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Fusillade

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  1. After I read some of the posts from Dev Eric's Post on suggestions for Merc changes, I decided to think completely outside the box and come up with my own tree. Why not a new tree? I can dream. I believe there are many more creative things that can be done with this class: Electromagentic-Pulse Tree (Sheet 2) Summary: This tree is anti-stealth oriented. The Merc's now has a new EMP Cylinder where his blaster attacks attach EMP stacks along beams that extend 20m past the target and are 5m wide. The EMP Cylinder spreads damage debuff stacks and can be utilized to detect stealthed as well as massive aoe damage. Skill Boxes: Tier 1 Increase all the damage of all blaster fire, Rapid Shots, Power Shot, Unload and Railshot by [2/4/6%]. 0/3 Reduces the pushback of Power Shot, Unload, and EMP Discharge by [35/70%]. 0/2 Increased Melee Defenses by [6/12/18%]. 0/3 Tier 2 Increase Ranged/Tech Accuracy by [2/4/6%]. 0/3 Electromagentic-Pulse (EMP) Cylinder: The Mercenary's pistols are now charged with electro-magnetic-pulses that extend the blaster fire and widen them into beams called EMP Beams. Each shot from Rapid Shots, Railshot, Powershot, and Unload extends its length past the target by 20m and increases its width by 5m. Any target within the EMP Beam is struck with an EMP stack that lasts 3 seconds. Each EMP stack intereferes with tech and mitochlorine levels such that all Ranged/Tech and Melee/Force attacks are reduced by 5% per stack of EMP. 0/1 Increased Ranged Defenses by [6/12/18%]. 0/3 Increases Stealth Detection by [1/2] and increases EMP pulse stealth detection by [1/2m]. 0/2 Tier 3 EMP Beams now have a [50-100%] chance of hitting stealthed enemy targets. 0/2 Each EMP blaster fire beam now does damage. Every gained EMP stack now instantly does [1-2%] of max health. This damage cannot be evaded, absorbed or reduced by armor. 0/2 Bantha Prod: The Mercenary Zaps the target with a Bantha Prod dealing 1800-2250 damage and causing the target to be immobilized and spin 540° for 2 seconds. Range: 5m Cost: 25 Heat Activation: 1 second Cooldown: 15 seconds 0/1 Railshot can now be fired on targets with EMP stacks. 0/1 Tier 4 Any attack Energy Shield absorbs now reflects an EMP stack to its attacker. This cannot occur more than once per second. 0/1 Reduce the heat cost of Bantha Prod by [3/6] heat. 0/2 Bantha Prod now gives 1/2 stacks of EMP to its target. 0/2 The Mercenary Vents [1/2] heat for each EMP stack that decays. 0/2 Tier 5 Reduces the cooldowns of Unload and Railshot by [3/6] 0/1 No Holds Bar: Temporarily allows the Mercenary to use any channeling or activating EMP Beam abilities on the run for the next 10 seconds. In addition, each EMP Beam ability now adds an additional stack of EMP and damage from EMP Beam abilities is reduced by 25%. Cost: 25 Heat Duration: 10 seconds Cooldown: 30 seconds 0/1 No Holds Bar now increases the Mercenary's movement speed by 50% 0/1 No Holds Bar now increases the Mercenary's accuracy by 50% 0/1 Tier 6 Any stealthed enemy found by stealth scan are now immobilized for [1/2/3] seconds and gain [1/2/3] stacks of EMP. 0/3 Stealth Scan increases its scanning radius by 10m and its range by 10m. 0/1 Increases the Armor Pentration of all EMP Beams by [5/10/15%] 0/3 Each time an EMP stack does damage, an EMP pulse with a 3m radius exposes any stealthed enemy. 0/1 Tier 7 For each successful Power Shot, the Mercenary gains a stack of In My Sights increasing Armor Penetration by 5% for each stack. At 3 stacks of In My Sights, the next Power Shot costs no heat, has no activation time, has 100% chance to be a critical hit, and stacks one additional EMP for any enemies in the Power Shot's EMP Beam. 0/1 At 3 stacks of In My Sights, EMP Discharge cannot be interrupted. Using EMP Discharge in this manner uses up all 3 stacks of In My Sights. 0/1 Increases the duration of EMP Stacks by [1/2] seconds for each stack of EMP on the target. 0/2 Unload now provides 2 additional stacks of EMP on the 2nd and 3rd ticks. 0/1 Tier 8 EMP Discharge: The Mercenary charges up to do a massive attack in a 12m radius circle surrounding the Mercenary. Any targets within the EMP Discharge radius lose all their EMP stacks. Any EMP stacks lost this way does 3% of max health for each stack lost. This damage cannot be evaded, absorbed or reduced by armor. The Mercenary vents 2 heat for each EMP stack used up during the EMP Discharge. Cost: 10 heat per second Channeling: 4 seconds Cooldown: 30 seconds 0/1
