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GFWarper

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Everything posted by GFWarper

  1. I wonder if devs are aware of the fact that regular pvp adrenals can be traded
  2. As kinetic shadow you are chosing guardian role, that is you use your Guard ability. As you probably suspected, but my be didn't know, guarded damage comes against your shield if original damage is of weapon type. Now shield proves to be double effective. For example, you guard healer and some assassin attacks your healer. You will get less damage through guard link as far as attacks are white damage. Shield won't hinder Shock, but it will well work against Maul, for example. It means you will live longer and give your healer more time to heal himself instead of healing you.
  3. She has no tanking stance, but attracts quite a bit of mobs attention. It will be more like "everyone tanks" thing.
  4. Bags for daily/weekly quests are still there, so commendations farm speed will increase. Unfortunately, to buy 1 additional BM commendation you will need to play 100 warzone matches or be in game for about 25 hours playing. It's a bit more than casual player can spend in game in a week. Fortunately, you'll get daily kills without any adidtional time spent in Ilum. That is, you will get 1 daily done for free. So I think BM commendations farm will be sped up 1.5-2 times. Valor farm speed will be increased by 1.5-2 times as well for warzone players, but Ilum farm could be 5 times better. Since no need for Ilum kills, casual players will stay away from it, so we'll only see valor farmers who want to trade valor with each other. In a week or two Ilum will become dead land in the center of nowhere
  5. First defending side wins Voidstar. No bombs or equal number of bombs - doesn't matter. So if you are initially in attacking team and plant no bomb at your attack phase you already lost the match.
  6. You don't always find 2 semi-decent healers in a team (100k+ healing) so to encourage those few I do MVP for healers mostly. It's especially true for those who do little to no damage, so they heal mostly. Tanks get some MVP as well, but there are many tanks now, so they don't deserve another vote.
  7. Force Speed cooldown is not so important for Inf shadow as it is for Balance and Kinetic shadows. Kinetic has another talent that removes all speed impairing effects upon use of Force Speed and Balance generally needs a bit more time to kill someone. I'd say Elusiveness is a viable option, but it defies the idea of burst. If you have pocket healer and want to stay longer in crowds - why not? If not, you better kill someone quicker...
  8. As you probably know, Low Slash is not a stun ability, it breaks when you deal damage. Delayed project is a bless for Low Slash, Force Lift and similar non-stun abilityes. You can use Project and then add another instant ability - they'll do damage simultenously, not giving your foe another GCD to retaliate.
  9. If you want big numbers as Kinetic shadow you should concentrate on AOE abilities - Slow Time and Force Breach. You should be in big fight to get most profit of it. Actually 95k is a bit low than expected from Kinetic build, but it might be the outcome of your enviroment and playstyle. Sometimes if you guard a turret in Alderaan for the whole scenario you can even not make 40k. Kinetic shadows pretending to do 300k damage per scenario have good enough heal to stay alive and have plenty of targets all the time. If it's not the case you are not doing that much whatever you do.
  10. Also you can shield weapon attacks that come to guarded target.
  11. Bioware is planning to chance some animations to fix difference in activation times for abilities of mirror classes. No set time yet, but they have it in plans of announced future patches. Be patient.
  12. Infiltration shadow has 2 stackable buffs - one increases Project damage by 30% (2 stacks), second increases Force Breach damage by 30% (2 stacks). There is 1 more proc for increasing Shadow Strike damage a bit (it avoids 50% of armor). Project can be used under another buff (Force Potency) that gives +60% crit chance. Also Upheaval gives the possibility to make secondary boulder on Project (45% chance on usage, with 50% power). And last, but not least, clever shadow has high Surge rating (75%-87% depending on gear/prefferences) and uses adrenal + relic to deliver burst. In general infiltration shadow makes pairs of Clairvoyant strike, then Project, sometimes Shadow Strike (backstab), in some point of fight he/she adds Force Breach and after you get low hp, Spinning Strike. Project can deal like 5k + 2.5k, Force Breach 4k, Shadow Strike like 4k and Spinning Strike like 4k. Numbers a good value for criticals against light armored target, but even this sequence is 6 seconds not countring previous 2 Clairvoyant strikes for Project damage buff and 5 procs of Force technique for ForceBreach buff. Either your enemy warmed up somewhere or you missed essencial part of the fight.
  13. Commando healers are not sub par. I'd even say they are best healers for single target. Procs on their abilities give buffs and HoTs. They are not as straightforward as sorcerers though and have no so much mobility. In short, you have found great healer, but most of his success in the event comes from improper control of his heals by your enemies.
