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bobylon

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  1. bump, confirmed not working as of 4:52pm Oceanic.
  2. Totally unacceptable. You want players to stick around don't leave half the game unplayable. Maybe use your constant logging to see what people are actually doing on these dying servers.
  3. Group Queue is breaking; have to relog to reenable queue; still iffy if it works. Bastion imp side. Group Reg queue is broke.
  4. Aloha, So I don't have a NEW ability i'm trying to pitch to sorcs/sins, but I would love to see an existing idea incorporated into the actual gameplay of sorc/sin. I have a 60 sorc and I'm currently leveling up my assassin. I realized that the storyline arc for the sorc/sin revolves around a unique "gift" that the main character has, the Forcewalker ritual / ability. I think being an all powerful Sith it would be fantastic to see the "Forcewalker" ability fleshed out in some way. I have a couple ideas, but all options revolve around an execute. Forcewalk Binding - When your target is at 10% HP you enter the Forcewalker trance stunning both players while the binding casts (3 sec cast?). A successful Forcewalking bind immediately absorbs the existing life force of the target into A) A superior shield B) A binded ghost buff that will reanimate the player with x% HP or allow them to survive past their normal HP, C) Dmg Boost for X time. A & C The buff would be stackable based upon the # of force life essences bound to the user, HOWEVER, with great power comes the detriment. At X number of stacks the overwhelming power begins to take its toll on the Player's body and causes X amount of dmg over time, multiplying per stack. B Multiple reanimations or survivals would diminish the Player's Force Power by an amount relative to the # of Force ghosts bound. However an UNSUCCESSFUL binding would result in the Player having some detrimental effect placed upon them such as a hard stun or a damage reduction or a life reduction. The surviving target will have a bolstered effect due to their strong will, such as a temporary snare immunity / speed boost, or a reverb HP absorption. I like the concept of Forcewalking and I would love to see it and other unique Force abilities incorporated into the game especially after playing through a story arc that relies so heavily upon the concept. Kind Regards, Ego
  5. I use corrosive dart all the time for the 5% ranged Attack bonus. 4.) Imperial Targeting: Increases the range of Overload Shot, Flash Bang, and Distraction to 30 meters, and additionally increases the range of all rifle, probe, and dart attacks by 5 meters. In addition, Corrosive Dart marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapons. It's a passive.
  6. Lately this has been my MM spec, I have been dropping talents that I feel were making me comfy, sloppy. I move around a lot more. I like to grab the endurance boost, it just gives me a bit more time to fight. http://swtor.askmrrobot.com/skills/sniper#1211103221201022122201322-2000320-30 Let me know if you have any other questions! Sorry for the late reply.
  7. I took a page from PVE rotation's when I looked at how I wanted to use Sniper Volley. After my Shatter Shot debuff is up Target Acquired Series of Shots FT Sniper Volley Series of Shots. FT Best way to maximise TA.
  8. While I think it would be really cool to have a 4 second Terminate, people would complain that the cast time is too long, and it's bad for PvP, blah blah blah. Personally if I could pop entrench and start that countdown, I KNOW my target would be running for the hills, and that's A-OK for me. I always thought it would be fun just for the higher base damage given the longer cast time. But I have a temporary big hit combo for you to try out. Easy to setup in PVE vs mobs and such, requires timing/stuns/roots in PVP. Pick your target, stationary ideal. Cast OS, Ambush, EP, FT. If they don't move, you'll hit do a crapton of dmg in like 2 seconds. Maybe even a boatload. Anyways it's fun on mobs, harder on players.
  9. I'd first off congratulate you for sticking with Engineering for so long. I'm the same way with MM. Engineering as the devs know, is not a 'fluid' spec, has energy management issues. I have enjoyed the times I do play it in WZ's but the fluidity is why I stay away. Juggs have OP def cd's that are being nerfed now, Sin's are always a pain in the *** for Sniper's, especially arena, and Sorc's I'd assume are all madness sorc's which are much stronger, dot and LOS you. I'm guessing here, but I'm assuming when you were focused in the past you just entrenched, plasma'd and OS and Fragment naded and rollbanged everything in sight. But you probably stayed put. The target's you're having problems with are forcing you to adapt your playstyle. Juggs can live WAY longer then they should, and so you need to create distance, but they can close gaps & survive. Sorc's can just dot and eat at you and hide and drive you mad. Sin's were always a target I prefered to get away from. I don't know what your spec is, but maybe try going deep enough into MM for Imperial Demarcation (reduced leg shot cd) and the Heavy Shot (Ambush knockback). I know other engineer snipers who love to have these tools handy. For now, until dev's focus on Eng, you're going to have to adapt your playstyle to match these target's. Maybe take Calculated pursuit for free Overloads; at least if a sorc is LOS'ing you; you'll have something ticking on him. Pop an IP and maybe a corrosive dart and you'll have some pressure on him even if you're not in LOS. Another possible attack method would be dropping your EP, and chasing with your free overloads and poppin those off one by one. Recently I've started using the full range of abilities on my sniper even tho I'm MM, because I figured it makes sense to get used to using abilities when I don't have defensive cd's to get away for an "ideal attack routine". So Shiv and Overload are back on my bar when I have a melee in my face, and I can't get away and I need to move. I hope you figure out how to make Engineering work for you, because playing the spec you love to play is super important to the game being fun. Also last note. The change for AOE abilities is SUPER strong. If you doubletap the bound key you have set for your AOE abilities, OS, Plasma Probe, it automatically is cast at your target's location. You can drop an IP and a PP on a target so fast for that timely stun so effectively now. This is my imaginary spec for you. http://www.torhead.com/skill-calc#400rk0MZbIMbRRrordGz.3 I left the last 2 points optional, as you see fit, you definitely have more playtime on Engineering then me. Pay attention to your Ballistic Damper charges more too, I recently started doing that and it makes a difference. Have fun and Good Luck! Egolas / The Bastion
  10. If you have a million damage, 30 kills, and 2 killing blows, and you're dps, you basically fluffed damaged everyone. You did a lot yea, but it wasn't very effective. Tab dot'ing or pointless aoe. I could say in WoW I had 22k DPS in 25 Man Sartharion of OS on my SPriest, but it was just AOE on a ****ton of adds. It was only effective because they didn't have healers healing them and they eventually died with all the other AOE going on. I never MVP those people. It's like trying to kill a WZ dummy for 15 minutes. Yea you'll have a LOT of dmg on your parse and your DPS will be high, but you never killed that dummy.
  11. Aerilas basically is a Prophet of Stealth and helped us take the blindfolds off and see what we're capable of. I routinely use OS to rotate and catch Stealth. Suppresive Fire will work too but it uses a lot of energy UPON cast even if you cancel it. OS doesn't use energy until the cast is finished. Spotter is an amazing ability but it has limitations like when a stealther sprints at you from some random angle to mez you.
  12. That is interesting, I was always kind of underwhelmed by Temple, and since I kept running into OWPVP I liked having Lokin despite his half assed healing. I'll have to gear up my Temple. Temple + Legacy of Unity should be fun
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