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Karthaugh

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Posts posted by Karthaugh

  1. I'm still pretty sure on Voidstar the team that's Defenders for Round 1 wins if it's 0:0. Every time a round has finished 0:0 that I've been in that's been the case.

     

    Ive lost in both situations, having capped, having defused, having done everything by now. I've won in times I thought we'd lose, and lost on what I was certain were wins. Voidstar coding is crap, simple as that. I think the AI coin flips against itself.

     

    What makes it worse is that Bioware have given no explanation about how it's supposed to work, unlike in Huttball. This leads me to believe they dont even know themselves :D.

  2. l2cc

     

    just because your group of 5 people is too stupid to get a cap when TWO people defend it doesn't mean its not doable, or even difficult to do

     

    SHUSH!!!!! you are going to ruin my alderaan win percentage. Saps/knockbacks and stuns, and capping on the right side of the turret are completely overrated!!!! move along people nothing to see here.

     

    :rolleyes:

  3. Hello.

     

    I've got my Juggernaut Tank with almost full Champion gear now (I am missing 3 pieces I think). The thing is, while I am a Tank and I focus on having my shield on the right person, taunting and genereally just trying to draw peoples attention in some way (to help the carrier for example).

     

    Now to the question: Currently I do around 100K - 130K damage in a game with this build: http://www.torhead.com/skill-calc#101crhfzrrouRZhMMZM.1 (as I said I put main focus on helping others with shields, taunts and CC's) and I wonder if I should be able to get out more DPS? Because it feels like i'm doing pretty bad damage even tough I am a Tank.

     

    So, please come with suggestions on how or if I can improve my damage!

     

    (I am not interested in changing specc and Tanking is my main focus.)

     

    Thank you!

     

    I am amazed at how many idiots can insult someone for asking a genuine question.

     

    As a shadow tank, which is the highest dps tank in the game, on average matches i hit 120-150/60, on heavy fighting matches I have breached 200k. it all depends however what you are fighting against, and if you have a healer.

     

    Also, you have to factor in the fact that as melee, we have no real fillers for when we arent in combat, you are either in (force leap) or out pretty much. There are a couple of ranged abilities, but the dps/cooldown make their output throughout a match fairly negligible.

     

    As a shadow, I tend to pick on the more stationary targets, snipers/tracermissilespammeisters/assassins and other melee. I only engage pure ranged if I have the opener, or if they catch me by surprise. A lot of it is about staying in action as long as possible.

     

    also, dont worry so much about general damage, worry more about your kills/highest hits, to see if you are doing high enough pressure to kill someone.

     

    We will never hit as hard as pure dps (i've seen shadows go for 500k+!) but we need to do enough effective damage to be able to 1v1.

     

    A lot of people have said about how useless defensive stats are. I agree partially on this. I try to keep a fair defense, since it helps a fair bit Vs snipers/maras/juggs/decep assassins, but i completely ignore shield, and leave it as its base value.

     

    Stacking offensive mods is definitely the way to go when you have enough gear, get a decent burst, coupled with the great survivability of Juggs/Guards and you'll be quite amazed xD.

  4. yup, lets take out all tactics from game, and make it a zergfest like ilum. The idea is you hit hard on one node, then switch, but most people dont understand this, which is why I LOVE alderaan xDDDD. the side bikes are fine, I'd prefer they focus on things like turrets firing first for empire, and get that fixed.

     

    If you play alderaan properly, you should be holding one of the edge nodes anyway, if you're not, you're not capping/peeling properly(as a team, which i understand can be hard with puggers)

     

    it then becomes a game, of hit mid/switch edge/hit mid 'till you create an imbalance.(or someone ninja caps, you'd be amazed at how many times i've capped a node because opposing players prefer to finish their kill first xD)

  5. well, i either do them at midday, when theres a fair amount of repub and an ops or 2, and just tag as much as i can(kinetic combat shadow here) or later at night myself and another guildie(infil shadow) pull imps of central assault burst them/restealth. sometime we have a scoundrel with us, sometimes a vanguard, sometimes both.

