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Haldern

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  1. You have the talent Purifying Sweep which stacks 4 armor reduction. That means that after a single untalented Sundering Strike and Force Sweep you will already be at the 5 maximum. You don't need the talent to reach 5 stacks quickly. Furthermore, it's very important to have 105% accuracy in PvP to reduce people's innate avoidance. The talent "Accuracy" gives 1% per point, which is quite significant, the more accuracy you have from talents the less you have to have on gear. This means you can have more Strength/Power on gear.
  2. The point of the hybrid spec is to allow reasonable burst damage output, while retaining high defences and the ability to guard a target. Commanding Awe is a good defensive talent but Force Rush is one of the best offensive talents in the Vigilance tree. If you put 2 less point in Defense to get Commanding Awe you lose the ability to absorb damage on Bladestorm, which is equally good defensively. Focused Defense chews through your limited focus generation while it is up, whereas, shielding on Bladestorm doesn't negatively affect damage.
  3. Tried 18/23/0. Actually really good. No problem with focus generation. Relatively high damage and amazing survivability. Definitely taking this over 28/13/0 in the future.
  4. I wouldn't recommend running without Unremitting (i.e. 31 Defense). If I want to go high Defense this is what I use personally: http://www.torhead.com/skill-calc#500RrGduzrzcZZforzM.2 The only significant thing you lose is Guardian Slash vs a 31 build is Guardian Slash, and frankly that ability isn't all that great. Sure, it hits hard but not that hard, plus it has a high focus cost and 15s cooldown... it's not that much of a damage increase overall. I do pretty similar damage compared to the 31 pointer in my variant, yet I have Unremitting for superior mobility. I haven't tried the hybrid spec since before it got nerfed in 1.2. I've been under the impression since that patch that people were merely trying to cling to the spec they like playing, no matter how viable it is. I was thinking this because Soresu Form focus generation is gimped without the talent Cyclonic Sweeps on the 2nd to last tier of Defence. Maybe I am wrong, just explaining my thought process. Anywho, if focus generation is good enough in Soresu Form then I would say it's personal preference which one of those specs you choose. Here is the base spec: http://www.torhead.com/skill-calc#500RrR0zZZfhrMMhdz.2 Shoving the 7 remaining points in Defense will get you increased survivability and crowd control. Shoving the remaining 7 points in Vigilance will get you increased damage or a little extra survivability. I'm going to give this spec a go myself I think. Still sceptical about how good the focus generation is. Here is what I would go if I were level 30: http://www.torhead.com/skill-calc#500RrMZZfor0M.2 You don't have Guardian Leap so Unremitting is absolutely necessary imo. Plus, low levels tend not to know about it, making it especially lethal.
  5. Vigilance doesn't need a buff. It's one of the best damn specs out there if you can use it properly. 1v1 is not relevant in competitive PvP, you will be barely be getting in to any 1v1 situations if you are playing properly. Even then, Vigilance is better at 1v1 than you are making out. Vigilance has amazing survivability, great mobility and great utility (that really defines the spec). This has to come at a cost. The cost is we do slightly less damage than some of the other melee. If you compare Vigilance to say a Rail Shot orientated Powertech you will see what I mean. We are both heavy armour wearing melee specs, however: We have way more mobility. They have a single pull on a 35-45s CD and 9 seconds of CC immunity/30% increased speed on a 30s CD. They also have very poor snaring capabilities. Additionally, none of this helps them move on the Z axis. We have way more survivability, even if we aren't using abilities to their full potential. We have more/better survivability CDs, some of which can be used in imaginative ways to increase survivability even further. For example, you can use a Warzone Medpac with Enure up and Guardian Leap to a healer then LoS while he heals you to full. We have way more utility. For example, we can use Freezing Force to slow reinforcements between turrets, Guardian Leap on someone getting focused fired, peel ranged targets with Freezing Force, quickly swap to Soresu Form* and throw Guard on a healer to save them. The list goes on and on. *PT tanking stance has a cast timer that requires you be stationary. I've played just about every DPS spec now I think, and one of them offer as much utility to the team as a Guardian. This has to come at a cost and the cost is our damage. That doesn't mean we aren't a great asset to any team, because we are.
