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Usif

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Everything posted by Usif

  1. Usif

    Top 3 Title?

    I still have my Nexu (Which I didn't earn) so I'm guessing not.
  2. This is Alderaan Civil War. Hypergate you can actually turn the tide if you steal their pylon. Best thing is this can be done solo if you are good with the stealth cap.
  3. I'm on The Progenitor; we've got a number of pretty good guilds who don't trash talk and are decent. Orbital Strike: Been around since launch Nomads: Maybe 1-2 years old Resolution: About a year or so old All three are decent quality for PvP, Resolution being the top PvP guild on the server imo and none of them I've seen trash talking others. I've PvP'd since launch pretty actively. Not sure if it's because we're a RP server, maybe that attracts a different sort of player on average... I know the PvP server for our side of the water is -horrible- attitude wise, and you see that from the people who come to our server from there, or when I've been over on an alt... We still have some guilds which are full of scummy people but on the whole we do okay.
  4. You can buy Medpacks from other players and trade them. Going rate is 600-1000 credits. You should be able to get enough this way from the credits you get from ranked games. (I'm correct in assuming you do get credits?)
  5. Warzones is a team game. Sounds like their team played better than yours as you couldn't cap it back >.> Pretty sure the rules of the game and the fact you need 2 bases is explained in the starting loading screen. At least I knew this since it's launch as did everyone else...
  6. They are a very strong spec for PVE healing. You'll find most operation groups take at least 1 For PvP They are good if played well, but they need a good team to peform as they have no escape skills to speak of. The best allrounder is a Sorc, but merc is a strong choice in any case
  7. Usif

