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Sinkaro

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Everything posted by Sinkaro

  1. Delta, you make some valid points for my consideration, and you're right, I wasn't really thinking through the actual "tickage," if you will, when it comes to my 'Zerk. All I know is that, while Mara/Sents may be a form of "hybrid" class, in the sense that we have a lot of hard hitting attacks along with our bleeds, it's still fundamental for Annihilation/Watchman to keep their DoTs a-rollin'. Rupture/Cauterize may no longer be NEEDed before Annihilate/MS, but I'm more comfortable knowing that it's ticking away after I hit annihilate and swing into my Ravage. And I like to think I'm doing something right, when I'm out DPSing my fellow guildy experienced mercs and sorcs, and am confident enough to throw down the gauntlet to other Sent/Maras. That's also an incredibly fair point, but knowing the basics before hand make choosing those crunch-time decisions easier.
  2. There's no reason to put your DOT up when you're a DOT class? That seems counter intuitive to me, as you want your bleeds on your targets at all times and as soon as possible. It's still nearly the same rotation as pre-3.0, but it still works, and doesn't need to be changed. I didn't say anything that implicated anything is wrong with your second paragraph, but I will now: why on earth would you ever wait to apply stacks of Deadly Sabers? If you take the Fury builder utility, and then use my opener, you've got 3 full stacks that are going to crit, because after you hit your first Annihilate, you can blow Berzerk. THEN apply Force Rend, and go into your non-rage adjusting abilities.
  3. Force Charge > Deadly Sabers during GCD > Battering Assault > Rupture > Annihilate > Force Rend > Either Double Saber Throw if your pulverize procs (20% chance for your bleeds to increase its damage by 100%) or Ravage. That's your opener. After that, your priority is keeping your Deadly Sabers and Annihilate on CD, and keep your bleeds up, which require a lot of micromanagement. For every 3 Annihilates you do (and keeping it on CD) you reduce the rage cost of your Force Rend. Which is good, because Force Rend isn't worth using if it costs rage. Don't do anything that will interfere with using Annihilate, and use your force rend when it glows. Fit ravage in where you can, and dual saber throw when it procs. I've also found with the reduced channel time it's not a bad idea to throw in Force Choke as a filler when you're low on rage. And again, micromanage your bleeds.
  4. If the bonus healing you got from all the power we stack could get added to it... That would boost our heals significantly.
  5. The sent/mara on mando raiders is immune to taunts. His entire purpose in life is to rage about and mess stuff up. That's why he's typically the first one you down in a lot of cases.
  6. They must have become significantly rarer, because I haven't had a single one... also, I haven't noticed recipes for them in my skill trainer.
  7. Hello, fellow SWTOR players. I'm looking to adjust to a new mouse i bought, and I thought I'd ask for tips and suggestions from fellow gamers. I just purchased the Razer Naga. Sadly it's the older version, not the epic, nor the 2012 version. But it was what I could find. My main is a 50 Marauder, but naturally I like playing the other classes and faction as well, and am currently working on a Commando. My main queury is to how others might have their naga set up, and how can I used to the design faster? I greatly appreciate any insight offered by fellow players. Thank you!
  8. The problem with CoA is that that it require you to use retaliation for any effect. Which is all well and good, but that essentially means you need to keep a rage "float" of 3 or more rage. While this isn't especially hard to do, it can really throw off your rotation and can minimize what you can do. Anni is capable of SOME burst with annihilator buffs up, and I just don't find retaliation work its way into my rotation. I have other things I'd much rather spend rage on, or instead need to be building rage. Which leads me to quick recovery. Marauders are over and above all other classes when it comes to "I have an ability for X situation... if it ever happens, yippee!" That being said, I've had plenty of occasions in PvP (swamping my HB carrier, crowding the turret controls or doors) when I had 5 or more players in front of me. I also need to apply my dots, and hell, may as well try and get some dmg into the other players, so DS>SS>SS>SS>. I've racked up a LOT of damage from spamming sweeping slash. And at the low low cost of 1 rage? I personally find it totally worth it, but yes, it is of lower priority. We may not be an AoE class, but hey, we work with the tools we are given. Bleedout and hemmorage are MUSTS! And lastly, yes, all DS ticks are force attacks. Malice is awesome!
