Jump to content

currann

Members
  • Posts

    115
  • Joined

Everything posted by currann

  1. I like the idea, it would definitely make combat more interesting all around. "This also kinda screws with rotations, doesn't it? In the interest of maintaining steady combat, the default attack will be redesigned to an auto-attack, freeing up (in some cases much-needed) space on action bars Damage from auto-attack may also need to be increased to compensate for the dps loss of dodging. Abilities would still function as they always have, and will only work if range permits." I disagree with the auto attack, though. You make a great point with making combat more dynamic with dodges, but, IMO, putting the auto attack in makes it less dynamic. It should be a choice, whether to dogde or DPS. But that is just my opinion
  2. It's not just for Main hand weapons, it can be used to buy an item for most slots
  3. It is used to buy the item, and will buy a specific item, not only a weapon. But it depends on what it says, for example, if it said something like ' inheritance chest piece construction kit' it can be used to buy a chest piece for one character.
  4. Did it say inheritance or birthright at the beginning? If it did, that's a piece of legacy gear. Inheritance will buy you a level 15ish item, and birthright will get you a level 33ish item
  5. 1. No, alacrity doesn't effect the cool down of an ability 2. I think it might, but I am not sure 3. For a channeled ability, it reduces the overall cast time, making the effect happen faster
  6. I think that this one has a tail piece and is white.
  7. Yes. But the overall goal is to provide a challenge to each small group, and ultimately help the team. and as the flashpoint goes on, the group reunites, and faces a challenge designed for the full group
  8. Good point, flashpoints are rather short, and this is quite complex. A simple adjustment would be to have 2 people of the operation group go down one of the paths, instead of 1, and make the enemies harder, accordingly
  9. You can get it at lvl 40 at earliest. Its at the top of the middle tree
  10. Well, they do give bonuses to your main stat permanently, so it would be advantageous to gather the ones for your main stat, endurance, and the crystal shards, so that you can make a good relic
  11. Not sure if you know this, based on how you have been reacting to the situation, but you can still equip the light saber after level 11.
  12. Yes. The gunslinger will have better stats due to the modable offhand weapon. I said that in my other post. The same is true for mercenary versus commando.
  13. If you look at the stats and not the amount of points in the stats, you will see that before optimizations, the sniper gets more cunning, and won't have to swap out mods to get rid of accuracy. Though the gunslinger will have the advantage of a modable offhand weapon when optimizing
  14. I was looking at the skill summary for pandemonium and saw that you had it listed as a free charged burst, rather than a instant charged burst. Which is nice to get that extra hit of damage right after the pushback and not break the root
  15. I enjoy playing engineering, though the reason it doesn't have the "bam" factor is it is a Aoe spec. Lots of boosts to Aoe. Though using cluster bombs + electrified railgun + series of shots is always fun. It also has one of the best objective denial skills in the game, Plasma probe. It will stop anyone from capping n objective as long as it is on the ground. Though I'm unsure if it goes away when you die
  16. If you like being ranged, and pure DPS, then Gunslinger is definitely the way for you to go
  17. From my small amount of time playing a scrapper (I mainly play a sawbones, as i enjoy the healing) the second application of flechette round will refresh the duration of the current dot, or apply a new one if the previous isnt there.
  18. Check the map for a taxi. Talk to him and you should be able to go to where you need to go
  19. 1 st of all, the sniper doesn't get to use a shield, rather, they use a vibrio knife in the offhand. Actually, the gs has an advantage due to the fact that he gets a modable offhand weapon 2nd. The gunslinger is ranged, so you would go marauder for Melee DPS, and gunslinger for ranged. I know that many people consider a gunslinger one of the best counters for a marauder, since the mara can't jump to him 3rd. The power tech is a melee class, not ranged. They do have some ranged abilities, but the majority of them are close range, though the power tech has some great burst, itis melee burst, the gs gets ranged burst 4th. Assassin has stealth, and is one of the 2 counter classes to gunslingers, the other being operative 5th. The sorcer has less defense due to to light armor. The sorc has 1 ranged stun, 1 mezz(60 seconds, 8 in PvP), a knock back, and a slow. The gunslinger has 1 melee stun, 1 Aoe eight second mezz, a knockback, and a root. So the gunslinger has some better cc, some worse. The sorc has higher elemental, while the gs has some very good white damage burst. The sorc has a 150% movement speed boost, and the gunslinger has, when properly used, cover he can roll too. Not the same, but close. The sorc also has superior self healing, and group healing So, over all, it is somewhat balanced for the classes you chose to compare, though the sorc is unfortunately at the bottom of the pile, due too merfs
  20. Commonly used in pvp: Inc: means incoming, like "3 inc west" would mean 3 enemies coming toward the western node Omw: On my way Grass: most likely is referring to the western node in alderaan civil war, as it is more grassy than the other node Snow: generally will refer to the eastern node in alderaan civil war, as it has snow around it In voidstar warzone: Zerg left, stealth right: means if you have the ability to enter stealth, go right. If not, then go left In alderaan civil war, and novare coast: 2/6/0: a battle plan where 2 people should go west, and the rest should go mid. Other plans include, but are not limited to: 2 west, 4 mid, two right; 1/6/1 In huttball: Pass!: means you should pass the huttball, if you have it. You can pass the huttball by using the ability found in your abilities page, under general Control mid: means the enemy team is getting the ball, and the team should keep people at the huttball respawn to get it Hope that these will help
  21. currann

    Dropping health

    If he was a sage, he could have used noble sacrifice repeatedly. Though it is unlikely
  22. I like all of the ideas. Numbe 4 would give a great boost to Aoe, giving the commando a good situational ability. Maybe, it would take a chunk of its own health, say, every 3 seconds, and heal that amount spread over the entire team. Of course, the commando can heal it, to help preserve it, an enemies could attack it to get rid of it faster. But, realistically, I could see number 1 and 3 being implemented. Possibly number 2, maybe have it heal for the same amount, but have it cost 2 ammo for every person it applied it too. Making it a much harder decision requiring some situational awareness
  23. in the Outlaws den, on Tatooine, there are chests scattered around that have 20 warzone comms, and a few thousand credits
  24. I Checked nar shadda, nothing there. Also asked in general there, and they said it hadn't started yet
×
×
  • Create New...