  2. After I read some of the posts from Dev Eric's Post on suggestions for Merc changes, I decided to think completely outside the box and come up with my own tree. Why not a new tree? I can dream. I believe there are many more creative things that can be done with this class: Electromagentic-Pulse Tree (Sheet 2) Summary: This tree is anti-stealth oriented. The Merc's now has a new EMP Cylinder where his blaster attacks attach EMP stacks along beams that extend 20m past the target and are 5m wide. The EMP Cylinder spreads damage debuff stacks and can be utilized to detect stealthed as well as massive aoe damage. Skill Boxes: Tier 1 Increase all the damage of all blaster fire, Rapid Shots, Power Shot, Unload and Railshot by [2/4/6%]. 0/3 Reduces the pushback of Power Shot, Unload, and EMP Discharge by [35/70%]. 0/2 Increased Melee Defenses by [6/12/18%]. 0/3 Tier 2 Increase Ranged/Tech Accuracy by [2/4/6%]. 0/3 Electromagentic-Pulse (EMP) Cylinder: The Mercenary's pistols are now charged with electro-magnetic-pulses that extend the blaster fire and widen them into beams called EMP Beams. Each shot from Rapid Shots, Railshot, Powershot, and Unload extends its length past the target by 20m and increases its width by 5m. Any target within the EMP Beam is struck with an EMP stack that lasts 3 seconds. Each EMP stack intereferes with tech and mitochlorine levels such that all Ranged/Tech and Melee/Force attacks are reduced by 5% per stack of EMP. 0/1 Increased Ranged Defenses by [6/12/18%]. 0/3 Increases Stealth Detection by [1/2] and increases EMP pulse stealth detection by [1/2m]. 0/2 Tier 3 EMP Beams now have a [50-100%] chance of hitting stealthed enemy targets. 0/2 Each EMP blaster fire beam now does damage. Every gained EMP stack now instantly does [1-2%] of max health. This damage cannot be evaded, absorbed or reduced by armor. 0/2 Bantha Prod: The Mercenary Zaps the target with a Bantha Prod dealing 1800-2250 damage and causing the target to be immobilized and spin 540° for 2 seconds. Range: 5m Cost: 25 Heat Activation: 1 second Cooldown: 15 seconds 0/1 Railshot can now be fired on targets with EMP stacks. 0/1 Tier 4 Any attack Energy Shield absorbs now reflects an EMP stack to its attacker. This cannot occur more than once per second. 0/1 Reduce the heat cost of Bantha Prod by [3/6] heat. 0/2 Bantha Prod now gives 1/2 stacks of EMP to its target. 0/2 The Mercenary Vents [1/2] heat for each EMP stack that decays. 0/2 Tier 5 Reduces the cooldowns of Unload and Railshot by [3/6] 0/1 No Holds Bar: Temporarily allows the Mercenary to use any channeling or activating EMP Beam abilities on the run for the next 10 seconds. In addition, each EMP Beam ability now adds an additional stack of EMP and damage from EMP Beam abilities is reduced by 25%. Cost: 25 Heat Duration: 10 seconds Cooldown: 30 seconds 0/1 No Holds Bar now increases the Mercenary's movement speed by 50% 0/1 No Holds Bar now increases the Mercenary's accuracy by 50% 0/1 Tier 6 Any stealthed enemy found by stealth scan are now immobilized for [1/2/3] seconds and gain [1/2/3] stacks of EMP. 0/3 Stealth Scan increases its scanning radius by 10m and its range by 10m. 0/1 Increases the Armor Pentration of all EMP Beams by [5/10/15%] 0/3 Each time an EMP stack does damage, an EMP pulse with a 3m radius exposes any stealthed enemy. 0/1 Tier 7 For each successful Power Shot, the Mercenary gains a stack of In My Sights increasing Armor Penetration by 5% for each stack. At 3 stacks of In My Sights, the next Power Shot costs no heat, has no activation time, has 100% chance to be a critical hit, and stacks one additional EMP for any enemies in the Power Shot's EMP Beam. 0/1 At 3 stacks of In My Sights, EMP Discharge cannot be interrupted. Using EMP Discharge in this manner uses up all 3 stacks of In My Sights. 0/1 Increases the duration of EMP Stacks by [1/2] seconds for each stack of EMP on the target. 0/2 Unload now provides 2 additional stacks of EMP on the 2nd and 3rd ticks. 0/1 Tier 8 EMP Discharge: The Mercenary charges up to do a massive attack in a 12m radius circle surrounding the Mercenary. Any targets within the EMP Discharge radius lose all their EMP stacks. Any EMP stacks lost this way does 3% of max health for each stack lost. This damage cannot be evaded, absorbed or reduced by armor. The Mercenary vents 2 heat for each EMP stack used up during the EMP Discharge. Cost: 10 heat per second Channeling: 4 seconds Cooldown: 30 seconds 0/1
