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Halja

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  1. Having just finished the agents story arc, all I can say is that both Jedi and Sith orders are monsterous.
  2. There are a lot of really good VA's, but there is something about the way the Male Agent delivers his that makes him seem both a bamf and hilarious at the same time. For NPC, there are a few, most notably Grand Moff Kilran, Arden Kothe, The First Son and Zenith.
  3. Snipers/Gunslingers have the highest skill cap. Marauders/Sent have more keybinds(barely), however sniper/GS require a lot more awareness, more reliance on setup, and are brutally unforgiving of mistakes. When you get taken down by a marauder, its nothing special, when you lose to a sniper or GS, you know you just got rolled. this applies to pvp, obviously.
  4. The real issue is that for anyone who goes out or spends time with family/friends from friday to sunday, you are basically missing out on 1/4 of the available days you can log on.
  5. Kinetic is best choice for carrying a wz team.
  6. Yes. They also shoot lightsabers from thier eyes.
  7. So much fail in this thread. Assassins as dps are squishy. In fact, as a shadow, mauraders are probably the only class I won't go near unless I have a large gear advantage. They are brutal.
  8. It's funny you say that OP, because I find sorc/sage to be one of the matchups that doesn't stack against an assassin/shadow. In fact, one of the reasons I have endured with this class is the overpopulation of imperial sorcerers.
  9. Interesting. Have you empirically tested the threat values of taunt, or is this a best guess? From what you are saying, it sounds as though they have copies wow's taunt/threat mechanics(regarding melee ranged aggro etc) almost entirely.
  10. It's not on the global cooldown and scales with your gear. It's essentially extra burst on an already bursty class, scaled back to occur over 15 seconds. It's not game changing, however in pvp having shadow tech crit for 1100 instead of 600 over 3-4 gc'd when killing a healer can change the outcome of the engagement. For pve, it's another cooldown to stack with everything else, making every other thing you use at that moment more potent. DPS cooldowns should never be looked at in a vacuum.
  11. It's the main reason I chose shadow of sage
  12. As infiltration, huttball and alderaan usually 150-200k, defending nodes/blowing up healers. Voidstar anywhere from 250 -350 most times, sometimes more or less. I fiond that in huttball and alderaan, if you are playing to win as a shadow, you don't often need to engage at all. (ie mind maze/hit and run harassment to prevent caps etc). I think with a dedicated healer and not caring about objectives I could add another 200k to that, but I prefer to win.
  13. As a lowly rank 38 with mostly champion gear, I agree with most of what you are saying. It really feels like I have to work a lot harder for the same results in a pvp match. I do however think that, as infiltration, we have amazing on demand burst. Quite a few times I have been jumped by someone when under 50% hp, but with cooldowns available, and just turned the fight around in seconds, knowing that the other guy was probably thinking '*** just happened :? ' But overall, especially in group fights, I agree that most of the time I don't feel that I can really change the game as much as most of my team (unless I can jump a healer without help and go to town).
  14. It's curious that they would resort to something like this for copy protection at all, if indeed that is what it is for. Would need to know what is actually being done with this, but i'm very interested to see what its actually doing.
  15. This fight was incredibly difficult, took me about 4 attempts to get as an infiltration shadow. The way I completed this was to stagger my interrupts (mind snap/low slash/force stun) and fight with my back to a wall. Make sure to activate Channel the Force AFTER he does the lift/heal thing to you, make sure to use resilience to avoid project storm(incidentally, I want this spell!!!). I saved force of will for when i got rooted away from him without force stun up. Some other things that might help people. Do not interrupt the cave in spell until the last possible second. It does no damage until it casts(and then you die) but you can use the 10 second cast time to drop him down and allow your other interrupts to come off cooldown. If you get knocked back towards the door and him hardcasting you from 30 yards away, you can line of sight him behind the rocks near the door, then sprint back to him as soon as he cancels his cast to interrupt the next one. That said, it was a really enjoyable fight, and a LOT harder than the Jedi Knight one(watched a friend do the final fight for that a few hours later....looks SO easy compared to ours )
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