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Elyons

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Everything posted by Elyons

  1. You wanted to join an Imperial society - you got one. Evil or good. You cannot play a "nice" Sith Marauder - he would have to end up converting to a Jedi and or become like Jolee. Honestly, you didn't expect this? You only consider it sloppy because you did not enjoy it
  2. Actually, the clock is part of the mob - so basically it is. I will admit that some of these bosses are a pain - me and my group wiped 4 times on the Taral V end boss and around 4-5 times on the madman with implants inside Maelstrom Prison. I had assumed I was doing something wrong because my last group I ran with was amazing - I examined my fellow players gear and :eek: Only one of them (My tank friend) actually had 50 epics set in. It completely explained why it was so difficult. You must be geared for these runs, or else you will die However, my only complaint: BIOWARE YOU IDIOTS - THERE ARE NO ******* JEDI KNIGHTS IN HERE, FIX YOUR FP SO THEY DON'T GIVE OUT RANDOM **** /Rant off
  3. Your going to have to start doing belsavise dailies for epic 50 and 51 mods. You should also start doing Illum dailies and build datacron hunting so you can build yourself a matrix cube. To speed it up Id suggest buying the mods off the GTN and using the daily commendations to get your rakata implants. If you don't do this you are not going to pump out nearly enough DPS/Healing in order to beat enrage timers. When Bioware said that HM's had been designed for fresh 50s.... They lied.
  4. Gunslinger/Sniper. Your survival will literately depend on your kill order - how you spaced your GCD and which attacks you interrupt. Throw this all on top of making sure players/mobs don't move to flank your cover. As for zone defense - I can normally kill once person before they can actually get to the terminal on Alderaan - depending on the class. Gunslingers are strong against Marauders/Juggernauts and Powertech/Mercenary's. We can also kill with little problem - however the class we are very weak against are the Sorc's. After our Hunkerdown/entrench wears off we become vulnerable to they're endless amount of cc's. Not sure how we'll stand against Operatives now since the nerf. Basically - if you want a very tactical PvE experience, role Gunslinger/Sniper. However, since we do not have very many stuns and Cc's, PvP will be difficult. For PvP I suggest sorc/sage
  5. No, we do not shine in PvP. But we are capable. I would suggest this thread for Gunslinger PvP strats. http://www.swtor.com/community/showthread.php?t=219738 Unlike most classes, we actually require a different strategy for every single class - hope it helps
  6. Or you could just spend a day grinding Belsalvie and buy the remainder level 50 epic mods from the GTN
  7. Perhaps in the hands of a good tank, but it is still has one major disadvantage - a JK cannot kite. A perfect example of needed kiting is on "[Heroic 4] Not Afraid enough." The final boss does a channeled melee AoE that ate our JK tank alive. I did this same heroic again with a Vanguard and it we managed to beat him before the elite came out of Cc. Another problem is threat generation. While I consider all tanks to have terrible threat gen in this game, I believe JK to have one of the worst. I will even blatantly say that being DPS, I cannot beat enrage timers in most HM's I run with JK due to the fact that I MUST reduce my damage output considerably if I don't want to take agro. I have no issues with this when grouping with a Vanguard. The Guard can shine in PvP with it's heavy armor and high DPS - but I do not recommend it for PvE tanking. Kudos to you if you can manage actually manage to master this class - I will be happy to group with you any time.
  8. My mistake - appreciate the correction
  9. Originally I would of said Operative, but due to the massive nerf Im not sure anymore. Sniper will give you fairly decent burst damage with decent sustained as well. Depends on how warm you are to a cover mechanic though
  10. While sages are great healers - they lack a force regenerating skill. The only one you do have is Nobel sacrifice which will turn your HP into FP. Thus it's a constant battle between critting your own HP back so you can get the maximum amount of FP to take back out. Personally, I find Troopers and Smugglers to be far better healers then most Consulars - however this is just because not only does it seem like consulars draw agro quickly, they die even faster. While Im ok with protecting this type of healer - they're high maintenance. It makes it difficult to beat enrage timers. On the other hand, the other healing classes cannot pump out near as much life as a Consular - thus its a trade off. Survival for life, or life for survival. Nonetheless, Im in love with your AoE HoT
  11. Gunslinger/ Sentinel threat dumps are beyond weak. The dev's either need to increase the amount of threat getting dumped or lower the cooldown timer (preferably the latter as dumping threat once a minute is not nearly enough for a SS Gunslinger) As for the rest of your post - yes. Just so you all know, interrupting a couple attacks (especially channeled AoE cones) can save your groups life
  12. In this MMO, its the tanks who break Cc's most often. Mostly Troopers and BH's considering they really don't have a sense of AoE control
  13. Ive put myself at 101% accuracy for the minor defense reduction it provides against enemies, now I just maintain that and focus on Surge and Crit ratings. So far Im at 101% accuracy, 35% crit chance (while buffed) 75% critical multiplier.