  3. After I read some of the posts from Dev Eric's Post on suggestions for Merc changes, I decided to think completely outside the box and come up with my own tree. Eric, I realize were asking for some tweeks to the existing builds but my imagination got the best of me. Why not a new tree? I can dream. I believe there are many more creative things that can be done with this class: Explosive Specialist Tree (Sheet 1) Summary: The Explosive Specialist is a risk versus reward playstyle. The Merc now has Explosive rounds that do splash damage to nearby enemy. Drop Thermal Det Packs (Battlefront II Engineers) on the ground or targets and detonate on command. Rocket Punches now do splash damage. The Merc now takes self inflicted damage from any splash damage, Fusion Missile, Rocket Punch, Thermal Det Packs, etc.. Self inflicted damage can be mitigated with Chauf Flares, Cure and Kolto Missile. Kolto Missile now drops an Ice Patch giving a debuff that reduces attack cone and healing cone of any enemy hit by the Ice Patch. Combo: Thermal Det Pack a target enemy then Rocket Blast to knock back the target and spread stacks of Collateral Damage that dot and slow anyone in the blast radius. Tree Skill Boxs Tier 1 Increase effectiveness of all missiles by [2/4/6%] 0/3 Increase Alacrity by {3/6}%. 0/2 Increase Armor by [2/4/6%] 0/3 Tier 2 Decrease activation time of Concussion Missile by [.5/1/1.5 seconds] and Fusion Missile by [.15/.30/.45 second] 0/3 Explosive Cylinder: The Mercenary's pistols are now charged with explosive rounds that deal 235-320 additional damage to the target and any surrounding target within 2m for each shot from Rapid Shots, Unload, Power Shot, and Rail Shot. Only one cylinder may be active at one time. 0/1 Anytime the Mercenary takes a self inflicted blast [4/8] Heat is Vented. 0/2 Energy Shield now reflects stacks of Hutt Slur which decrease the targets Alacrity by 9% for 3 seconds for each stack. Hutt Slur can only be gained once per second. Each stack gained refreshes the stack timer. 0/1 Tier 3 Fusion Missile's direct damage and damage over time is increased by [15/30%] 0/2 Cure now cools off the Mercenary giving him/her [1/2] stacks of Cool Feet. Cure no longer respects the global cooldown. 0/2 Thermal Det Pack: The Mercenary attaches a thermal det pack onto his target or onto the ground if no target. When used again, the thermal det pack explodes dealing 3567-3822 damage within 2m of the blast radius and 2234-2468 damage within 2m to 5m of the blast radius. If the Mercenary is within the blast radius, the Mercenary is damaged as well and adds 10 additional heat. 0/1 Trigger: Activates all Thermal Det Packs to Explode. Does not respect the global cooldown. Cost: 0 Heat Activation: Instant Cooldown: 2 seconds 0/1 Tier 4 Activating Chauff Flares has a [50/100%] chance to absorb 75% of the damage from a self inflicted Thermal Det Pack or Collateral Damage for the next 10 seconds. In addition, the Mercenary is not slowed by Collateral Damage. 0/2 Increase Blast Radi of Thermal Det Pack by 5m and 10m respectively. 0/1 Railshot gains a magnetic signal that triggers the thermal det pack to explode within [5/10m] of Railshot's target location. 0/2 Tier 5 Reduces the cool down of Explosive Dart by [3/6 seconds] and Fusion Missile by [5/10 seconds]. 0/2 In addition to healing, Kolto Missile is modified to spray an Ice Patch for [1/2/3 seconds] seconds. Any target in the Ice Patch initially gains 1 stack of Slippery Feet and for each second the target remains in the Ice Patch. Slippery Feet reduces the the targets frontal attack cone from 180° to 30° and the healing cone from 360° to 110°. Slippery Feet stacks diminish 1 per second in the Ice Patch and 0.5 second outside the patch. 0/3 Rocket Punch has a 100% chance to do 1200-1345 tech damage to surrounding targets within 5m. The Mercenary takes self inflicted damage of 856-934 damage. 