  6. Something along the lines of: Sundering Strike > Master Strike > Bladestorm > Slash > Strike As you get higher Master Strike will get less important (although still worth using) and Bladestorm more important (every viable PvP spec has talents that make it better/cost less). For PvP I would generally do something like this: Force Leap > Master Strike > Sundering Strike > Bladestorm > X > Sundering Strike > X > X Sundering Strike You need to get used to using Sundering Strike every two GCDs as you will be doing this regardless of your spec. I Master Strike after the Force Leap because the target is rooted, meaning it's easy to get a full ability off (Master Strike requires you to be stationary). Once you get Freezing Force (snare) I'd lay that down before a Master Strike. It's important that the target does not get away from you, cancel your MS if he/she tries to kite. As far as spec recommendations go: Defense. You won't be able to "pwn" people yourself, but what you will do is add way more to your team (at that level) than Focus or Vigilance. The Guardian DPS trees are late flourisher, meaning you have to be quite high before they become competitive. Vigilance starts getting good at about 30, while you need to be 40 for Focus, as the 31 pointer is key to the spec. Defense also has the most attractive first two tier for a low level. Put two points in Momentum and then two points in Victory Rush, both are basically extra focus, which means more damage. Play in Shii-Cho form like a damage dealer. At level 14 you get some important abilities: Soresu Form and Guard. From now on you should stay In Soersu Form all the time, it's a large increase in survivability at the cost of only a small decrease in damage (at this level), and in enables Guard. Guard redirects damage from the friendly target it is on to you, if you are within a certain range of them. You should use it to try and keep key members of your team alive that are under focus fire. For example, healers and good high level damage dealers. You will die a lot but this adds a hell of a lot to your team in leveling Warzones. However, don't Guard other tanks (check their buffs) and always clear the Guard when you go out of range (so someone else can Guard). Swap it depending on who gets focus fired. Later, when you get taunts, you should also use these. There is a lot more to playing the spec than this, but this is the basic gist. Continue in Defense until level 22, giving you a talent tree that looks like this: http://www.torhead.com/skill-calc#500RrRbz.2 At level 23 respec like this to take advantage of the amazing talent Unremitting: http://www.torhead.com/skill-calc#500MZZfor0M.2 Play exactly the same way as before, you will just have Unremitting to protect you from CC after a Force Leap. Continue in Defense to level 30: http://www.torhead.com/skill-calc#500RrMZZfor0M.2 You can now swap to Vigilance if you want to DPS: http://www.torhead.com/skill-calc#500ZZfbrRMhzz.2 Level 40 Defense: http://www.torhead.com/skill-calc#500RrGbzkMZZfor0M.2 Level 40 Vigilance: http://www.torhead.com/skill-calc#500ZZfbrRMhddrk.2 You can now swap to Focus if you want: http://www.torhead.com/skill-calc#500ZGrobdfRrcz.2 Level 50 Defense:http://www.torhead.com/skill-calc#500RrGduzrzcZZforzM.2 Level 50 Vigilance: http://www.torhead.com/skill-calc#500RrZbZfbrRMhddGk.2 Level 50 Focus: http://www.torhead.com/skill-calc#500MzZGrobdfRrczZf0M.2 There are some variants of these specs and optional points in each. I'm just keeping it simple. Most notably, for Vigilance you can get rid a few points in the main tree and spec up to Warding Call in Defense for more survivability (at the cost of damage). And for Defense you can put less point in Vigilance and take the 31 pointer (more damage at the cost of mobility). If you want a rough idea of what each tree is for: Defense: Low damage, amazing survivability, lots of CC and great mobility (with Unremitting). Specializes in keeping other players alive (most notably healers), supportive damage. Great as a ball carrier and at guarding doors/turrets. Vigilance: High single target damage (although far from the highest), great mobility (Unremitting) and high survivability for DPS spec. Good at focusing people down. Focus: Huge AoE burst, reasonable single target damage, okay mobility (worse then the other two), slightly less survivability than Vigilance. Good at applying AoE pressure to large groups of people and focusing people down. Whatever you choose you must realize that Guardians are great team players and have a ton of utility, hence, the reason that we have slightly less damage than the top damage ACs (e.g. Marauders/Vanguards). For example, you should be peeling people, using your taunts, using Guardian Leap to reduce damage on people, slowing the enemy reinforcements with Freezing Force etc Guardians are severely underrated because everything seems to come down to damage and 1v1 potential with morons. People can't understand that there is a lot more to playing PvP to its full potential than simply damage and 1v1. Guardians are a hidden gem because they offer so much utility.
