Jump to content

jnshnwng

Members
  • Posts

    14
  • Joined

Posts posted by jnshnwng

  1. The ability to have more than 2 windows open at the same time, such as inventory, crafting, and crew skills window open all at the same time.

     

    Something to boost reverse engineering. 20% is a terrible crapshoot, and for people like me who wants every recipe in the book, it means either spending oodles of time or oodles of money on crafting mats. Give us a booster, even if it's in the Cartel Market, that lets us get a guaranteed reverse engineer attempt for certain time duration.

     

    Also, take out worthless stat combos, like cunning gear with tanking stats or vibroknives with aim stat.

  2. I've seen endgame PVE armor sets for Republic side, and for the most part they look head and shoulders above the Empire side. Seriously, whoever designed the art for this crap needs to go over to Square-Enix MMO art department for a year or two to learn how to design good looking gear. Subligar might have seared people's eyes with Galkas in codpieces, but the artifact armors look mighty sweet.
  3. Playing Marauder reminds me of playing THF in FFXI: Nobody really like bringing a THF in a group because most of the time THFs don't know the pointy end from the handle end of a dagger, and don't know how to optimize their abilities and gear; however, the rare few that actually know how to play their class right rocked peoples worlds and topped charts. As of right now, I'm having fun as a Marauder. Sure, I'm a bit squishier than some of the other classes, and yes, I'm don't have as easy a time in WZ as my sorcerer, but being able to outshine classes that should be superior to me, as well as showing other marauders what they can do, is a reward all by itself.
  4. Use Obfuscate; relatively short cooldown, really good defensive move when you're playing offtank, and often overlooked in the craze of spamming out rage and generating it. Interrupt casted abilities. Chances are these things hurt like a *****. Spam out Berserk as much as possible if you're Annihilate spec, it heals you for quite a significant amount. Don't be afraid to use Channel the Force. Carry stims/medpacks. Cloak of Pain should be always on cooldown, it reduces 20% incoming damage for 30 sec every 1 min. A bit of burst DPS can be done at the start with Force Charge > Savage Kick, and if you're Annihilate every other Force Charge. If one of the mobs is a healer, use Throw Saber to reduce the amount the mob heals your target.
  5. Each craft has their own specific "perks". Biochem gets special implants and stimpacks, Artifice gets relics, armor crafting skills gets armor, Cybertech gets ear slot gear, bombs, and vehicles, Armstech gets... you know, I can't rightly remember what Armstech gets that's special. Probably some kind of non-force user weapon, which isn't really all that special I guess.
  6. My Annihilation PVE build.

     

    Phantom was chosen for its added utility to Force Camouflage, and the fact that Predation speed boost for 1 person only isn't all that useful. As far as against the other 3 options for the 2 points needed to reach the next tier, all of them are more PVP oriented than PVE oriented, and can't really beat the damage immunity effect.

     

    My Carnage PVE build.

     

    Enraged Charge and Erupting Fury was chosen for increased damage potential, especially if the fight is movement heavy or have many adds that spawn. Unbound can be switched for Defensive Roll or Cloak of Carnage, all three of them are about equal in PVE utility in my opinion. Overwhelm was ignored because of lack of utility. Hungering was chosen over all other talents for the final 2 points for some added survivability along with easing the healer's burden slightly.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.