0/1 Tier 6 Increases the number of Thermal Det Packs the Mercenary can throw by [1/2] 0/2 Increase Critical Multiplier of of all area of effect explosives Explosive Dart, Missile Blast, Fusion Missile, Rocket Punch, Thermal Det Pack by [10/20/30%] 0/3 Tier 7 Fusion Missile's damage over time is reduced to 3 seconds and in addition, each target hit by the blast now gains 3 stacks of Collateral Damage. If the Mercenary is within the Fusion Missiles blast radius, the Mercenary takes 1785-2345 damage and gains the 3 stacks of Collateral Damage. 0/1 Increase Crit Chance by 15% of all blast Damage on targets below 30% health. Explosive Dart, Missile Blast, Fusion Missile, Thermal Det Pack, Rocket Blast and Rocket Punch. 0/1 Increase range of Thermal Det Pack by [5/10m] 0/2 Ice Patch now initially gives the Mercenary 1 stack of Cool Feet per second venting 2 heat per stack of Cool Feet per second. Cool Feet stacks diminish at a rate of 1 stack per 2 seconds while in the Ice Patch and 1 stack per second outside the Ice Patch. In addition, while the Mercenary has a Cool Feet stack any self inflicted blast damage is reduced by 50%. Each time this occurs a Cool Feet Stack is removed without the Mercenary venting heat. 0/1 Tier 8 Rocket Blast: The Mercenary overheats his rocket pack and blasts into his target forcing the target back 20m from the point of contact dealing 1840-2225 damage and immobilizing the target for 1 second. The explosion propels the Mercenary 10m backwards from the point of contact. If the target had a Thermal Det Pack stuck to him/her during the Rocket Blast, the target and any other target, including the Mercenary, within 5m of the initial contact each gain 5 stacks of Collateral Damage dealing 385-410 damage for each stack every second and slowing 10% for each stack. Collateral Damage stacks are lost 1 stack every second. Additionally, Collateral Damage hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Range:10m Cost: 40 Heat Activation Time: 1 second Cooldown: 30 seconds 0/1
  4. And now for something completely outside the box, but related to changing Mercs. Eric, please take a minute to consider this in your feedback to those that make the big decisions. New DPS Merc Tree: Explosive Specialist
  5. After I read some of the posts from Dev Eric's Post on suggestions for Merc changes, I decided to think completely outside the box and come up with my own tree. Eric, I realize were asking for some tweeks to the existing builds but my imagination got the best of me. Why not a new tree? I can dream. I believe there are many more creative things that can be done with this class: Explosive Specialist Tree (Sheet 1) Summary: The Explosive Specialist is a risk versus reward playstyle. The Merc now has Explosive rounds that do splash damage to nearby enemy. Drop Thermal Det Packs (Battlefront II Engineers) on the ground or targets and detonate on command. Rocket Punches now do splash damage. The Merc now takes self inflicted damage from any splash damage, Fusion Missile, Rocket Punch, Thermal Det Packs, etc.. Self inflicted damage can be mitigated with Chauf Flares, Cure and Kolto Missile. Kolto Missile now drops an Ice Patch giving a debuff that reduces attack cone and healing cone of any enemy hit by the Ice Patch. Combo: Thermal Det Pack a target enemy then Rocket Blast to knock back the target and spread stacks of Collateral Damage that dot and slow anyone in the blast radius. Tree Skill Boxs Tier 1 Increase effectiveness of all missiles by [2/4/6%] 0/3 Increase Alacrity by {3/6}%. 0/2 Increase Armor by [2/4/6%] 0/3 Tier 2 Decrease activation time of Concussion Missile by [.5/1/1.5 seconds] and Fusion Missile by [.15/.30/.45 second] 0/3 Explosive Cylinder: The Mercenary's pistols are now charged with explosive rounds that deal 235-320 additional damage to the target and any surrounding target within 2m for each shot from Rapid Shots, Unload, Power Shot, and Rail Shot. Only one cylinder may be active at one time. 0/1 Anytime the Mercenary takes a self inflicted blast [4/8] Heat is Vented. 0/2 Energy Shield now reflects stacks of Hutt Slur which decrease the targets Alacrity by 9% for 3 seconds for each stack. Hutt Slur can only be gained once per second. Each stack gained refreshes the stack timer. 0/1 Tier 3 Fusion Missile's direct damage and damage over time is increased by [15/30%] 0/2 Cure now cools off the Mercenary giving him/her [1/2] stacks of Cool Feet. Cure no longer respects the global cooldown. 