     

    Have been able to do the weekly/daily consistently like this, but only cause i can play fairly late.

     

    Normally at 3-5pm they are feasible in my server by being in an op, until the zerg crushes us, otherwise, guerrilla tactics as above(which, by the way, are a hell of a lot more fun)

  6. Seriously? I hope OP had his troll face on. ATM I play a kinetic shadow, and we are by far the greatest medal earners(Shadows, Guardians and vanguards) healers are by far the least rewarded class in pvp, with pure DPS in the middle. As a can tank class you easily make 10 medals, as a DPS you should be around 6, as a healer they tend to be around 4. There are healers who do get the 75k medal, but they tend to be commandos(mortar volley on CD does pretty much half the job).

     

    The way medals are calculated at the moment is completely ridiculous. What should be happening is at the start of the match, you should choose your role, tank/dps/healer and then receive medals based only on your role. They would need to increase medals for each role by a couple perhaps (Ie make healing medals 50/100/200/300 or similar) plus keep the remaining crits/kill ones.

     

    As a tank really my protection should be the governing factor in medal earning, and as a dps, you shouldnt get tanking medals. you should use your taunts for help/objectives, not because of free medals.

     

    The current system is cheesy and poorly designed, and the healers get by far the worst of it.

  7. dude, the prequels are horrendously bad in so many ways. But if I have to resume them in a short manner.....

     

    "You are my enemy!!" anything with acting THAT wooden is bad. End of.

     

    "I have the high ground Anakin" yup, 'cause that sure as hell worked for Maul didn't it?

     

    and having Anakin go "uhhhh my love is dead, lets kill children" which basically is episode 3 in a nutshell, is a considerably less than epic descent to the darkside that most of us were expecting for Vader.

     

    some great concepts really poorly executed, and some pathetically poor ideas, executed abismally, is why the prequels were so horrendously bad.

  8. Can a kinetic shadow kill fast or is it moré a battle of attrition?

     

    from the perspective of a 50 kinetic in full survivors, with a few pve pieces thrown in(since we still dont have enough people to do HM raids to seriously gear up pve xD) I find my damage more than adequate,keep in mind, as a full 31/0/10 i have no surge bonuses atm.

     

    I hit my FP project for 2800 + 1370 upheaval. that is with power trinket as well (debating whether due to my lack of surge the crit/surge relic would work better, which I am leaning towards) that was on a marauder, so medium armour.

     

    I feel we have more than significant DPS as a full tank class, and the control we have is excellent. some people say marauder is hard to kill as shadow, maybe as infil, but as kinetic, they are pretty easy, just annoying because of the "I am immortal for 5 secs bubble" >..<

     

    Hardest class to kill for me, hands down is Jugg/Guard tank. their mitigation is just......:p.

     

    For some reason vanguards i don't have to much of an issue with, but I think most run hybrid specs in dps gear from what I have seen.

     

    Once I have more PVE gear I will start gearing my tank more offensively, effectively ignoring shield/abs whilst keeping a fair DEF rating for mara/jugg/snip and their counterparts.

     

    I think an offensively specced kinetic shadow is one of the hardest classes to kill if played well, and even then, in the words of one my guildies "shadows never lose, at worst they draw" xDDD.

     

    45 second resilience + vanish FTNL.

  9. What was the motivation behind Roots not adding resolve in pvp? as a melee they're on par with a stun if you don't have some kind of cc breaker/impaired movement removal tool, which not everyone has.

     

    Having played as a commando/gunslinger and my main being a shadow, I really notice the decrease in dps when people chain root me. playing as a tank, I at least get a breaker every 20 seconds not everyone does though.