  9. I tried it. It was painful. I changed to annihilation spec, and it got much easier.
  10. Does it 'irk' anyone else that they refer to KOTOR as "old school?" While I agree the Juggernaut/Guardians can use some revision, I think maras could handle a little bit of lovin too.. Fooey.
  11. Always go for strength. Strength is your single most important stat above everything else. It's when you have to decide between same level strength value items and then you worry about other secondary stats, such as endurance, crit, power accuracy. Strength > everything as a Knight/Warrior.
  12. If you're facinging Maras that spam 3 buttons, you aren't playing a mara, you're playing a nub.
  13. It's true, I used Quinn for most of Tattooine, Alderaan and Taris. But at the time I was also still ending the fights at around 50-70%. I blame this on my not playing the class well at the time. I later switched to vette or jaesa and things went smoother. I also don't get how 5-15 seconds is "major" downtime.
  14. The funny thing is, when I played through beta, I felt like I was steam rolling through. I get my CE and log in, and I felt underpowered about 30% of the time in PvE. That's something I noticed, but this could just as well be in my head, or I may have screwed it up this go-round.
  15. To everyone but OP: He is NOT talking about getting killed a lot, although that DOES appear to be an issue, given that: There are bosses (elites) that require you to talk to them after you beat them, and they come back at you again. Go into a fight with an elite and do fine is one thing, but then you go and talk to him, thinking you're done with the quest and he's almost dead... JUST TO GET ATTACKED AGAIN. This is a problem when you don't STOP AND HEAL after this tough fight... To OP: Sadly, this is what you must do. After every single fight, use your self-heal to get back to full strength. I've been on the receiving end of this particular quest myself, and I almost always pulled my hair out by doing so. Just remember to have your Channel Hatred handy... maybe even hotkey it
  16. See, I don't know where people are coming from with the "why make it when it comes with stuff in it which is better." I for one almost never find or see the optimal mod for me, either dropped, quest-given or sold. I've crafted almost ever single hilt, crystal and enhancement I used, so I could get the bonus I wanted. I just got to 50 the other day, and I can say that I've very rarely seen the best item mod in my items. The easiest, self-supporting way to get the things you want is through the crafting. I KNOW I'm going to get a certain crafting item by sending my companions on the appropriate mission. To break it down; I can review what items I need for a recipe prior to crafting I can send my companions on the appropriate mission to get said items I then get my crew to craft the item Is it not very good? Ok, I'll dissassemble it to make a better one I see crafting as vastly useful, and enjoy the sense of accomplishment I get from creating something I can use.
  17. You could start adding mods that will stack both.
  18. /bump Forums move fast! Any thoughts?
  19. So I've finally gotten to lvl 50 with my toon, and to get the most of it, I changed my keybinds to efficiently get at my abilities. My only problem with that, is that I found out that the resultant keybinds for doing space missions has changed as well. Its only slightly annoying for my quickslots 1-4 (which activate the mods for the ships), but the real problem I've found has been that that my A and D keys (default: turn left and right respectively, now bound to strafing) do not move my ship like they used to. It's really only a small problem, but I'm proposing that a seperate template be implemented to allow a custom control scheme for space missions. It's only a minor thing, but it's still something I'd be happy to see placed in. I mean, we have at least received minor hints that space combat will be a expanded on in the future, I think this would go a long way towards that.
  20. But not storyline quests... Just sayin.
  21. OP, in this game, there technically is no "regular attack," and even your most basic of attacks is a particular, class skill. In the case of Marauders, or the other Sith Warrior advanced class, Juggernaut, this is Assault, and begins the game in slot 1 of your quickslot bar. The right mouse button is bound to this slot. So if you have moved it, it will no longer activated with a RMB press. Hope that helps.
  22. If you're going PvE Mara and have your 31 points in anni, your best bet is the carnage tree: dual wield mastery and defensive forms are big, as well as that one talent that reduces AoE damage... The rage tree's talents aren't that effective for anni spec.
  23. Erm, isn't that the idea of speccing rage, is to get those modifiers for smash?
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