0/2 Thermal Det Pack: The Mercenary attaches a thermal det pack onto his target or onto the ground if no target. When used again, the thermal det pack explodes dealing 3567-3822 damage within 2m of the blast radius and 2234-2468 damage within 2m to 5m of the blast radius. If the Mercenary is within the blast radius, the Mercenary is damaged as well and adds 10 additional heat. 0/1 Trigger: Activates all Thermal Det Packs to Explode. Does not respect the global cooldown. Cost: 0 Heat Activation: Instant Cooldown: 2 seconds 0/1 Tier 4 Activating Chauff Flares has a [50/100%] chance to absorb 75% of the damage from a self inflicted Thermal Det Pack or Collateral Damage for the next 10 seconds. In addition, the Mercenary is not slowed by Collateral Damage. 0/2 Increase Blast Radi of Thermal Det Pack by 5m and 10m respectively. 0/1 Railshot gains a magnetic signal that triggers the thermal det pack to explode within [5/10m] of Railshot's target location. 0/2 Tier 5 Reduces the cool down of Explosive Dart by [3/6 seconds] and Fusion Missile by [5/10 seconds]. 0/2 In addition to healing, Kolto Missile is modified to spray an Ice Patch for [1/2/3 seconds] seconds. Any target in the Ice Patch initially gains 1 stack of Slippery Feet and for each second the target remains in the Ice Patch. Slippery Feet reduces the the targets frontal attack cone from 180° to 30° and the healing cone from 360° to 110°. Slippery Feet stacks diminish 1 per second in the Ice Patch and 0.5 second outside the patch. 0/3 Rocket Punch has a 100% chance to do 1200-1345 tech damage to surrounding targets within 5m. The Mercenary takes self inflicted damage of 856-934 damage. 0/1 Tier 6 Increases the number of Thermal Det Packs the Mercenary can throw by [1/2] 0/2 Increase Critical Multiplier of of all area of effect explosives Explosive Dart, Missile Blast, Fusion Missile, Rocket Punch, Thermal Det Pack by [10/20/30%] 0/3 Tier 7 Fusion Missile's damage over time is reduced to 3 seconds and in addition, each target hit by the blast now gains 3 stacks of Collateral Damage. If the Mercenary is within the Fusion Missiles blast radius, the Mercenary takes 1785-2345 damage and gains the 3 stacks of Collateral Damage. 0/1 Increase Crit Chance by 15% of all blast Damage on targets below 30% health. Explosive Dart, Missile Blast, Fusion Missile, Thermal Det Pack, Rocket Blast and Rocket Punch. 0/1 Increase range of Thermal Det Pack by [5/10m] 0/2 Ice Patch now initially gives the Mercenary 1 stack of Cool Feet per second venting 2 heat per stack of Cool Feet per second. Cool Feet stacks diminish at a rate of 1 stack per 2 seconds while in the Ice Patch and 1 stack per second outside the Ice Patch. In addition, while the Mercenary has a Cool Feet stack any self inflicted blast damage is reduced by 50%. Each time this occurs a Cool Feet Stack is removed without the Mercenary venting heat. 0/1 Tier 8 Rocket Blast: The Mercenary overheats his rocket pack and blasts into his target forcing the target back 20m from the point of contact dealing 1840-2225 damage and immobilizing the target for 1 second. The explosion propels the Mercenary 10m backwards from the point of contact. If the target had a Thermal Det Pack stuck to him/her during the Rocket Blast, the target and any other target, including the Mercenary, within 5m of the initial contact each gain 5 stacks of Collateral Damage dealing 385-410 damage for each stack every second and slowing 10% for each stack. Collateral Damage stacks are lost 1 stack every second. Additionally, Collateral Damage hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Range:10m Cost: 40 Heat Activation Time: 1 second Cooldown: 30 seconds 0/1
  6. These are all good points. I would like to add another means of escape. If you put 2 points into Hold Out Defense, your Blaster Whip (Kinetic Damage) will give you a 50% speed boost. This is a great gap creator that you can mix in. Works well when combo'd with a knockback, snare, or root. With a 6s CD, this will make the sin waste his sprint to catch up. Because of this back to back Blaster Whips works wonders. The negative, is getting caught with your backturned to the sin. To prevent this, do a jump 180 into cover to maximize your defense (Ballistic Dampers).