  10. That's actually a bit of an outdated prioritization that isn't really appropriate any more. The actual best way to define the tank stats is to not just look at the ratings in question purely on a priority basis and to look at your given percentages to determine what you need at any specific time. As a Shadow, you want lots of Defense since it completely mitigates and prevents you from losing KW charges though this largely up to personal taste; at high gear ratings, you actually get more mitigation on a point for point basis by stacking Absorption and Shield Rating than you do stacking Defense Rating. For Shield and Absorb, you want to stack Shield and Absorption Ratings such that your Shield Chance and Absorb Percentage are equal (re: if you have a 50% Shield Chance, you want to stack more Absorption if your Absorption is lower than 50%). Since Absorption and Shield Rating have different contribution ratings and DR scales (by default, it's roughly 2 Shield to get the same percent gains that 1 point of Absorb would provide by as you get more rating the DRs influence this heavily).

     

    Since Shadows get so much raw Shield rating (via KW) compared to Absorption, this means that Shadow Tanks should actually try to stack Defense>Absorb>Shield for your tank stats until you get to very high levels of Defense and Absorb (wherein DR makes Shield the better stat). For any other stats, Willpower should be stacked ahead of Endurance where possible simply because Endurance is in such plentiful quantities no matter what you do and it provides no real benefit once you've reached the rather easy to achieve threshold of needed Endurance, the Willpower will at least provide *some* benefit.

     

    Overall, your prioritization should look like this (Defense>)Absorb>Shield(such that Shield% = Absorb%)>(Defense>)Willpower>Endurance with the placement of Defense as either the first or third rating based largely on personal preference.

     

    So what would you consider the defense percentage to start stacking abs>shield? I've only been 50 for a while, and have been mostly pvping whilst waiting for other guildies, currently at Def 25.?% Shd 35.? and Abs 35.?(cant exactly remember the specifics of the percentiles.)

  11. totally agree, 3 people quitting when opposition scores a goal, or getting the "warzone shutdown" when you cap 2 nodes in alderaan is abysmal. If people quit, no WZ for 30mins to 1 hour. The problem is they are not only impacting themselves by leaving. If you do not want to lose, dont play. better even, dont participate in group activities like warzones ^^.
  12. Totally agree, this and the pve raid bugs are the kind of thing that me think of quitting. glitches/bugs fine. spending hours pvping for your weekly winning 5 wz find you only get credit for 2? priceless.

     

    Things like this. being able to being chain Rooted since it doesnt give resolve, pvp is becoming a joke.

  13. Well I'm complaining about no class being able to kill me in fact. but yes.

     

    And not "a healer". A sorc. The other two healers can be killed EASILY by most classes one on one as they don't have bubble or sprint.

     

    uhhhh....maybe they dont have the 3k bubble, but they do have the 25% 12s 2minute CD + heavy armour. The sage bubble isnt really my main problem, one good crit and its down. its the addition of the bubble, the snare, the pbaoe KB/root, the sprint stun whirlwind etc....

  14. this just in

     

    gabe caught in bed with a wookie..proof if ever u needed it

     

    its 2 months in..stop all the frikin crying seriously

     

     

    Right. It's not like the game was in Development for 6 years. And not a single one of their internal testers(since I know it got reported in general beta by quite a few people) thought to say "Hey guys, project says instant right? so why does it take 0.8 seconds to do its damage as compared to its mirror?".

     

    The whole "game has been out for 5 weeks" does not fly in glaring errors like this. Otherwise BW should fire all their internal testers and get new ones.

     

    Some of the stuff that got in at release in a 2011 game.....

     

    A bit like roots not giving resolve. Man I laugh in pvp, when i play my gunslinger. To a melee, its about as good as a stun, for free. No one saw that either? xD man i love this game because its Star Wars, but some of the stuff they let get through is simply unbelievable.

     

    Then again I got this game for its potential, not its initial release capabilities, so here is hoping for future improvements.