  7. This is not quite what I meant by that. Passing to a better ball carrier or a ball carrier you can taunt off/guard is a good idea. What I mean is that merely not wanting it is the only motivation, there is no further strategic thought behind not wanting it.
  8. Actually I have, it results in me taking the piss out of the people I see doing these things.
  9. Just for the fun of it, I made a list of things that define a bad player in Huttball. Thoughts? Have I missed anything? Standing next to a low health enemy ball carrier when you are about to die. Passing to someone standing in a sea of red, i.e. enemies. Blowing your important CC (i.e. knockback) for no good reason. Putting the ball carrier on full resolve before the flame vents. Putting the ball carrier on full resolve when there is someone nearby with better CC. Focusing an enemy player other than the ball carrier (or ball carriers healer), when the ball carrier is right in front of you. Not getting to space when a friendly ball carrier is on low health. Standing in a good place and looking like you are waiting for the ball, then moving. Throwing the ball to another player merely because you do not want it. Killing the enemy team and making them respawn between the carrier and line, when your team is on offence. Not getting ahead of the ball carrier, and just milling behind him/her trying to kill everyone. Crying that you cannot carry the ball because you are XYZ class that is bad at carrying. Not checking the class of the ball carrier. Letting Warriors/Knights/Vanguards/Powertech charge you. Knocking the enemy ball carrier out of the fire. Using CC in a highly risky way, when you have the option of doing it in such a way that is low risk. e.g. Trying to Force Push someone in to fire when you could just knock them in to the pit. Using CC badly, to the benefit of the enemy team. e.g. Knocking the ball carrier off the top and in to your goal line. Not resetting the ball when close to the line, this includes in the pit. Walking over the flame vents near your goal with the ball. Standing next to the ball and not picking it up. Using a power-up for yourself when it would benefit a more important team member (e.g. ball carrier/healer) more. Not jumping the acid pit to pick the ball up at the start, especially Inquisitors/Consulars. Not willing to carry the ball. Not taking the high ground as ranged dps. Not passing or passing too slowly. Trying to go offensive by yourself, with no one in front of you or even close behind you and most of the opposing team in front of you. Standing relatively still and trying to gank people when you have the ball. Not unstealthing to catch the ball. Not passing on low health. Not saving your CC breaker for key moments, for example, to break stuns at low health when ball carrying or when it's worth taking the risk of going over the flame vents. Being unaware of where the ball carrier is. Keeping your camera zoomed in so you cannot be aware of your surroundings, e.g. passing opportunities. Not keeping track of your health when you have the ball. Running away from your allies/not passing when the score it tied and the time is about to run out. Not anticipating CC and reacting accordingly. Assuming the offence is someone else's job and not helping even when you have a good opportunity to. Passing to the healer when there are alternatives. Whining when you are a healer and someone passes to you, when there are no alternatives. Breaking mez type CC. Passing to someone who is about to die. Blowing force speed early, when you could use it to jump the second flame vent. Not using force shroud when someone is obviously about to to KB or grapple you.
