Jump to content

LilTsar

Members
  • Posts

    411
  • Joined

Everything posted by LilTsar

  1. immo/rage flows very nicely, you get free force screams every time and since the game is smart enough not to consume both the free force scream and reduced cost force scream or smash proc at the same time, you also get free smashes more often than not. in terms of 'feel' its possibly my favorite, but it really isnt much more than that. for both 'real' pve and pvp the utility of immo/veng is far superior. noticeably less dps, but its like those 4piece tank pvp set bonuses, where you get 5% extra damage while guarding: its 5% of such garbage that its still trash. with those heavenly free respecs ive been using immo/rage for the daily hm, its nice for putting out slightly more damage on the bosses and big mobs pulls with obliterate as a mini-gap closer. the flow of it has convinced me that immo deserves a point blank leap ala annihaltion maras, having that extra rage generator (and consistent free force screams with a mere 3 second reduction on leap cd) would make the high cost of crushing blow less daunting. of course until crushing blow is actually useful in some meaningful way this would only make immo/veng even better.
  2. i prefer hemmorhaging blast proccing for more personal control
  3. generally full 31 point immortal is considered practically broken due to the pathetic nature of the treetop talent crushing blow. it has a horrible damage:rage ratio and the threat and sunderation are both redundant with smash now. for both pve and pvp especially an immo/veng hybrid is most popular, you pick up 'unstoppable' in tier 3 of veng for sure, and can go further up if you like.
  4. assumed the op was thinkig for pvp, thats where combat medic 2piece gives a longer energy shield
  5. convert unranked comms into ranked at the vendor next to pvp terminal
  6. all solid ideas, though id rather see critical bonus applied to vicious throw than anything, or perhaps a bonus to periodic damage boost on targets under 30%. i think the movement speed could easily be tacked onto the shien aspect of single saber master and the area damage reduction could either go onto deadly reprisal or just replace 'unyielding', and the effect of that could be made part of pooled hatred. i prefer that, since it would give the other specs the option to grab it. as for the crit bonus talent, id certainly give up sundering throw for it.
  7. darn, i thought it was just that im good at getting people outta their clothes
  8. 2piece combat tech i think is better than medic, carbonize is up much more often than the shield, and you want the stunbreaker up as often as possible.
  9. animation fits my pt pefectly. bunch of tricks and nonsense, ie flame spam, a knife and a smack wit mah jetpack. blasters half for show, i mean you should see how poorly aimed my rapid shots are. clearly i dunno what im doing with that thing.
  10. id rather have another utility move (with high threat), such as a target area group root, than what would effectively be a second smash, since then virtually everything would be redundant with it: aoe, high threat, sunderation and then damage.
  11. other than companions, tionese and such are only good for selling. i believe the most lucrative in terms of credits per crystals/comms whichever we get less of i forget is offhands.
  12. pfft nah. use it all the time. if its an exploit, where do you draw the line? standing in a fire pit? doing nothing to escape people? usually i use it after scoring if im not sure the situation at mid, or after causing a diversion at a side node, we pick up a second ill just drop dead to reinforce. the most 'exploitative' one would be getting across the voidstar bridge, but i still think thats just an option we should have, it means youre not going to help on the bridge doors, so it's a regrettable, but sometimes necessary action. the only times ive done that are in bad pugs, and when i have frankly i think i should be commended for not just leaving.
  13. to be fair, ion pulse, and to a lesser extent explosive surge, make a really annoying sound, and its quite grating on the ears when theyre on me. true dps vans do that as well, but one way or another those fights are usually over too quick for it to really get to me. of course those dont apply to pts, so i'm with you there.
  14. ravage and ambush are the biggies, as much because you get more of a warning before the big hit, also works on series of shots/speed shot and full auto/unload, and so long as youre targetting the caster theyre pretty easy to get a good benefit from. also sos/ss is often used just after ambush, so if somebody who isnt paying attention whiffs ambush/aimed shot theyll often waste sos/ss as well. also im always surprised by how many pts/vans will use ralshot/HiB while dodge is up. trick is to watch for the proc. for pyro/asault there's the chuckle, also theyll get a buff that shares an icon with shoot first, for ap/tactics a sort of high pitched harpoon and an icon of a blue head with a bit of red. the fanciest thing to use it for is executes. against a shadow/assassin ill often pop it once i hit 30%, same for snipe/slingers and warrior/knights, though there have to be careful not to then not have it and need it for ravage or something.
  15. http://www.swtor.com/community/showthread.php?t=527467&highlight=deathmark
  16. i find that skadge is tougher, but also worse at group threat, so its easy to pull off him even with basic heal aggro. really i just use whichever one suits my mood though.
  17. let 'em die/get close to death, then summon the other or dismiss and resummon .
  18. as far as i know, the 'absorption' from that proc doesn't refer to absorb rating, its more like the sorc bunble in that it simply sucks up a certain amount of incoming damage then goes away, unlike saber ward, which increases defense stat, or invincible which does a straight percentage of incoming for a set amount of time.
  19. perhaps a blind on flamethrower, if only to have an excuse to use it.
  20. most things will be the same, or very close to the same, for both, the exception being accuracy, which has a 10% difference between ranged and tech attacks. however, even in the ranged tab you'll see that there are two kinds of ranged, basic and special, and that special has the same accuracy percentage as tech. 'special' attacks are virtually everything besides your basic, or free attack, 'rapid shots' for bounty hunters. particularly for pve, its generally suggested to get around 100% ranged, the equivalent of 110% on tech and 'special' ranged attacks, due to how accuracy over 100% reduces defense, so at 100% you should hit with every important move.
  21. problem with dpsing in the field medic set will be the stats, particularly youll have a lot of alacrity that is worthless for dps scoundrel, however just switching to enforcer will net you a ton of accuracy, which is only marginally more useful. ideally you would just go after pieces that have good stat alottments on their mods. look for power/surge enhancements and the less endurance heavy mods/enhancements in particular. in terms of set bonuses, the field tech set has, in my opinion, the best for any smuggler/agent, though only the 2-piece is essential.
  22. master strike/ravage, unload/full auto. ambush/aimed shot, series of shots/speed shot, when a powertech gets a railshot proc or you hit 30% against a class with an execute. so it has its moments
  23. i see most dps sorcs pick up 2 pieces of force mystic for the reduced lockout on static barrier.
  24. when a shadow pops resilience, when you get kb rooted by a sniper, heck when you just want to shoot something from >10 meters away but dont want to use grapple.
×
×
  • Create New...