  7. Noctûrnûs, Operative Top Damage, DPS. Tab DoT for the epeen. http://i.imgur.com/71tqGGE.jpg
  8. ____________________ |GIVE ME CHAT BUBBLES| _________________\/ _______________
  9. I am a proponent towards BW creating new forms of pvp. These ideas are all interesting and of some merit to them at least to some extent. I believe the main reason why we have not seen the game expand into an open world pvp is the game engine/server itself. I suspect BW's game engine and or servers cannot handle more than 40 players all within 30m. With the new Gree Ilum event, if you notice all the new instances of Ilum that are created to ensure the players do not have lag. Perhaps BW is scared to create environments where a high density of avatars would bring their servers to a stand still resulting in suber's quitting. This problem occurred with GW2 during maybe the 4th or 5th week of WvW when servers would send 100+ players to attack keeps. With 100+ players defending+npc defenders, the servers couldn't handle that many players in the same local region. The result was a hilarious and amusing glitch where pretty much all players were not visible to each other, yet you could still do dmg via aoe. After a monthish, GW2, had to rewrite the code on how the servers and clients communicated to get past this invisible army glitch. Despite my suspicions that BW cannot handle high density battles, I would still love for them to try.
  10. I get what you mean. Later tonight I will submit my screens. Here is how I manage my abilities. For ease lets abbreviate: cover bar=CB; quickbar 1 (out of cover)=QB1 (1-12); quick bar 2=QB2 (alt/shift/ctrl 1-12) To make switching to cover not a shocker, especially when switching specs, both my CB and my QB2 are hybrid, that is I have both cover and non-cover abilities. On QB2, I have cover and non-cover abilities that I wish to know the CD, and I use frequently, like Quick Draw, Speed Shot, Flyby, Illegal Mods.. etc In QB1, I have zero cover abilities. This bar has most of my main kiting abilities like flurry shot, dots, blaster whip, CC's, leg shot, interrupt, defense screen. Because I have some of my cover abilities in my QB2, I can then make my QB1 and CB almost identical such that I only replace a few cover abilities for some any-cover abilities. For example, I replace Flurry Shots with Sabotage Charge, or Blaster Whip with Pulse Detonator. End result, when I switch to cover, I am not flipping the whole bar over, I'm only switching out 2-4 abilities because the rest are of my cover abilities are always up on QB2. Later tonight I will submit my screens. Riiquiem, post up your bars too.
  11. For those that are hindered by you tube being foolish.
  12. Sorry about the "copyright" songs. i will post from now on one with music and one without so that everyone can watch. i like to use blasterwhip as a finisher if quickdraw doesnt crit. i have gotten 2k blasterwhips. Love it! Nice voidstar posts. I have some dirty fighting vids I will post this weekend.
  13. Riiquiem! I thought you were quitting? Welcome back. I've read your posts on the DF/Sabo and loved that build. I've posted a video today. This is just some highlights from 2 huttballs and a civil war. I wanted to highlight some of the strengths that the sabo can provide. Opposition isn't that strong, but I didn't have too much material to work with. I'll start recording more in the coming weeks, the good the bad and the ugly. I have about 12 minutes of 2 voidstars to compile as well and some Novare Coast's that are untouched. I'll post here when I've got a new video. Fusillade's You Tube Channel Revy: Still haven't critiqued your vids. I will sometime this weekend. For those interested, I have complete matches 8-15min each. They are currently private on my channel, just raw footage. My guildies and I use it to learn from our mistakes. Let me know if you want to see them, and I can add you to the private listing. (PM me your gmail or youtube account)
  14. I was thinking the other day.... there are too many posts and videos on *yawn* Sharpshooters. So I was pumped to see this post. However, I had low expectations, I've read most of the gunslinger forums and there are only a handful if posts describing my play style. When I saw your videos, I felt like it was me playing! Using my knockbacks, CC's, roots, AoE's, and creating complete mayhem, all while almost never going into cover! I'm gonna watch em again and critique them this time. In the meantime, I'll post my video's up on youtube as well. I'm currently a sabo, but I play DF/Sabo too. Post up some vid's on other maps too.
  15. I do not believe that the IG interrupts or delays casting/channeliing. I will retest tonight.
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