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Theboatman

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  1. I do not have a SI to 50 yet, so please be honest and tear this build apart as best you can. I'm only Level 39 at the moment on my SI, but a lot of it has been pvp with friends. This is the rough draft... 24/17 http://www.torhead.com/skill-calc#201ZbcdrdRMhzZcMcRszz.1 I'll go by my thoughts for each talent, please correct me as needed. The theory is, you approach, affliction -> force lightning (double dip on barrage procs) -> wrath lightning strikes -> instant chain lightnings when available. Is this viable at all? Pro's? Con's? Some interesting points... Lightning effusion: Helps with Force management, plus, 10 seconds off force speed, which is HUGE for EVERY WARZONE, position is our main defense, right place right time = win Suppresion: Lower cooldown on whirlwind, which with this spec is instant cast with a 2 second stun, but also increases the lockout of our interupt by 2 seconds. It may not seem like much, but locking out an ability during a casters rotation for that long really throws them for a loop. Also if you hit them during their cooldowns (relics/adrenals/etc) you can ruin a critical moment for em'. Electric binds: Awesome for pvp. Some talents I'm "mehish" on are... Polarity shift: how useful is it? never had it. I'd pop polarity shift+that one 2 crit ability cd we have+adrenal+relic and see what happens. Forked Lightning: I was debating between forced lightning and haunted dreams. Instant cast cc/stun is beautiful though. 10% chance at 30% damage didn't really seem worth it but could be wrong. It boost our instant lightning strikes and chain lightnings though. Well, what do you think? Please explain your ideas/thoughts as well. Trying to figure out a good build and understand the new 1.2 sorcerer.
  2. I do not have a SI to 50 yet, so please be honest and tear this build apart as best you can. I'm only Level 39 at the moment on my SI, but a lot of it has been pvp with friends. This is the rough draft... 24/17 http://www.torhead.com/skill-calc#201ZbcdrdRMhzZcMcRszz.1 I'll go by my thoughts for each talent, please correct me as needed. The theory is, you approach, affliction -> force lightning (double dip on barrage procs) -> wrath lightning strikes -> instant chain lightnings when available. Is this viable at all? Pro's? Con's? Some interesting points... Lightning effusion: Helps with Force management, plus, 10 seconds off force speed, which is HUGE for EVERY WARZONE, position is our main defense, right place right time = win Suppresion: Lower cooldown on whirlwind, which with this spec is instant cast with a 2 second stun, but also increases the lockout of our interupt by 2 seconds. It may not seem like much, but locking out an ability during a casters rotation for that long really throws them for a loop. Also if you hit them during their cooldowns (relics/adrenals/etc) you can ruin a critical moment for em'. Electric binds: Awesome for pvp. Some talents I'm "mehish" on are... Polarity shift: how useful is it? never had it. I'd pop polarity shift+that one 2 crit ability cd we have+adrenal+relic and see what happens. Forked Lightning: I was debating between forced lightning and haunted dreams. Instant cast cc/stun is beautiful though. 10% chance at 30% damage didn't really seem worth it but could be wrong. It boost our instant lightning strikes and chain lightnings though. Well, what do you think? Please explain your ideas/thoughts as well. Trying to figure out a good build and understand the new 1.2 sorcerer.
  3. "just one patch"... my judgements come from countless patches involving things like fixing soa, breaking soa, fixing ilum, shutting ilum off, turning ilum back on, unannounced changes/fixes taking 4 hours randomly throughout the week, fixing a classes final quest, fixing a broken classes companion which was critical to the story line but bugged if the wrong chat option was picked early on... Players are seeping away from the game, this patch is supposed to be the hook to reel them back in. If it's buggy to all get out, with broken encounters, failed features, etc, it's going to be a huge let down. I'm giving it a chance, but it better be tight. Is it really too much to ask them to release something solid instead of limping in with "Well, this is what 1.2 was supposed to bring, but this is what we were able to come up with a month after it was supposed to be released in the first place"
  4. Lets all face it, when the game released, end game was unfinished. Littered with bugs, several rendering aspects of the game completely unplayable, the game was a nightmare at 50. Throughout the last several months I've seen my server population (Make of Nihlus) drop like a stone, and several unsubscribes have just lost interest in daily quest grinding, meh-grade pvp, and progression raiding through encounter that bioware clearly didn't have a grip on (Soa, Pylons, even interrogators clone bug, we still have a commando who has never beaten him, etc). Finally 3 months in most of the bugs are solved, through those months much of the community has worked around the poor mechanics and such. So, this is it bioware. You've put a lot of hyping into this patch, your cards are on the table, and I for one am basing my sub on how well this patch rolls out. Is content buggy? Is everything just a new grind? Do you bring anything