    Skank tanks

    It does go against the matchmaking system in that the other classes often cannot tank and it gives an advantage that wasn't supposed to be there. It certainly isn't an 'offence' or something that can be banned, but personally would like to see the tank stance tied to the tanking tree. I don't believe this impacts the PvE of the game, and it'd be nice not to have the already unreliable matchmaking system made even more unbalanced.
  8. Ah must be something I did. Anyway type 'Dulfy Juggernaut guide 3.0' and you'll be directed to it.
  9. This guide is a very nice one with a LOT of detail on gearing with a couple of different methods of gearing, also goes into in-depth detail on the rotation. Hope it helps. http://dulfy.net/2014/01/20/swtor-vengeance-and-rage-juggernaut-dps-class-guide/ I think it is mainly your rotation though, rather than your gear, which looks like a solid enough mix. I'm in full 174 pvp gear and get 3.1k dps (Augmented) on a 1 mil dummy (Which is easier to get than a operation I know) Are you fully augmented and use a purple stim? For practicing it, an operations dummy in your ship is great.
  10. Most of the people who want to top the leaderboards/serverboards will swap to the class that they can squeeze the best out of. With x12 xp it's not hard to swap to a new 60, so yeah you don't see that many people playing middle of the road classes for that reason. If they stuck at their favourite classes, we'd see more balanced results and these classes performing better. Like Merc heals, snipers and juggernaughts in ranked. Or at least see them doing better, rather than most swapping to classes that are stronger in themselves. The question was, are they viable, and yeah they are. They just don't have the potential to top the boards like a few of the other classes.
  11. Although I'm not saying they are the best in ranked for classes at the moment, I would partially disagree with what's been said above. Especially if you're sporting Vengeance/Vigilance. I'm not familiar enough to talk about Rage so will focus on Vig/Veng. I don't think it'll be able to top the boards even in the hands of a great player but I do think it can pull in at middle of the pack fairly solidly, and this sums up the Jugg/Grd for me. It's solid and well rounded. - You've got taunts to negate the opening burst of their team. - Friendly leap which gives players 20% damage reduction; great for using on people getting bursted. - Big AOE stun that can be invaluable to saving a team-mates life - Your damage isn't really dependant on crits. Although you'll be putting out 9-10k crits often and your damage is hard hitting and constant. - (Veng/Vig) DoT spreading via your Slam/Thrust, though not huge, VS is a high hitting filler anyway so time it right and you can also spread those DoT's for free, applying some nice pressure. - It's gap closers and in-built roots are great as you don't fill their resolve bar, but easily keep other players in place or at least slow them up a good deal. - You've got the best DCD's in the game making you a bad option to focus fire on at the start. (Because you're rarely the opening target, your taunts have more effect as most people will not be attacking you. Which is not the case for Shadows/Vanguards.) - Enraged Defence can be used while stunned. Even if you mess up and get stunlocked, you can use this to prevent death. - With all the DCD's you have to call on, you can tempt people into focus-firing you once you get to 50% hp or so, only to pop Medpack/Saber reflect to shoot back that burst at them. (With lots of other CD's to spare after if you're in trouble) - Passive 20% Damage reductions from Leap if you're Veng/Vig which is pretty under rated. - Anti CC from leap (Also veng/vig for stuns) - Enraged Defence can be used while stunned. Even if you mess up and get stunlocked, you can use this to prevent death. Then you have utilities like Crushing Fist ''Vengeful slam sunders targets armour'' Sonic Wall grants damage absorbtion to allies. Warmonger; Every time you take damage, leap CD is reduced. Guardians/Juggernaut has some amazing tools and is great for providing support to team mates. I just don't think we see most people playing them making use of all these tools. When you do see someone who's really mastered the spec, they are formidable, in and out of ranked. I still don't use all these tools as I've not long started playing GRD/JUGG competitively, but I'm working on it and have been performing well enough in ranked. It's actually hard to 'flop' on a Jugg, it's simple, tough, but there are a lot of intricacies that can make the class/player shine and imo are an asset in the Solo Ranked queue... If they are just there for their dps, there are just average. But if played to the potential, they are a great asset. I'd actually recommend a GRD/JUGG as the starting class for someone in ranked because it's not as big a shock to the system and it's more effective in the hands of an inexperienced player that a PT, Sin, or Operative. They can get easily globaled if you don't know what your doing, where as GRD, it's much easier to avoid. I wish more people played them than the FOTM classes they hop to, hoping to be amazing at the class without even bothering to practice/learn he spec. At least if they were a Jugg, it'd be ever so slightly better for the other team mates.
  12. When the game launched, it was pretty even on my server, population wise. And both sides had great PvP guilds and large player base. But I think for the reasons stated above, there are more people imp side for the 'cool' factor. I think things were a little slanted, and have just got worse. Once on side has an advantage or just more WZ pops, more people go there, until very few are left who are still regulars on the other side.
  13. Hey. I've played around with this in regular WZ's too and it's a lot of fun. There is a tank in ranked on our server atm with full dps gear; he does really well, even in tank/healer matches, as guardians have so many CD's anyway. Only drawback/flaw is if you just focus the tank, their passive mitigations aren't enough to withstand the focus, even with a healer healing them. Once you burn through their CD's, it's just a matter of time till they die. The team still put up a hefty fight and wasn't easy by any means, but it was the sure-fire way to win the match. My recommendation would be to buy some extra gear. So when you enter ranked, you can swap out some DPS stuff for tank, or the other way around. Whichever fits best for the situation. I'd go more tanky when you have a healer with you, and more DPS-y when you don't.
  14. Love this guide! Thanks for creating it. Mercenary Healer is my next character and I'm aiming for Ranked PvP, Will probably be in the Solo Queue. I was wondering why you went for Mainstat over Power Augments? Also, would you change any one the gear recommendations for Ranked play over Regs?
  15. It certainly is and people will never be proficient in ranked from just playing regs. However on occasion you see people who clearly don't know how to play their class. They've leveled in x12 xp a FOTM class and jump straight into ranked. Although I don't throw abuse around, some people do politely need to be told that they aren't ready for ranked, and if you know they aren't offer advice as to why and how to improve ect. I get some horrible replies sometimes from such players who evidently think they are the bee's knee's, but sometimes it works. These players do make it a lottery as to who will win, unless they are with 3 awesome players, whoever has that player, loses.
