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Eagle_Tarquinas

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Everything posted by Eagle_Tarquinas

  1. Pass it and take one for the team. He can only use it once every 45 seconds.
  2. Every class has SOMETHING to bring to the table, to be completely honest the only class that is disadvantaged for scoring (but not necessarily other stuff) is Marauder/Sentinel and Commando/Mercenary. They don't even have it too bad because Marauder can use enemies as a springboard and Commando is very good ranged DPS or ball carrier heals. Other classes all have something that is uniquely very useful for huttball. Assassin/Shadow - They have force shockwave, and the ability to be a cloaked receiver in the enemies in-zone. If they tank spec they ALSO have force pull, which is incredibly valuable for shutting down scoring attempts. Force speed is also very nice for moving the ball up and running directly *through* fire pits in an emergency. Guard helps the ball carrier survive if tank specced. To be honest tank specced assassins probably DO have it a little better than anyone in huttball due to the INSANE amount of utility they have. Sorceror/Sage - Force rescue is a great allied pull for yanking the ball carrier forward or out of the pit, Force shield is self explanatory, Force run is just as great as ever. Marauder/Sentinel - They don't have it too good, what with it being favorable for ranged profession, but they do have the relatively spammy force leap which is great for all kinds of situations. Juggernaut/Guardian - Like Sentinel, but they also have intercede and guard for helping out the ball carrier, so they are a bit more useful. Force push is also nice for knocking others off platforms. Has stuns if specced for it. Commando/Mercenary - Has the least utility moves for huttball, but is saved by its great ranged DPS and since the map favors ranged DPS so much, this is enough. Has a stun. Powertech/Vanguard - They have moderate ranged DPS, and if tank specced an imitation force leap. They also have harpoon which is great for stopping the enemy ball carrier or gibbing them with fire. Also able to guard the ball carrier. Has a stun. Gunslinger/Sniper - They also are gifted with great ranged DPS on a ranged class map and the ability to knockback opponents, slinging them off walkways. Has several powerful stuns. Scoundrel/Operatives - They do not have much utility, but make good in-zone receivers with their cloaking ability and are also very gifted at picking off opponents or ball carriers with their sheer alpha damage. Has several powerful stuns. So, from what I have outlined above the only class that seems to have it noticeably better than others is tank-specced Shadow/Assassin and the only class that has it noticeably worse is Marauder/Sentinel. The other 3/4 of the classes are basically balanced. Really, only Marauder/Sentinel needs changes to become more competitive.
  3. To be honest that eight second area stun is pretty nasty, with no annoying activation time either. That is certainly useful, wouldn't you say?
  4. Needs more tracer missile
  5. I dont think it was ever possible to double cheap benevolence. It was and still is possible to double quick deliverance by mashing the deliverance key so that the second one goes off IMMEDIATELY after the first one.
  6. Assuming you mean unkillable in a self defense sense, and not a kill others before they kill you sense... You would need some form of healing build. Assuming you want to also not suck, youd need a FULL healing build. I'd do something like this: http://www.torhead.com/skill-calc#600rGrRbdbdGzZf00MZb.1 If you want to be offensive and survivable, i'd do something like this: http://www.torhead.com/skill-calc#600GhMRbdZfobrdor0zZb.1 For items just stack defense rating and endurance. Keep rejuvenate up at all times on yourself and force shield whenever possible. For the healing build, try to keep salvation up for its area HOT and for the damage build be sure to abuse that force shield stun.
  7. For all the companions the marriage conversation is either last or second to last, there might be one where its third to last... and the decision on whether you marry or not does not change the number of remaining conversations... it only has the potential to change the content of future conversations.
  8. Ah that joke is so- Can't make snarky reply while stunned.
  9. Would be kinda neat if your CC break would max your resolve bar, that would make stun locks a bit harder to achieve.
  10. You.... you do realize one shot means to kill in a single hit right? Meaning a oneshot takes between 0 and 1 second. I think what you meant to say was the he simply DPSd you to 0 in 10 seconds, and your companion in 5 seconds.
  11. Hitpoints do not scale with damage. If they did, champions would easily two shot you. From what i have observed, two weaks do more damage than a single strong, two strongs do more damage than a single elite, so on so forth. It should also be noted that NPCs have classes just like real players, and some of those classes are "DPS classes". If the strongs you are facing are DPS and the champion is a healer or tank, that could also cause an issue.
  12. If you arent CCing the caster or elite, that is why your having a difficult time.
  13. Its an exploit, as the guy above said throw the huttball to them to instantly kill them.
  14. I would support this on the condition that you cant disable warzone experience. Why? Because if you disable that too someone can sit at level 49 and troll everybody else with full level 49 gear pwning lowbies to farm commendations. So, dont do that.
  15. Play republic. But on a more serious note, it essentially boils down to the fact that huttball is the only same faction pvp warzone. If you are on the more populous side, you will get it more than 1/3 of the time because oftentimes there are two empire teams queued and no republic teams. If you are on the less populous side, almost always republic, you will get it about 1/3 of the time as it is a simple roll of the dice for republic.
  16. My strat as sage was lift the elite, knock one downstairs with shockwave (buys 15-20 seconds). Unload on the third.
  17. It should be noted that due to how rejuvenate currently works sage is able to spike heal quite well with the rotation rejuvenate - quick deliverance x2 - Restoration - repeat. This will drain force rapidly. A more efficient rotation that is still a tad spikey is that every other cycle you do rejuvenate - healing trance - noble sacrifice - back to first rotation. When needed replace restoration with force shield. The ability to double quick deliverance by queuing may be seen as a bug but until it is fixed or is stated as a reprimandable offense I intend to use it. Besides, its easy to do completely by accident so kinda hard to punish for it.
  18. At this point i am guessing false alarm or someone spilled coffee on the server message keyboard.
  19. It should be noted that in general courting items get a boost in affection gain once you get to a point where you are in a relationship with one of your companions, or to the point where it is soon. If you don't go that route, they generally give little to nothing.
  20. Jar Jar Binks /thread Its also for that reason that Episode 3 is the best of them. He barely shows up at all in that movie iirc.
  21. Actually a crap interface makes it so there are less people using the market, thus making the market easier to corner.
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