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McVade

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Everything posted by McVade

  1. I chuckled. Imp Raid Leader: "Okay guys, we're approaching 10% on Satale. Blow cooldowns. Avoid the fire. DPS. Yep just like-" Republic Battlemasters appear: "ENRAGE TIMER, B****!" Imp Raid Leader: "What the fu.... OH MY SPINE!"
  2. McVade

    Wow BW just WoW

    Devs: "We're pleasently surprised by how much attention PvP has gotten. Therefore, we're going to devote more resources to developing PvP than we originally planned." OP: "WAHHHHHHHHHHH! BW SUCKS!" ??? Can someone explain this to me?
  3. On my server, it takes between 2-5 minutes for a queue. This is a small price to pay for keeping the community. I agree with OP. Met a lot of folks who are now in my guild via PvPing with them. That more or less disappears once Cross Server comes into it. If it's over 15 minutes for some servers, do the Cross-Faction thing for them. Let us keep our thriving server community on Ajunta Pall. Are you sure you don't wanna play a single player game instead? *puzzled*
  4. But you'd lose the +Expertise, wouldn't you? I'm not sure if there's Expertise augments or not, but I haven't seen any. It's really hard to justify losing that even for 1-2 augment slots.
  5. Alacrity is not a good stat for Sentinels. Don't worry about it. Accuracy is a bit more challenging. My feeling is if you have 95-100% Accuracy, you're in a good spot (because that boils down to a 105-110% to hit on Special Attacks. That covers the base chance 5% or 10% chance to hit other classes). Anything over that, I think, is not the best idea. As half have 5% base, you get more bang for your buck getting that than the extra 10%. It's accuracy for sure til you hit 95% base. Then, I feel your best served by Crit and Surge. I don't know the exact numbers, but the more Crit you have, the more valuable Surge is. So put Crit first as a general rule of thumb.
  6. What is this... I don't even...
  7. I agree for PvP on PvP servers. It's never dull on my server and I would miss seeing the same faces in Warzones. For PvE, it's needed however. People spend hours trying to form groups in Republic Fleet. I, personally, have not run more than 1 single Hard Mode since hitting 50 about a month ago. As a DPS, the deck is so far stacked against you to find: A. A healer, B. A tank and C. Both of these that know what they're doing. Takes a more ambitious person than me to see 75% of this game's end content.
  8. For me, Focused Pursuit is just mandatory in PvP. Phenomenal utility in Alderaan. I can cap West all by myself 9 out of 10 times before the Sith even reach it and reinforce nodes in a heartbeat, even breaking off combat to do so. In Huttball, it guarantees you first possession of the ball as long as there's no enemy Marauder/Sentinel on the other team w/Focused Pursuit. Also that + Guarded by the Force + A pass while your on the enemy bridge = Almost guaranteed score.
  9. My current spec: http://www.torhead.com/skill-calc#501bIrRrRdcGzZRMZ0M.1 I probably wouldn't recommend this if you don't PvP. Focused Pursuit, Inflammation, Stagger, Jedi Crusader, Defensive Forms and only 1/2 Closed Quarters is just bad for PvE.
  10. That is just completely false. Bioware has said there's no white crystals in the game yet available in game. One person attained one and it was deleted because they got it illegitimately.
  11. In my experience, Artifice is handy from 1-49, then worse than useless after 50. Considering there's not a single thing you can make that you're not better off selling the raw materials for credit-wise, yeah, the profession is just awful. Grab Biochem. Never look back.
  12. Question: Is Biochem useless at 50? If your answer is no, it's better than all the other professions and needs a nerf to be put in line with other professions. Literally, Artifice is worse than useless - it's sabotage. Not only can I make absolutely nothing useful, I can sell all my treasure hunting stuff as raw materials worth 2x as much than anything I can make in Artifice. Artifice, to me, is just deleting credits. Biochem is still grossly overpowered. It's still the only profession worth having and I don't see that changing anytime soon.
  13. Basically, WoW Healers are essentially tanks. To replicate the awesomeness of a WoW Healer, get a tank to guard you. Then you can have 3 DPS hitting on you and laugh.
  14. I've done it a handful of times on my Watchman Sentinel. The stars have to sort of align. Today, I got like 320k on a 20 minute Voidstar. A combination of great uptime (either they have a lot of tanks/healers or I do) and a nice smorgasbord of low Expertise/low armored targets for me to whack for 3.5k-4k. Other classes (ranged) almost always have an easier time of it. Easier to be within 30 meters of a target at all times than 4.
  15. Let's talk Ilum. In massive world PvP, melee characters are typically encouraged to spend the majority of their time spamming their class buff to feed off the kills ranged characters get because anything else will get them killed. Any plans to improve the quality of life of melee characters in large-scale open world PvP?
