theMeldo
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force charge already has an immobilize component (2s), stagger increases that by 0.5 per rank. Targets that are immobilized cannot move but they can still attack and cast abilities. Crash adds a stun on top of that, however, because the stun from crash generates resolve on your target while the immobilize from force charge doesn't, crash is generally considered useless as it will put resolve on your targets which you cannot control. there are many times when you would need to charge a target then push them off a ledge for example, and if your charge filled your resolve, well you wouldn't be able to do that then.
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ive pulled 4 stealthers out at once with this badboy
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We canhave 160 energy if we wanted to
theMeldo replied to Kai-Eurah-Tird's topic in Shadow / Assassin
The extra force potency charge is probably worth more -
stalker gear definitely, dropping fatty mind crushes and FiB on people is lols also more crit = more mind crushes
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spin kick > low slash will not fill resolve
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+1 5char
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I have a suggestion: Remove Clairvoyant Strike, then replace double strike animation with that of clairvoyant strike - its 10x better! The double strike animation feels so stiff. Then make the 31 pt infiltration talent a passive that simply improves double strike.
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This is what someone who knows how to play Mara can do in WZ sub 50
theMeldo replied to Crylor's topic in Combat Styles
I noticed you tried to insult him but if you were to reexamine the image you would see that is not the case -
Anyone else feel pretty underwhelmed by the Shadow?
theMeldo replied to Agent-Grey's topic in Shadow / Assassin
love the class but the story is *** shadows arent for everyone -
i dont even remember who sidonie was stark i just used combat technique and stunlocked his **** (i am infil spec) - make sure you interrupt project storm
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in a perfect world, 1v1 where you get the opener - load up all your **** in stealth, spike, 2x volt slash, discharge, shock (blackout around here), low slash, maul, stun (this will fill their resolve to white), repeat from 2x volt slash w/o discharge...assassinate after 30% marauders really like to pop saber ward at low hp but you can just kill them with force
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scoundrels dont have a knockback
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Resilience existed because blizzard ****ed up gear scaling. People two shotting eachother (in raid OR pvp gear) wasn't conducive to arena play which many classes were balanced around for pvp purposes. R14 gear was the equivalent of T2.5. The R14 1h weapons for melee were better than everything until Naxxramas. For casters, they were on par with the sword in aq40. It wasn't imbalanced before t3, which is where it got out of hand. Raid gear was also easier to obtain, as you could obtain it with a relatively lower time commitment than R14 which basically required you to no-life for several months. What bothers me is that instead of working to eliminate these issues on launch, Bioware decided to make expertise.
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1. you have to use two CDs (your best pvp cd: a 1 min cd 3 second immunity to force effects that dispels everything on you and a 3 min cd vanish) 2. You can't be healed for like 10 seconds, unless talented, so you either have to go hide and meditate 3. its our only escape from ranged attackers on platforms, if you don't have a place to immediately LOS you will die to 2 mercs tracer spam ****