  16. Wish this was the case but sometimes you just get and endless stream of bad teams. When hatred Sins were OP (Sins was already my main ) I was getting endless matches against the top PvP'ers on the server, who weren't Q'syncing either. I kept at it for the two thirds of the season, carried a lot of the teams I was in and only ended with 1448 in 80 wins - 148 MVP's. (Was 2nd on the server for votes until I stopped mid season) I'd always be on top with DPS and very often double the dps of the others on the team without being obsessed about DoT spread... You can lift your score with perseverance, but you can't get to the top without some luck unless you're a great healer/tank without much competition.
  17. http://www.swtor.com/community/showthread.php?t=822274 Discussion on it. Can go either way, for PvP. It's personal preference.
  18. Not well versed on Operative/Scoundrel healing but I was confused why Scoundrels got the fewer 'benefits' compared to the already well performing/over-performing classes. Sage got some pretty powerful burst healing as I understand it, and Commandos got higher overall healing output.... If anything, operatives should have got the burst healing they needed. Sage's were okay from what I saw with their cast followed by roaming mend. (Don't know about HM ops)
  19. It's actually almost back to that point now, but no one seems to be using it.
  20. Couple of routes you can go down... 1st option: Power/Surge Some people JUST stack these and nothing else. This gives them the best potential burst possible. So you're pretty great in those windows where you crit but outside, not so much. 2nd Option: Balance; as an operative, you've got a hefty surge bonus already on all of your main attacks (30% on BS - VS - Volatile - Laceration) so Critical Rating is more valuable than Surge. I'm not saying you get more for your money in Crit so to speak, just because of the 30% bonus doesn't mean you'll hit the soft cap on surge sooner, you won't. But you've got all that Surge being unused every time you don't crit. After getting to 70% Surge, the Diminishing Returns kick in really steep, So you could budget for max Surge and gain maybe 7% (107%) But what you trade off is a heck of alot. If you got your Crit to 26-7%, that's 7% more often that you will be dealing +100% damage (70% Surge Rating) Exact ratio for stat budget on crit/surge might be off as I don't have enough surge on any characters to see how much it takes to get that extra 7%! Obviously no need for accuracy but some Alacrity helps improve dps, you're completing your 4-GCD blocks faster, so although this doesn't improve instant damage and it's hard to notice the effects, 3% of alacrity will give you a dps increase of around 2-2.5% damage increase over a couple of 4-GCD blocks (Provided you are able to chain your skills together, any time you are not using your skills back to back, you're losing your alacrity bonus) This depends a little more on playstyle, especially on Operative. If you're one to attack twice then run away for abit then come back, it might not be as useful. As a rule of thumb; your Crit rating and Surge stat budget and how you spend it should be determined by the class/spec bonuses. Does it have a low of auto-crits? (Rage Jugg for instance) Then Crit rating loses a lot of it's benefits and Surge is going to maximise those auto crits. Does it have a lot of Surge Bonuses? (Concealment Operative) Then Crit is going to help you utilise that the best. (I know Operatives have 1 auto crit but it's once a minute on one skill) Just as a note, I'd remove your Surge Augments whatever the case. Power or Cunning is more valuable in an Augment slot. You've got enough stat budget to get enough of what you need with mod/enhancements and not having to use the Augments. Although Crit shares a stat slot with power, it's still worth it to get a healthy amount of crit with this class because of it's great bonuses to surge. All in all, you can go with either option and still be effective. I'd personally go for option 2 as it's more reliable all round.
  21. All the Jugg specs are fun, Vengeance is easy to pick up and effective, no harm in trying it, if you don't like it, no harm done!
  22. Swtor pvp suffers the 'melee problem' No... No it doesn't. If you're talking PvE, well, they are at a disadvantage in most ops atm, but PvP, they are strong. Lots of people have mentioned Juganaught, If you play vengeance correctly, you've got some amazing counters to ranged, their roots coupled with their leap immunities make kiting very hard for the other player. Operatives are another 4m class (Concealment) That do very well in pvp against ranged classes. Mara's are in a better place now and have some great bursting potential + With concentration you get a 6 second immunity to stuns every 30 sec. Deception Assassin is another relatively short ranged class (4-10m on attacks) and that's performing very well atm and can easily lock down ranged. You can't really start boosting dps on melee classes too much as that'll imbalance PvE to much, keeping the potential damage on roughly the same level as others brings more balance, melee require more awareness but that's fine, not every class can be exactly the same. Just finished the dailies on my Vengeance Juganaught and I forgot how much fun it is leaping around, you wreck most people in your class and pop CD's effectively and they can't get away from you.
  23. Both are cool, out of the two, Lethality is definately overlooked. It does put out more dps, but it's 10M range on most skills is great. Drawbacks of Lethality are the long setup time, and it is one of the longest in all specs, so it's poor for short fights, best for big adds and bosses. It has access to a nice instant free heal after roll so that's another point in it's favour. Concealment has some really nice burst and better stealth traits. It definately feels like the silent assassin type which is fun, and it has a buffed roll which makes you immune to -everything- for 1.5 or 2 seconds. It also benefits from 0 setup time. You open with your biggest hits so it's great for adds. It only ends up 200-300dps behind Lethality at 60 so it's not awful in terms of sustained damage either. Concealment is pretty easy too, where as Lethality is quite challenging in boss fights where you're avoiding mechanics and such as there is a lot of tracking DoT's an the like. If you go Lethality, I'd reccomend downloading Parsely and making a 'timer' for both your DoT's so you get a sound alert when they drop off!
  24. The value of guides isn't to see what skill does what, check them on Dulfy. They go into the nitty gritty of the spec, the best stat priority, the best skill rotations and lots of neat tips and tricks on how to maximise your class to the fullest. I've been playing the game since launch pretty solid and they still help with little things that I might have missed or subtle reasons why one skill should have priority over another. If you play all 8 AC's and almost all of the AC's within the specs, then these guides are super helpful.
  25. The skill is 'Mind Snap'. Watch which skills he casts that kill you instantly and interupt that.
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