  14. Target closest enemy always targets the one hitting you from behind. No surprise you can't attack him/her not turning around 180 degree. Target center screen always targets friendly target in front of you. It's magic, street magic. Next target always targets the enemy you don't want, also it makes an interesting targeting sequence: 1-2-1-2-3-1-2-3-4-1-2-3-4-5. So to target 5th target in sequence (Do you remember that you always need last target ?) you need to hit Tab 14 times. It's such a relief when you want to keep up DoTs from 1st target to last - you never miss first target DoT expiration. The only problem with melee is the time you need to get to your target doing nothing. Mouse click always select anything around your target - mostly nothing as there is nothing around, but if you are lucky, you can target friendly target unless you are healer But what everyone forgets is the new revolutionary feature of the interface - non-target combat mode. For unknown reason Bioware called it auto targeting in prefferences, but it's obviously poorly chosen name for this revolutionary feature. Hopefully they'll fix it in next patch, but for now we should use it as it's named. Just drop target with Esc and use melee attack. Jokes aside, it's the only sure way for melee character to aquire next melee target in no time. You do not need to select target for melee attacks, it will be chosen automatically. You can even hit hidden enemies that come too close to you, so you can reveal stealther even quicker than he/she opens on you. Enjoy!
  15. There's also kinetic tree talent that heals you for 10% when you use battle readiness.
  16. She is real. She can be killed. Over and over. Poor Holiday, Tharan will never stop calling her projection back from death...
  17. TegMiles Unfortunately, trash is not generally the thing where you need a lot of DPS. Nevertheless, spam of Force Breach/SF + FiB + DS->MC makes wonders even on trash. Full Balance is preffered in case you want to be in DD role. It became a deciding factor of "DPS check" in my raid. Theoretically, you have better force recovery as tank, but it doesn't really matter as far as you and me can dish some damage non-stop. Balance can do non-stop for a long time. Kinetic can't keep up with Slow Time spam. Harnessed shadows gives you good 75% boost to 2.9k ability. The drawback is channeling and 3 seconds to use it. So you actually do like 2 abilities for 2.5k each. Project has 15% bonus in kinetics, but gives 10% boost to melee in Balance. Meanwhile I can dish 2.5k per use of Mind crush, 2.9k per use of Force Breach (compared to 500), 2k per FiB (*3 if combined to hit adds) and 1.7k per Sever Force, not to say each Double Strike is harder by 50%*crit chance.
  18. You need 4 things to start with: * stim * adrenal (expertise > power > crit/surge) * healing potion * usable relic (power > surge) With Biochem you can craft 3 reusable things out of 4. Green relic can be bought in light/dark side for light/dark V, purple relics can be bought for pvp/pve commendations/tokens. Warzone adrenal/healing potion are better in general, so if you have spare warzone commendations you can make some reserve for special cases.
  19. Hybrid lacks Wither, but produces a bit better Trash spam. As a result you will have: * a bit lower self heal due to lack of procs from Wither * significantly lower AOE treat on 4+ mobs * incoming damage not reduced by 5% * more damage on for 1-2 targets * another long range (30m) pull/treat tool In PvP Wither slows multiples of enemies, reduces their damage and produces huge overall damage increase. On the other side you can hit people from 30m even if they are behind some column/checkpoint
  20. Mitigation in quote doesn't account armor damage reduction, but only effects of defense and shielding.
  21. You can, but it's just not what regular roles in raid (pve ops) demands and thus not what your mates expect you to do. Many classes have 1 minute control abilities that can be used, so 4 seconds stun is not really useful in pre-fight control. After that most mobs are on tank. If mob is awakened before its time, your stun can interrupt recontrol attempts on this mob, since Electrocute deals damage. It's generally better to keep your hands away from this ability in raids. There's only 1 notable exception I remember - 3rd boss in Eternity Vault. Another interrupt comes handy there.
  22. Let's take a look at 10 lvl shadow. You have shadow strike and you can use it for 50 force hitting for like 2.5k per hit. On the other side you have a project of 42 force and double strike for 1.2 total. With 400 force you'd be able to use shadow strike 16 times - just enough to wipe 3-4 targets. And it's... 1 button. Do you really want to play like this?
  23. Diminishing returns is a function for ratings. For example (numbers are not very accurate, they just illustrate the idea) 200 crit rating will add 10% to crit chance. Next 200 rating will only add 8%, next 200 rating will only add 6%. In total 600 rating will add 24% to crit chance. If you add another 200, you won't get even 4%, it will be less than that. So the more rating you get the less effect every point in this rating gives to you. I've heard crit rating has a hard cap of 30% effect. Doesn't matter what crit rating you have, you will never get +30% crit chance from it. There are also strength (for melee attacks/abilities), willpower (for all abilities) and flat per cents that contribute to crit rating. Only flat per cents are not subject to diminishing, so 5% buff will always add 5% to crit chance. After you have some crit chance %, it works without diminishing. So you can crti every attack and it will not make negative effects on following attacks.
  24. I'd say 75% is a golden point for surge. Don't use surge adrenal/relic - they are nearly useless. Surrender to gods of power
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