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DarthZeroe

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Everything posted by DarthZeroe

  1. If you really want an idea, for regular mobs you're just spamming forcequake & telekinetic wave (when procced), followed by any other ability to finish off stragglers. For boss fights, start with Mind Crush followed by Weaken Mind, Telekinetic Throw, a few Disturbances, Project, rinse and repeat if necessary. If you have to move around use instant abilities before channeled ones. But really, at low levels it doesn't matter as much what order you use abilities in (just be careful with resource management), since you're still gaining new ones as you lvl.
  2. There are players, including myself, who genuinely enjoy playing the class, FOTM or not. I've had one as my main since launch and it will stay that way. And now, to the topic at hand. BAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA AHHAHAHAHAHAHAHAHAHAHAHAAHA
  3. I think they said somewhere the game will decide your alignment for you (eg. if you create a sith it'll asssume you've chosen dark side choices), hopefully they'll change this and let you choose your character's alignment.
  4. Liars! The game is dying! Doom and Gloom!
  5. It's also good for bigger self-heals, so I still find it useful without healers. When it comes to guarding objectives though, you can take it or leave it.
  6. I tend to go with: Skillful: Pain Bearer, Humility, and Jedi Resistance Masterful: Force Wake and Egress Heroic: Mental Defense and Force Mobility As you PVP more you'll probably get a better idea of what utilities you prefer.
  7. I think they were talking about when you're able to make a lvl 60 character with KOTFE, you'll have assumed alignments, but not with characters you leveled up yourself.
  8. A bit late on this but I was actually referring to non-force users who said that
  9. Lightning is good for both aspects, I think Madness is lacking in the pve area (but great for pvp). When it comes to utilities you'll want to switch them around depending on what you're doing.
  10. "We've been trained to kill Sith" HAHAHAHAHAHAHA - No
  11. Dat visual Anyway yeah, vigilance is a fun spec but one change isn't going to make it FOTM.........which I hope it never becomes, because then more players will know better than to waste a CC/Knockback on us when we leap to them, and we can't have that
  12. Shadowlands - Imps Jedi Covenant - Imps (irony) I plan on transferring my Vang & Mara to the Bastion for more balanced PVP.
  13. Baseline: - Take away Concussion Missile's cast time. - Escape ability? - Reduce Missile Blast's heat cost and slightly increase damage dealt. - Reduce Fusion Missile's heat cost and/or make it instant. Bodyguard - Make Kolto Shell muilti-target, 4-5 allies. - Allow use of Rapid Shots on self, and build charges (is there a reason we shouldn't?). - Supercharged Gas additionally increase Alacrity by 5% and healing done by 10% (up from 5%). - Power Shield: Cooldown of Energy Shield is also reduced by 30 seconds. - Increase duration of Hydraulic Override to 8 seconds (Not sure where this would go.) Arsenal -Reduce Tracer Missile Cost to 16 (down from 19) -Increase Decoy's duration to 10 seconds (up from 6) -Increase Power Barrier's damage reduction to 10% (up from 5%) Pyrotech - Make D.O.Ts uncleansable for better sustained damage _________________________
  14. Like others said, an annoying factor in the battle was the base guards pushing the imps back everytime, this made the battle lean towards the Republic's favor. Maybe next time fight in a location where they aren't as much of a threat? It was still a lot of fun, looking forward to the next event
  15. So i'm a bit confused.... They said we won' t have to re-download the entire game, but right now it says it's downloading "Main Assets 1" and the progress bar below has hardly moved forward, and it's been around 3 hours now
  16. Yeah well, speaking from personal experience, the Imps are dominate on the Shadowlands. Though the Republic has somewhat stepped up their game, it's nothing significant. Good luck on your new server btw.
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