  14. Sentinel is kind of an off trade. The class can do amazing damage - on par with Commando and Gunslinger Sharpshooter trees, however being in melee range leaves one vulnerable to boss knockbacks, close range AoE's, and 1 hit agro pulls. To answer the question, yes - its very viable. However your going to have to use interrupts often (as should EVERYONE) and watch out for channeled AoE's because if you don't back up and get out of the way then the healers will get strained.
  15. Vanguard/Powertech and or Shadow Consular. The Vanguard can withstand better damage then the Shadow, however it is very vulnerable to bleeds. The Shadow does a better job of holding agro and can withstand bleeds and dot effects like a boss, however it is slightly lacking in major blunt mitigation due to a lack of heavy armor. Jedi Guard/ Juggernaut gets eaten alive by melee AoE's and has no way to kite large bosses. Not to mention, but they have a terrible time holding agro. Do not play one of those
  16. Once you hit 50 and finish your class story you will receive the bonus series from the mission dropbox right next to the guy who sends you to Illum. Do the bonus series and it will unlock several level 50 dailies that you will need to complete for level 50 and 51 epic mods plus epic implants that are equivalent to Rakata raid gear in there stats
  17. The key is to take cover and use all your instant casts up in one go. Get up, then move. Repeat. My rotation for the Directive 7 end boss was: Crouch, sab charge, charged blast, trickshot - get up. Run, Flourish shot, vital shot, charged shot, repeat. I was not dealing nearly as DPS as I would if I used my normal rotation - but this did deal very respectable amount of damage
  18. Look in your ability tree and click the skill that says crouch, should have a small green man hiding behind a cover screen
  19. Yes, and no. Gunslingers are Glass cannons - we can pump out massive amounts of death to our enemies, but in return we also can receive death quite easily. Playing a Gunslinger solo requires skill and strategy in order to bring down normal mobs. You will literately use a different rotation for each mob type (normal, normal, strong) (normal, normal, strong, strong) (Normal normal elite) etc - if you truly want to be efficient and reduce deaths. Playing these classes is VERY fun though - the learning curb can be slightly annoying at first (Getting used to finding cover, and being rooted) but after that Im sure you'll begin to really love the mechanics of the class. If you do decide to play, here's a few tips if you decide to go sharpshooter spec. Make sure to always utilize your shields first in the fight. The person who takes the most damage at the beginning of a fight is often the one who needs to use medpacks to survive. Be sure to always kill the weaker NPC's first. Being as squishy as we are means that once we get to many enemies on us, were dead. Always debuff strongs/elites when your fighting them. Normally you don't need to waste the GCD on normal mobs - but often this is essential to unlocking your full DPS potential in order to minimize deaths. Besides that, your basic solo strategy is to kill everything before it kills you (However a healer companion still comes in handy ) Good luck!
  20. If your mob grinding, use endurance stims. If your grinding elites, use command stims. If your boss fighting use Cunning stims. Cunning also increase your crit chance by .1 for every 5 points. Thus 100 cunning will give a .50% increase in crit
  21. Hit flurry of bolts twice instead of once. I use the rotation often myself and in long boss fights this will reduce the enough loss from 13 to 1. You'll get decent sustained DPS for the first 70% of the bosses health, then you can burst damage the AI to hell - thus sucking up the last of your reserves.
  22. Not only have I done every single flashpoint on heroic on every world, I also do regular HM runs with my guild. Saying no one groups is a blatant lie considering I actually had to find people in order to do those. There is nothing screwed about it - forcing a playstyle would be like me forcing you to do my job. Afterall, it'll be better for you
  23. Not only have I done every single flashpoint on heroic on every world, I also do regular HM runs with my guild. Saying no one groups is a blatant lie considering I actually had to find people in order to do those. There is nothing screwed about it - forcing a playstyle would be like me forcing you to do my job. Afterall, it'll be better for you
  24. While FP like Directive 7 are a nightmare for GS's, we can still pump out massive amounts of damage. This is assuming you know how to take cover and fire your key ability's at the right time before the claw makes it to you.
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