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Posts posted by Aysee
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http://www.jedilace.com/2012/02/02/expertise-breakfast-of-champions/
drops around 1000-1300 expertise but its still pretty good stat to maximize.
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drop the set bonus and go for more stats.
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Has anyone made a guide on maximizing battlemaster gear by removing mods from certain pieces and placing it to augmented custom gear? or is anyone doing it? Im thinking of buying certain bm gears just so i can maximize certain stats instead of saving up for warmaster (since warmaster cost so much for so minute upgrade)
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Funny, pre 1.2 im able to defeat any class solo as a marauder (minus scoundrel healers). 1.2 is pretty much the same cept theres less 1 button commando/sorcs running around.
after the nerf sorc bh, its the nerf marauder bandwagon. whats next?
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its only in 1.2 that the healing debuff really mattered, with increase in damage and reduced defense/healing on expertise.
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im pretty sure alot of asian players would like to transfer to the apac servers now that free transfer server is up but are deterred by the terribad latency it brings (for those that live in hk/sg/ph).
just tried out one of those tunnel services to check if it would reduce the latency on the apac servers and it did cut the latency to half (from philippines, latency to apac server is usuall 300+ while us west coast servers is below 200. using the tunnel service i can get below 200ms on the apac servers).
question is, whats Bioware's stance on ssh and tunneling service? the other big mmo just states that they dont support it but also doesnt forbid it so its more of a use at your own risk thing.
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i see where this thread is going to
lets go back to jhynnifer vs kindara
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jhynnifer vs kindara
/popcorn
im abit suprised that they didnt equalize damage, mitigation and healing for expertise. as a pvper im already happy with the better scaling of expertise. killing healers with less effort is a bonus tho.
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as a marauder, sorcs and bh healers and their counterparts were pretty easy to kill 1v1. only healer ive had troubles (actually 0 success) soloing were the ops/scoundrels due to hots and cleanses.
but then again you guys do have more utility and apparently much better in pve than operatives/scoundrels.
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May thread din regarding swtor pinoy players sa tipidpc.com
http://www.tipidpc.com/viewtopic.php?tid=264495
alot of them playing in swiftsure, me im in shadowtown. gawa na lng kayo ng facebook pinoy swtor group. sali ako haha
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Thanks all for the tips. Ill keep those in mind when fighting this sponges. good thing theres more sages and commandos than scoundrel healers.
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so out of the three healer classes this is the one im having problems with (and they say this is the weakest pvp healer among the three). theres not much to interrupt and they really dont use UM. theyre pretty mobile for some reason as even if i use my 50% snare they can still move pretty fast. not to mention they can cc you (and get out of your ccs) and also vanish if they really need it. oh and healing on the move too. really reminds me of dr00ds from that other game.
any tips on how to kill them (anni spec)?
as for sages and commandos, really dont have problems with em except for commandos when they pop their no interrupt shields.
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hehe compared to playing sorc / merc where all you need is an atari 2600 controller
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was able to build a system for around $700. getting 70-100fps with all settings maxed at 1920x1200
i5 2500k
z68 mboard
8gb memory
amd 6870
like others said, use newegg and get a techie/n3rd friend to assemble it for you.
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This is an example of a player who tries to theorycraft, poorly.
A player that knows how to kill understands that spending 1.5s on 'no damage' is a severe detriment.
oh im not theorycrafting, im basically giving out my opinion based on my experience with the talent. like i said keep it nice and constructive. youre not helping with that kind of attitude.
in cases where you dont need to snare an enemy, doesnt extra rage = equate into extra damage aka more kills?
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marauders who do work know the value of seeping wounds. only the scrubs don't pick it up.
lets keep the opinions nice folks. using namecalling because they dont use a certain talent (which for one is not universally regarded as important anyway) is not really helpful.
the build im using.
http://www.torhead.com/skill-calc#100bIbRrRMcGzZhMbZh.1
close quarters = 2/2 for rage generation while face to face with enemy, aditional interrupt. (i do see the point of people just putting in 1 to reduce the deadzone)
phantom = 0, i only use it as a last resort vanish then try to run to some ditch / wall and hide. i figured while force cloak is up you wont get be getting any "direct" damage from players since they cant see you. its good for repositioning in huttball but then i find it a waste for specializing in 1 warzone.
enraged charge = extra rage when using charge. besides the obvious benefit of gaining extra rage at the start, also allows me to have extra rage to use on crippling slash (basically this counteracts the lack of seeping wound)
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Be more aware of your surroundings yo and who is around your target and things like that.
You people don't want to get talents like seeping wounds or 2/2 close quarters then wonder why you do so bad in pvp. Having a 0-30m range charge that is on a 12 second cool down is probably one of our best moves and worth the 4 talent points spent. Also saving yourself a GCD and 2 points vastly outweighs using cripping slash. For two points you can get a vicious slash off and it has a chance to reset your rupture. More ruptures = more damage = more snare. I never have a problem being kited and if you do you're straight up bad.
i do have close quarters as i find it nice to have as an alternative interrupt. as for seeping wounds regardless you would still be putting up crippling in those times that your target you just spent rupture gets away/died from you and you are on a new one and need to snare him. with the standard 31 7 3, i dont have any talents to spare unless i take off points from subjugation (which i found diminished my pvp ability) or points from carnage/rage
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yah sorry lol. anyway the 20% debuff isnt really that noticeable. if it was like 50% aka mortal strike then maybe id use it more. thats why im more on preventing actual heals from happening and dropping that healer as fast as possible.
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so i tried out this talent instead of subjugation and i can say that its not really worth it. 30% vs 50% snare is huge difference, even if you initially save up 2 rage. also with the 30% snare, i feel that targets still move too fast plus it doesnt last long. i also felt the extra 2 seconds in disruption means either a kill or a stalemate when fighting healers.
i wish theyd change out this talent, maybe add a chance to proc crippling slash instead.
offtopic: vicious throw - wish this was passively added to deadly throw
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In game macros would definitely solve marauder complexity. As for assassin vs marauder, i havent played sin (playing level 48 mara) but they can do ridiculous burst if they get the opening on you and your cds are down.
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just save some more money. get an 15 2400, h61 board, 8gb memory, 6850 board and youre set. around 500$
W-A-S-D to move,and trying to use a shift+anykey at the same time
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