  15. Yeah a bunch of sorcs trying to defend force speed, it's really really fail man

     

     

     

    Thank god there's someone on my side I thought only sorcs were posting right now :)

     

    Remove force speed from the game, Right. cause assassins/shadows dont need closers, they have that 1 pull you know, if they spec 21 points into kinetic/darkness on a 45 sec cd. Thats more than enough for them. Heeeeell yeah.

     

    Now, if you mean "Force speed should be removed from sorcs/sages" I totally agree. There is no reason for a class with the advantage of range to have an in combat sprint. I believe only vanguards, whose damage is done within the same area as assn/shad have the sprint. No range class should have such a thing, since that is why they have 30m range, snares, and roots. Roots, which against a melee, are as effective as a stun, and provide no resolve.

     

    So, yes, sorc/sages shouldnt have it, but unless you then give shadows/assassins force leap or similar, you might as well delete that class, since they will never be able to close to combat range, not to mention in Pve.

  16. taking the 3% endurance increase makes no sense whatsoever to me, especially if you're gonna be using survivor. Parry and shield are pretty useless in pvp(not totally so, they have more use against shadow/sent/knight and their mirrors) as you only affect a smaller part of the attacks you are facing.

     

    Shield in particular is worse since an opponent with high crit, will push your chance even lower. I am building 2 sets of gear, a survivor remodded offensively, avoiding defense/shield, and increasing crit/surge as much as possible. that is what i am currently equipping for pvp and I havent noticed a significant decrease in survivability while increasing my dps output considerably.

     

    I'm keeping a full def/shield for pve, to help me in hardmodes until I can gear up for proper pve gear. I personally favor a modified version of the pve Hybrid Kinetic balance 23/18 as I really like the added control from instacast whirlwind with the 2s stun added to it. the free mind crush is really nice for tab targetting in maps like voidstar and alderaan where it helps defending against caps.

  17. Seriously, having played a gunslinger to 30, a Shadow to 30 and my 1st char a commando to 47 so far, I do not understand the "scoundrels need to be nerfed" they have to catch you at melee range from stealth and for you have your cc breaker on cooldown; then they can do 60-70% health in 2-3 GCDS. I personally am fine with that, if they catch me with my pants down, hey! i get screwed.

     

    I personally find it a lot easier to play a GS and do 2 2.5k less burst from 35 meters away, and destroy people when they come for me. Maybe their damage does need a tweak, a 5-10% reduction, but I do not see them as an unbalanced class.

    I have more of a problem with sorc/sage and their excessive utility without any kind of penalty.

     

    They can do what any other RDPS or healer can do plus they have an in combat sprint and a friendly pull. Again, you can beat them if you play them well, you just have to play at a higher level against them, at a lower level of ability with them. Leave scoundrels as is, tweak sorcs/sages buff JK/SW and we will have a balanced game.

  18. I feel you must be doing something wrong, perhaps it is the companion you use, I dont know. both my friend and I lvd commando he is 50 I am 42. he lvld as a healer I am lvling as assault dps. We lvld separate because he is playing commando as his main, and mine is an alt. he exclusively used 4x once he had him, kept him geared up, and could kill nearly any champion without any issue. I found exactly the same thing, but using elara dorne instead.2 man heroics as routine, the only kind of pulls we both agreed were problematic were 3 elites+. I found the commando to be really easy whilst lvling. are you keeping your companions geared? are you using a tank companion or a dps one?
  19. I feel you must be doing something wrong, perhaps it is the companion you use, I dont know. both my friend and I lvd commando he is 50 I am 42. he lvld as a healer I am lvling as assault dps. We lvld separate because he is playing commando as his main, and mine is an alt. he exclusively used 4x once he had him, kept him geared up, and could kill nearly any champion without any issue. I found exactly the same thing, but using elara dorne instead.2 man heroics as routine, the only kind of pulls we both agreed were problematic were 3 elites+. I found the commando to be really easy whilst lvling. are you keeping your companions geared? are you using a tank companion or a dps one?
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