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Osium

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  1. It is for PvP. I have 2 50 Marauders ready to step in for PvE DPSing and a PT to serve as tank.
  2. How does KP scale at 50? I imagine 8x will be a decent bit of healing as well yes?
  3. What kind of pressure will 4x corrosive darts/4xcorrosive grenade put on people?
  4. Absolutely, with SWTOR about to go f2p I am going to spend hours and hours meticulously running 4 operatives through the same 4 story quests over and over and over again, so I can sell the accounts for what, 50 dollars or so a piece! Maserati here I come! But really, the long and short of it is. I've been playing MMO's since before they could technically be classified as 'massive'. Playing a single character in a dikuclone is boring to me. Multiboxing is both challenging and rewarding at the same time. What you gain in coordination, you lose in flexibility. What you gain in brute force, you lose in finesse. Simple movement becomes it's own challenge with follower characters getting hung up on geometry. I don't want to get into a big debate over the merits of multiboxing. I was just curious what the operative community thinks would work best. Concealment or Lethality.
  5. No RWZ's obviously. I haven't played since mid February when I 2 boxxed Watchmen Sentinels and Anni Marauders. I'm pretty sure I want 11 in healing for the stacking hot. So the balance of my talent points into lethality or concealment? On the other hand, 4 Marauders or 3 Marauders + a Veng/Immortal Jugg could be fun.
  6. How do you know you were "world 7th" in clearing 16 man nightmare content. I guess you are world 7th among the guilds that thought it was a big enough accomplishment to let the world know. Plenty of guilds have cleared 16 man NM and not reported it or spammed people with it or really even cared about doing something that easy.
  7. The above post takes the cake when it comes to random stupidity and kiddie ego.
  8. Don't be ridiculous. Everything you described, the other healers have bigger problems with. Your regen rate is flat, it never diminishes. If you absolutely tap out on power, in just a few seconds you have enough power to throw another heal. If a Commando or Scoundrel completely taps out, I believe the last time I checked it took roughly 12 seconds to regenerate enough ammo to cast the big heal. Commandos and Scoundrels have a tiered regen system, the moment they dip out of optimal regen, they are in an absolute 100% death spiral. Yea, they get a nice cool down to refill part of their energy, so do you. People have been pointing at the resource system as the chief reason Sorcs and Sages are the number 1 ranged DPS and number 1 healer in the game since beta. For whatever reason, Commandos and Scoundrels continue to have a punitive resource system while Sages and Sorcs do not. Oh, and my Sorc healers never run out of power. You must be doing something wrong.
  9. You're being silly. Serious raiding guilds take Sorcs and Sages over the other healers. My guild has cleared KP and EV on nightmare 16 man, Sage/Sorc is number 1 healer. May as well not even bother if you don't bring Sages and Sorcs to main heal.
  10. 1v1 with all cool downs available. I'd be very shocked if a well played anything beats a well played Marauder or Sentinel. People saying Marauders are squishy, compared to what? PT's, Mercs and Juggs may have more flat mitigation, none of those three classes can escape combat if they need to. Marauders have so many defensive tools, they have much higher active survivability than the three classes I just listed. On top of that, they put out obscene damage, if they choose to can maintain ALMOST 100% uptime on +80% run speed. Marauders are a high skill cap, high reward class. Anyone telling you otherwise hasn't played with a good one, or isn't a good one.
  11. Well played annihilation is superior to the other two specs. For single target smashing, annihilation is > carnage. Rage can put out more AoE DPS, but it is a one trick pony spec. On balance when you weigh the pros and cons of all three, annihilation is just an unstoppable freight train. Better survivability than the other two. Higher sustained DPS than the other two, burst DPS only slightly lower than Carnage, but more flexible in when it can be used. That said, annihilation is not an easy spec to use. It can feel terrible and worse, perform terribly if you are not playing it well. Carnage and Rage are both far more forgiving and have a much higher tolerance for unfamiliar players.
  12. I have a full set of Rakata/Columi/Champion tank gear for my Lord Scourge, fully modded out with Rakata mods/enhancements that give absorb and shield/absorb chance. He still sucks and he is sitting at 52% shield chance and something like 60% absorb. He sucks because his base DR is like 32% which is garbage.
  13. Guess what. At level 50 you no longer get a bolster. In practical terms at level 50, if you do not have at the very least full blue level 50 gear/oranges modded with level 50 blues you are WEAKER than you were at level 49 through perhaps level 20 in WZ's. Level 50's with level 51+ gear will blow through as though you are squishier than a fresh level 10, because you ARE.
  14. Pretty much the only utility Sents/Marauders brought to raids. Instead of nerfing the ability, maybe Bioware should take a look at their game and realize EVERYTHING stacks, NOTHING has diminishing returns. Want to trivialize content? Bring a bunch of commandos. Three commandos can provide a tank with +30% DR with 100% uptime. Nothing says trivializing content like a tank running a flat 75-80% DR through armor and Merc/Commando shield! For lulz, bring 5. Now you have a tank that takes ZERO damage. Comedy gold right? Nothing quite like kiting Soa around on 16 man nightmare for as long as you feel like it, so long as you keep 5 kolto bombs stacked on him! Enraged Pylon Smash for 30k? I mean for 1 damage?
  15. Playing baddies this is possible. The moment you run into a solid Sage/Sorc they can and will CC you out of a match. The root on their knock back is the single biggest **** block in the game for a Sent/Marauder. You can't trinket it for obvious reasons. By the time you can make contact again you will be CC'd off the healer, again. Now, you can forget about the free casting sage or sorc in the back healing the holy bejesus out of everyone and wrack up 100% uptime and inflate your DPS total on guys you're slowly killing. That however isn't a very effective use of your DPS. That said most Sages and Sorcs are dumpsters. In short, the only way you put up those numbers is against terrible players who resolve lock you constantly for no real reason. Against proper players, you will either be content to DPS melee's trying to DPS you, or you will spend a whole lot of time knocked back and rooted, or knocked back and snared, itching to trinket but knowing it is a quick ticket to a whirlwind or a force lift.
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