seriously it's easy to out heal your damage even with the 20% debuff, add to that the shield. But Barrier and the Instant cast heal is A LOT weaker then being able to cast something like Dark Infusion which really heals for a lot. Also apparently you can hit a healer for 20% debuff on heals on the healer too... because it's so effective.
  10. Carnage already has this, on a 45 second cool down too... they can spec force camo to break all movement effecting CCs. Personally I think that speeds buffs and debuffs should be able to stack with each other so that if you have a 50% movement speed buff and a -50% movement speed buff that you move at normal speed... that'd make things a lot more even. It's not a cure to roots mind you but it better balances slow effects and then just give melee classes a default speed boost of 10% where assassin's also lose their speed buff while invisible.
  11. Well my belief for number 1 is there is no real effective way other then nerfs... else it'd require buffing up literally everything in the game, every NPC, etc which just has a nerfing effect anyway. 3. Not sure, I've not really had problems like this. I think the devs are adding problems now to fix lists for 3 months time... I could be wrong but I guess we will see. 4. my suggestion on fury is only to make things a bit more balanced for lower geared marauders who lose out by not even ever getting fury buffs other then frenzy... which isn't all that often.
  12. Power is used for ALL damage and healing abilities, as we don't have an applicable healing abilities then the only things we care about is that affects ALL of our attacks, including physical. Force power on the other hand is force only which is a separate stat generally only found on lightsabers (since physical attacks also get damage bonuses from light sabers).
  13. Interesting theory danielweberdlc, might even be true... a few companions seem strange in the decisions they make... Sith Warrior has a Jedi companion... I got Ashara recently, she seems a bit strange, I'll give you that.
  14. We do seem to be missing some armor, which is strange but there is definitely enough in the game to get through to 50 where gear really starts to open up more for every class, more so Marauder who do lack it a bit. I'd suggest actually getting custom/orange gear and just modding it up, it might cost a few credits and of course you can buy stuff from commendation modifications vendors (but we seem to be held back a bit even there), that way you don't need to be constantly changing gear, rather just upgrading your current gear. If you've got a level 50 character already, the costs of such upgrades off of the Galactic Trade Market isn't all that bad but availability of mods can be a small issue.
  15. It is a little bit strange that the tabs are at the bottom in the preferences menu rather then at the top... It toke even me a little bit of time to find it...
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