  10. I think it would be a perfectly viable spec, if you are dead set on playing a build with Zealous Leap in. However, it wouldn't be the best possible spec to play for heavily defense orientated. If you are going to go for a build like this I would personally go for something for like: http://www.torhead.com/skill-calc#500RrGduzrzcZMZGd0Mz.1 Just remember you are sacficing potential damage and utility for a lackluster short range gap closer, when we already have plenty of good gap closers.
  11. Yes. For Darkness: There is a healing proc on the "tank mode" charge, a small heal every few GCDs. There is a talent that heals you for 10% of your health when you "Overcharge Saber", a 2 minute CD. Force Lightning also heals you for a small amount when specced in to Harnessed Darkness. It's powerful, but boring spec to play though. For Madness: Your dot critical hits heal you if they crit (if talented) and the 31 pointer heals you for a little for each target it hits. The 31 pointer healing is bugged atm though. The healing is quite minor. It does add up over time though. Playing either spec I sometimes come similar to sorceror DPS (and the like) that off heal in fights.
  12. Pre-emptively pop your cooldowns if you think you are going to get zerged. Nearly every match at the start I jump through the acid pit to pick up the ball. Because I pop my cooldowns and adrenals before-hand I nearly always have a good 5-10 seconds with most of their team on me to pass it off to someone in a nice position. More to the point, if the Troopers are being allowed to stand up there unchecked and you are not receiving any peels/heals then they should win. One person should not be able to survive multiple zerging on him without good team play.
  13. Mercs aren't overpowered in the slightest against Marauders. I usually destroy them using very few cooldowns, if any at all. Marauder/Sentinels are a fast paced class with a relatively hard resource mechanic. If you are a new player (which it seems you are) the class is going to take time to master, stick with it and you will eventually destroy them. Some tips: Starting 1) If you don't have to use Force Leap/Camo to get in to melee range of them don't. 2) As soon as you get in to melee range get your snare on them (the movement speed debuff). Check the duration of it occasionally on the target frame, you don't want it wearing off. 3) If they are getting healed put your healing debuff up next GCD. Keep it up like the snare. 4) Most opponents will knock you back at this point (if not before point 3). Charge back if it's up. Force camo back if it's not. In combat 1) They are going to spam Tracer Missile (or Gravity Bolt for Troopers) which is a ~1.5 second cast, it does heavy damage but you can stop them doing it. Use "Disruption" off cooldown. This will stop them using it for 4 seconds and it has a 6 second cooldown if specced properly. Other stuff that is useful to stop them doing this: Force Charge (interrupts it), Force Choke & Intimidating Roar. This is the key to winning the fight. 2) It's important in PvP combat to watch your own health and manage your defensive cooldowns as well. As Marauders we have a lot of cooldowns. Always use Cloak of Pain at the start. Pop Saber Ward, Undying Rage, Expertise adrenals and healing stims if necessary. 3) Make sure you watch their health as well so you can get Vicious Throw off at 20%. Most Merc are a cake walk for Marauders. My favourite is interrupting their Tracer Missile and watching as they sit there for 4 seconds wondering what has happened to their lolspam button. Then doing it again when it starts working again...
  14. DaoC was a completely different game, revolving purely around PvP. Not many people started DaoC with the hope of some uber PvE action. Apples are apples and oranges are oranges. There is no comparison. Not it isn't required for good PvP, I haven't seen anyone in this thread say it is required, but many people want it to separate the two types of gameplay. Erm, EA/BW want to make money at the end of the day. If you want to make money then you don't tell a large portion of your customer base "1. Go play BF3 2. Deal with it. 3. Do the PvE content themselves.", because they will just unsub. Many people in this game want the gameplay divide, and BW is going to keep it since it makes good business sense. If you can't take that: 1. Go play BF3 2. Deal with it. 3. Go away. Why should Rakata gear be better across the board than Battlemaster gear? Because it gives a tiny minority of lazy all-rounders a few things less to do?
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