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_gideon

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Everything posted by _gideon

  1. This is it: http://youtu.be/rmIrJUu8NoE
  2. Edit: nvm, loose lips sink ships etc.
  3. The loss of other stats was not a problem, he just didn't go as far into DR with some of them. The new rotation took a lot of learning and had less margin for error as his 1.5 sec casts were now about 1 sec. Ammo turned out not to be a problem despite expectations. He used it in the guild Friendly Fire back when EC HM was current. It was the highest damage commando setup on real fights and If he hadn't switched to sentinel he would have used it in their TFB HM and EC NM world firsts. Edit: This is all off topic though. I posted to correct the assumption that faster full autos did less damage. They do the same amount of damage and with higher dps.
  4. Actually, Full Auto becomes borderline overpowered at high alacrity levels. It still does the same amount of damage, but in a shorter cast. A friend tested a gunnery build with over 700 alacrity.
  5. This thing is tiny. Pistol seems about right to me.
  6. Done. Something tells me you like the Grid addon for WoW.
  7. What is a head salute? I've seen the RSM swat a few fools with his stick when they were too hungover to march in a straight line.
  8. Kitru's advice about energy management is good, although you won't have energy blast for a while and I imagine shield cycler isn't proccing as much as it would for a geared 50 tank with a high shield chance. Weave in more hammer shots generally. Take explosive shot off your bars and try to avoid using explosive surge unless it is free or you know you won't need ammo for a while. Also, pay attention to who is hitting what. Healers don't generate much aggro but something like a gunslinger does. Use your proper rotation on the DPS focus target and sprinkle a few hammer shots on things going for the healers. Sticky grenade loses out to abilities that benefit from spec points later on but even at 50 it's a useful ghetto cc and does enough damage to beat healer aggro. For bosses or mobs with a lot of health you can afford to waste ammo early on for a big burst of threat and then coast on taunts after that. Edit: No guide is perfect but I liked this one.
  9. Assault spec has a repeating cycle based around high impact bolt. You fire HIB, spend a couple of GCDs using different fillers depending on whether you're dumping or recovering ammo and then you try and proc another HIB. Pushing the limits of your DPS means pushing the limits of your ammo management (which has a RNG element). I'm less of a Tactics guy because I feel the tree lacks focus. It's a dumping ground for miscellaneous PVP utilities and underdeveloped mechanic ideas. A few patch cycles later and from this has emerged a playstyle that is based on quickly building up charges to drop super-powered pulse cannons on enemies. The ammo management is simpler and the tactics VG in my raid guild pulls his weight but the DPS potential outside of AOE fights is lower. Edit: When I play shield spec I feel more like a ME2 vanguard than I do with the DPS specs. It's the charge and the fact that I only shoot the target after I run out of hard surfaces to club them with.
  10. Assault is also used more than tactics in PVE. Tactics has nice AOE but assault is the better single target spec.
  11. Treasure hunting is the one which gives tokens, not investigation. However, all the mission skills except treasure hunting (investigation/underworld trading/diplomacy) can give random companion gifts. As others have said, you can used gifts if you don't want to take her with you. Or pull her out when you need to talk and Jorgan etc out when you need to fight. Medic+Elara isn't so bad. You can take on tough heroics etc and never die. It's just slow.
  12. I remember reading this thread when it was first created. Nearly a year ago.
  13. What makes you think that EV and KP have changed since February? The answer to your original question is yes. For specific boss strats I'd recommend looking on Youtube for kill videos with written or voiceover guides.
  14. I'd prefer to keep rocket boost as it is but introduce a purchasable mount item like any other mount but which uses the rocket boost animations. Would be great RP for a bounty hunter. The only question is whether the flames should come out of the boots or the back?
  15. In the layout editor you can specify the dimensions of each quickbar.
  16. Looks like there's more to come: http://www.torhead.com/search/c2-n2%20customization But I do hope they're made tradeable soon.
  17. After playing on a server in the bottom three for population before the merge I will never complain about overcrowding ever again.
  18. My definition of survivability in an mmo includes a health buffer. There are survival bottlenecks that require a certain amount of health. They're only present in a few fights but no guild will accept "savage arcing slash is only 2% of his damage output, not worth gearing for". I think I've even used some of your past work to help me determine sensible health minimums. Just to be clear, for me these are minimums but I prefer to not overshoot them too much so I can have more room for defensive stats. I am on the mitigation/avoidance side of the debate but not as radically as your last post suggests you are.
  19. There are a couple that do. I use the colicoid blaster rifle for assault spec and it's a sniper model.
  20. The storylines attempt to be cinematic and are at their best when they manage to be so. The IP is drawn from cinema. From the game itself there is the impression that the difference between what happened before the treaty broke and what happened after really is pitched battles on planets like Corellia and capital ship vs capital ship engagements. While I think it is specious to argue that a war fought by fantasy space wizards and giant space battleships should be more like historical earth wars even then I would say that wars with complex causes can have clear beginnings. At some point tanks crossed a border. I do think we're arguing at cross purposes though. Perhaps it would have been simpler if I said a "this is now a full scale war" cut scene which illustrated the switch to large scale "cinematic" battles. I certainly didn't mean to suggest that the game break for a documentary on the building tensions between power blocs or anything like that.
  21. Skirmishes yes but the switch from cold to hot war seems to occur around about the end of chapter 2/start of chapter 3 for the class stories I've played. In my trooper's case, my own missions contributed to this escalation. Although I was able to infer that open warfare had started it wasn't communicated very effectively and could have been made much more exciting. The game really really needs some kind of "march to war" cut scene. Maybe presented as a breaking news report, maybe not.
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