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Recamier

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  1. I can already see the forum posts asking if huttball is bugged because "they keep getting teleported into the fire pit".
  2. Taunts have always worked in pvp in dps stance. It is one of the perks of playing a class that has a tank stance.
  3. LOL.... No, SheildTechs make huttball pointless. Oh and nerf operatives ....... You know, BECAUSE THEY HAVE IT COMING!!!!!!
  4. You don't even have to look at the stance. There is an animation when an attack is shielded.
  5. I went tank armorings (for the set bonuses), DPS BX mods for the higher endurance, and high endurance DPS enhancements. I use DPS ear, implants, and relics, with a shield. I have fort augments on every piece. My crushing blow crits are around the 9K (highest was 11.5K), and things like force scream crit for around 5.6K. I have just under 50K health and don't have any issues eating a bunch of guard damage. I might try swapping out the high endurance enhancements for the middle-endurance ones and the fort augments for strength ones since they still give you endurance. I'm thinking it might be better min/maxed by dropping 4K or 5K health for more DPS stats, but I'm not sure. I hit pretty hard for a tank right now. What benefit are you getting from the 4-peice vengeance bonus in immortal spec?
  6. Stockstrike with the blaster rifle is one of the best animations in the game, but it looks seriously silly with the assault cannon. Plasma doesn't even come close to flamethrower or flamesweep. Fire is just better than everything not fire, and jet charge is just plain iconic Starwars. I personally prefer the animation of project to shock, but force lightning not only looks way better than pebbles, it is also iconic because of the emperor in episode VI. Some of the smuggler animations like blasterwhip and the kick to the yarballs are also great, but overall, the imps have far better animations. (I do think the Jedi saber attacks look better in general though.) The problem is the mirrored classes really don't work well for animations when you really don't have a light-side counterpart to force lighting according to the lore. Jedi are don't use the force for attack, but somehow the devs are supposed to make all the classes mirrored. The problem is that the imp classes get the iconic moves due to being linked to the dark side.
  7. Lightning, force choke, flamethrowers, and better stories.
  8. After trying lethality for a few weeks, here are my thoughts... The biggest advantage that lethality has is that it isn't as dependent on stealth for the opener. That is really helpful if you are consistently getting bad teams where they don't let you get into position before force leaping into the middle of a bunch of vanguards for their daily "Wow... I just jumped into the middle of a bunch of guys with laser guns and got blown up." The downsides are pretty spectacular though. It basically takes a decade of setup to get to where your damage is flowing. The spec has way too much setup and suffers from MMO-RAID-ROTATION Syndrome. MRRS is a condition that affects MMO developers where they over-complicate class abilities in an attempt to make raids challenging by making you memorize a sequence of keystrokes for the 5000 abilities on your screen that all have 12 second cool-downs and basically do the same thing because some raiders in WOW complained about rotations being too simple. In addition to getting TA maxed via shiv and lethal strike, you need to use three abilities that do lousy damage before you can start your corrosive assault spam. backstab -> substance -> facestab x3 is just way better. Lethality has other problems like dot-spread on carbine burst and the 5m radius on corrosive grenade preventing you from getting free fluff damage on enemies. You can really dot-pressure since dot-spread is too much work and the dots don't tick all that hard. The other downside is that insta-infusion is better on paper than in practice. It is a really nice ability, but in the two GCDs it takes for roll + infusion, you could have just hard-casted infusion instead. Evasion on roll is really just plain better. The only advantage insta-infusion has is that you can use it on teammates. You'll prevent more damage with Evasion than you will heal with insta-infusion. Plus, you can roll twice and get the evasion twice while you still only get one insta-infusion. After switching back to concealment, I started hard-casting infusion more because I got used to using it a lot. It changes when cast it, but it isn't really that much of a "oh, I really miss it!" thing. Most importantly, if you get a backstab crit right before a substance crit, whoever you are attacking is going to freak-out at how fast their health-bar just dropped, and that occurs right when you open up, not 6 GCDs later if you are allowed to free-cast on someone. IMO, Lethality needs to be overhauled. It really suffers from ability bloat. Concealment and Medicine are both good specs though!
  9. You need to spec your PT/VG SheildTech for a weekend. The only way you could possibly loose is if your team is deliberately keeping the ball from you.
  10. Not the best option, but you can always use snipe for ranged damage. At least it doesn't require cover any more.
  11. Try playing an airplane with 669ms latency. .....and still winning! http://1drv.ms/1H8E78f I used to get 200-240ms latency when I used have a 4G wireless card as my only internet connection. It is playable for casual pvp, but you definitely have a huge disadvantage if you are trying to be competitive. Some specs are more noticeable than others. You almost have to play ranged and preferably a dot spec at that latency. That said, everyone should come to Ebon Hawk. We have fast queue pops and ERP. Lots of people apparently like to role play a pvper.
  12. looks like a drunk guy stumbling in the snow.
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