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  1. Appreciate the feedback, just started doing videos back in Feb so I'm still learning both technically and artistically :-D
  2. Yes, Rakata neckpieces for every class costing 200 daily comms.
  3. For those interested in seeing some of the new content including a full run of the new heroic daily instance, I've done a video covering some of the cool new dailies. Come check it out if you're interested ;-D
  4. I haven't seen a post yet on it so here goes... I've been playing with my character on the test server. There's a video where I go over some of the new changes with patch 1.2. One thing I'd like to talk about is the stat bonuses received by companions after completing their legacy unlock requirements. I'm not talking about the Presence buff, I'm talking about permanent secondary stat bonuses unaffected by diminishing returns. In patch 1.2 it seems that the only way to remain competitive now is to level up characters (on both factions) to level 50 in order to complete specific companion legacy unlocks that give stat bonuses relevant to whatever main character you play. Although I like the idea of providing incentives for leveling another character, this seems way too much and I think it should be evaluated.
  5. Lol, yeah I kinda feel the same way
  6. It wasn't really that laggy no.
  7. Hey guy's I did a video on the new warzone, and why I think it's the best one so far! It's in full HD so please check it out and enjoy! Thanks. Novare is a lot like Alderaan because it has a 3 point capture system. but it has a lot of subtle differences that improve the gameplay a lot in my opinion. Capturing a node - unlike Aldaraan, can be done with multiple people and the more people capturing a node the faster it gets captured. Each capture point is housed inside a small enclosed area -- and I like this a lot because it give gunslingers and snipers a place to camp out. It also saves the capture progression, so even if you're interrupted you can continue capturing where you left off.
  8. Yeah, it wasn't my first choice either. Unfortunately, I can only use what music is licensed to us through our partnership. That said, it isn't terrible either. As far as the PoV switching, it's actually my first edit of the kind -- so hopefully with practice I'll become more graceful at switching and not break anyone's ''flow.'' That said, I don't think watching anyone sit in spawn or running out from pits would be particularly exciting. Big glaring mistakes by our team was A) letting that sage through in the first minute of the game allowing them to pull a quick-cap and B) allowing them control of center on ball resets on few occasions. The opposing team was guilty of that as well. The enemy team also could have had more people running forward, but honestly I feel like we just outplayed them in that area by locking down their runners ( shadows, sages, etc )
  9. Hey guys, I'd like yall to check out my guild 3 PoV PvP Huttball video! It was against a rival guild of ours. There were a lot of highly skilled players on both teams, so it was a very good match. Class PoVs : Sentinel, Commando, and Scrapper. Tell me what you guys think.
  10. I'm sorry, but It's kind of hard to follow you when you appear to constantly be dodging questions. I've done a lot of my own math outside any ''think-tank'' community type site. I think what a lot of people seem to forget is that often enough, a lot of the stuff posted on those sites are conjecture -- especially considering we don't even have a combat log. Aside from that, you really haven't done anything to enlighten me, because I'm genuinely curios and all you've done is link me to the main hub of a bunch of (seemingly) pve threads on Counselors / Inquisitors. You may as well link me to http://www.google.com/ and say "Start reading, there's a lot." Well - with all due respect - no ****. Link me to a specific article or post showing me specific gear-sets and talents with raw numbers talking specifically about pvp and it would be easier to take you seriously. Here's my argument: Even if you put out more raw dps in your spec, you're going to end up dying more than if you had more utility. Counter-argument: I never die (whether it be from a healer or tank or both) My argument: Then you do your high-strung dps rotation for about two minutes and run out of force, and if you don't run out of force because you're dying then your uptime is lower than mine -- negating any extra dps you may pump out. I'll be honest and come out and say it, I think your spec is bad for pvp. I think you're way too focused on something that doesn't matter. Raw dps is a pve thing - Burst damage is what decides deaths in the warzones. I just find it kind of hard that you can sit here and argue otherwise in an objective based warzone system, where damage output is irrelevant for the most part. Please, if you object - post me links to specific articles that do more than provide bravado and secondary-source arguments - thanks.
  11. I've finished my Gearing Guide for sage / sorcerer. Please comment and enjoy! http://www.youtube.com/watch?v=1cqOCs1_A-s
  12. Wow, I really didn't think my thread would get so much attention - I appreciate the discussion that has taken place, it really has been a good read. There are a few things I would like to touch on briefly because I think there's varying definitions of what people classify as the ''best dps sage spec.'' So I think it might clear the air a bit if I explain a bit what my version is and why. First off, while getting 13 medals and having 675k damage on the scoreboard in voidstar looks impressive and tends to attract a lot of attention, it actually means nothing in terms of how good of a pvp'er you are. This Star Wars pvp is a battleground-based system, therefore objective based. Hence - taking overall damage output as a factor is a bit silly when comparing sage talent specs. That said, I feel that living longer and staying on my targets is way more advantageous then pinning all my hope on whether or not the enemy team can find their cleanse key while I run back from respawn. This is why I feel burst - aka crit and surge, are the way to go as far as pvp goes. Telekinetics just happens to give me a lot of nice sustainability along with the burst I need. I justify my need to take 3/3 penetrating light because even with some of the very best level 25 battle and adept mods, it's very hard to get surge rating to a good turn-over rate in battlemaster gear (35% critical rating or above). I've done a lot of math on it and talked to a lot of people about it, and I simply cannot see a reason not to take it -- especially when critical strike is a defining characteristic of our class's damage output. Now I realize people may feel differently about the specific role their sage is supposed to take, however I feel that as squishy as a sage is even with all the survival talents, it's hard for me to justify constantly relying on a tank or healer to keep me up just so I can pump damage. Also - due to my unconstrained force usage and seer talents, the fact that it allows me to dub as a healer in certain situations has been invaluable. I'd also like to point out that I've come across balance-heavy sages and inquisitor-counterparts before in warzones in my premades (against other premades), and with all due respect -- a few cleanses and a quick burst ends that argument pretty quickly.
  13. So, I've messed with your spec a bit Drakaris and it does seem very viable. Whether or not it does more dps is questionable due to the RNG factor and depends on how lucky you are on procs. It is worth it? I suppose it's up to the player... Regardless I've decided to do an addendum video and I'll be sure to give you credit. As far as Psychic Suffusion not boosting TK, I'm relatively sure that's wrong -- I really just wish I had a combat log to compare. Thanks.
  14. I'll have to test this, but I'm fairly certain it's inaccurate. I know it does not affect the singe-target, but I do notice TK putting out more damage on surrounding targets (I'm critting surrounding targets for 4.1k damage where I'll crit the main target for 3.7k) and without doing any math that appears to be 10%. It might be an expertise issue, but it's hard to state definitively right now. I've never had issues running out of force, even in pretty extended battles. I've been messing around with the lower talents in balance and that's partially the reason I didn't mention them in the video. The reason I tried talenting out of upheaval is because it tends to be really bad RNG (considering I really only get one point) ... Focused Insight can and has saved my *** quite a few times, esp with the 2 set bonus of force-master. Keep in mind that the goal in pvp is not necessarily to always obliterate your enemy, just to survive longer than them. So while maxing out upheaval technically increases dps, it may not necessarily be the right idea.
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