new to pvp? The ranked warzone cancellation is a huge issue which has everyone talking, and I'm sad it's not going to roll out. You guys screwed the pooch on that one, but I'd rather you delay it, then roll it out incomplete. The content that is released should feel vibrant, should feel tight, few minor glitches are acceptable, but SOA 2.0 is not what anyone wants. Please, over the course of the next few weeks, be honest, and listen to your community. Dedicating resources to something you care about, but your subscribers don't, is going to cost you big. Some things it seems people want... - 8 Man Warzones - In Game Combat logs - Useful and practical legacy options (Increased xp options, head start with crafting, etc) - Server Merges - Cross server warzones for low population times Just look at it from a pvp players point of view... - Same 3 warzones for four months - Huge flop that is Ilum - Big promises for the future delayed for who knows why ("It's not done" isn't good enough, go into why, be honest and real with your players, goes a long way) - Frustration mechanics (In a 20 second period on my inq, was pull into a fire pit, was pulled out by teammate, was knockback into huttball arena, was stunne, then rooted to the ground, then stunned again, each of those abilities have a 15-45 second cooldown, while my 2 minute single stun breaker was on CD. In that's 20 seconds + of game play I was able to hit 2 instant casts. How bout you make it so when you hit your 2 minute cooldown it maxes out your resolve bar instead of a single stun break) And your raiders? - Every week new soa bug - limited content - broken content - terrible loot optimization (did anyone even look at jedi guardian tank gear? Accuracy and surge? REEEAAAALLY?) Basically, this patch better be great, or I'm done. I think many are in the same boat.
  5. Tank set has surge, there is 0 reason why tanks need surge (rakata war leader). Also, far too much accuracy, once you hit 100% there is really no need for much more as a tank, but we get sooooo much accuracy it makes my ears bleed. There are no good armor mods from the armor, the only way to get good mods/enhancements is a lucky drop from HM/NM, which is a terrible design if intended. (Maybe they don't want us to burn out the content so they added a rediculous time sink)
  6. I"m a Guardian....First... Surge... no, this has got to be a bug. Our t3, the top PvE gear, has surge for tanks, there is NO reason for surge on our tank set. Also, far too much accuracy. This is the part that can kind of have a feasible argument. but 3 of our gear pieces are heavily accuracy focused, when 1 or none would be far better. There are no better options, the only choice is to get the gear for the base stats from armoring, then put t2 mods into them, that is NOT how it should work.
  7. Yeah it seems we're not the only class having the frustrations, but I don't see a lot of threads regarding the issue. It seems not a lot of people have access to the rakata gear and/or are just satisfied with putting weaker mods with better stat allocation in their gear. Need to make some noise on the issue till BW makes a statement about their view on this.
  8. Have there been any posts on whether or not they plan on fixing this? I just haven't seen any official responses. Yes they have finally addressed the weapons issue but the armor is left in a pretty poor state.
  9. Are there any plans to change the rakata armor stat optimization? For example, jedi guardian armor has surge as a main stat on two pieces, where surge isn't even on our list of useful stats as a tank. Also it seems many items have far too much accuracy that what the class would like to have. It seems a lot of classes are having to change out t3 mods with t2 mods that have useful stats. Thanks for the weapon change by the way Now perhaps another look at the armor
  10. Remember this games threat generation system is ability activation based, not damage based. If you're in tank stance, and use 1 attack ability, doing only 100 damage, you will hold threat over a DPS using 1 ability that does 5000 damage. There are threads about how threat generation works in several of the forums, they are worth a read.
  11. Our t3 rakata gear, war leader, the tank set, has surge as a primary stat for two of the pieces. If there is a reason why this is a good thing please educate me, otherwise, please sign and make some noise about the poor stat optimization on our best tank gear. Also, it's over optimized for accuracy. 3 of our pieces have accuracy as a primary stat instead of Shield/Defense/Absorb. All in all, t3 rakata gear gives us poorer tanking stats than our t2 counterparts.
  12. I've had some trouble with the pylons not being where I expected and the boss "juking" out of the way at the last second with spellcasts. I'm in all columni gear and am able to eat a hit from the pylon unless the boss is enraged. Even then I can save all my cooldowns and use them one at a time as needed. The first few pylons only do about 8-10k damage it seems, but if the boss is enraged they'll probably 1 shot you.
  13. How bout fixing rakata armor stat optimaztion? I'm a guardian tank and don't need the 100+ surge that I get from crappy rakata gear. Also, I don't need several pieces of gear optimized for accuracy, I'm hit capped with columni so much that I mod out of it at every turn.
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