  16. Heading in the right direction. The key is customization. I want to be able to rip buttons up, put them wherever I want. If I want two bars on the right hand side of the screen, I should be able to do that. If I want my Focus bar hovering over my character's ***, I should be able to do that. If I want enemy cast bars to be blown up to take up half my screen so I don't miss an interrupt, should be no problem. Just let me customize the information your game provides in any way I want... and your UI is spectacular, even if 90% of gamers would take one look at my personal configurations and vomit.
  17. I believe the Internet owes you a debt of gratitude, sir.
  18. Well yeah, a pug might have issues stopping that... but you're also asking a pug to work together as well as a premade to pull it off. "6-8 people need to coordinate" ... not going to happen in a pug. And even then, your expectation is that you'll win because the other team "acts like a pug". What if they are just as coordinated as your assuming your team will be? If they match you pound for pound on each node they have, you aren't going to take one.
  19. Watchman generates Centering so fast anyway, you really don't need to worry about it. You can probably hit Zen every 15-20 seconds in battle. Missing out on Merciless Slash + 2 ranks of Plasma Blades is a severe problem, as Burns make up your biggest sustained DPS and MS is, really, your only burst. If you really want to Maximize Slash - an effort that does have some merit - you're much better off putting 3 points into Dual-wield Mastery. I've heard at max level, it's about 100 damage on each swing per point. You'll deal about 25-30% more damage with it. For your hypothetical Slash-based build, I'd try something like this: http://www.torhead.com/skill-calc#501bIbRrRMcGzZhZRM0M.1 I still don't think I'd like it, as I'd miss Jedi Crusader/Defensive Forms too much, not to mention Immflamation and Focused Pursuit, but this is a Watchman Build that's capable of some nasty burst under ideal conditions. You could probably drop Closed Quarters for one, if you're really just interested in PvP.
  20. I'm uncertain whether the nerfing of this fight changed this or not, as I haven't fought the fight in its nerfed state, but I think the fight was honestly different for different people. Like everything about that whole encounter (Lol@T7 puzzle), it was glitchy and buggy all to hell. Sometimes, you'd get a doable version of it. Most of the times, you did not. For example: The videos of the fight I saw of people soloing it this way, the adds really didn't seem to do anything. They spawned, then ran at T7, and then all died. When I fought this battle, the adds behaved very differently. They stayed far from me, outside of even Awe range (15-20 meters) and just lobbed spells at me. Tried the fight 40 times pre-nerf, never once got the Emperor below 65% life. I guess as long as the nerf changed it so they respect T7s AoE and actually go in range of it, then this is the way they expect the fight to be won.
  21. Please don't troll. If you don't have anything constructive to say, you don't need to say anything.
  22. House Romney for Alderaan senate seat plz.
  23. Resolve may be useless in its current incarnation, but Rome-Fu's not wrong in explaining how it works.
  24. I'll keep this idea short and simple. Melee in Ilum are great until the screen starts to shake and the framerate starts to drop. In 24 on 24 or more conflict, if you melee someone who wasn't pulled into your zerg via Vanguard wire, you might as well /stuck and deny your enemy the kill you're about to become. Therefore, I propose all melee get a buff under certain conditions. We'll call it "Clusterfrak" and portion it into "Semi Clusterfrak" and "Total Clusterfrak" Benefit: When there's a Semi Clusterfrak on your screen, single target melee DPS abilities increase by 300%. Much like a Tactical Advantage, a Semi Clusterfrak procs when there's over 20 active enemies within 50 meters. If this number goes to 30 active enemies, the situation upgrades to a Total Clusterfrak. Once this happens, single target melee DPS abilities increase by 500% damage. Alternatively, you can have a "Clusterfrak bar" which gets filled up each and every time a melee DPS gets hit by an AoE. Like Resolve, once you hit your Clusterfrak maximum, you get a corresponding buff to melee attacks and enter a flipped out state, where your damage is increased by 300-500% for 20-30 seconds. That will give melee an actual role in zerg on zerg warfare and something else to think about instead of spamming their class buff and mooching off allied ranged kills. It becomes a viable strategy to try and gank someone in the confusion of massive zerg warfare and then trying to escape the ensuing focus fire. The Clusterfrak will get downgraded as enemies die, and will flat out disappear when the enemies drop to 19 or lower, as the Clusterfrak has ended. Feel free to propose other ideas (and names) for a melee buff in zerg on zerg warfare. Because, I gotta tell you, spamming my class buff is getting a little tiring.
  25. Yep. It's a nice change of pace. Remember mauling a few zergs that outnumbered us 3 to 1. Unfortunately, Imps on my server smartened up. They never engage beyond South as a zerg anymore. If we try to pull them further back, they don't take the bait and either stay at South or just go back to farming Center. Fortunately, there's enough Repubs that we can usually go zerg on zerg vs. them. Win some, lose some.
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