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SirGusto

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  1. It does seem like the innate resilience as utility you get with cloak only resists the first couple dots, then you come out of stealth on 3rd tick or so. Doesn't cleanse. As the actual resilience, i believe thats working corectly
  2. Yeah, the 2nd spec is a bit closer to perfection. I have worked out my version of the perfect spec with a few minor changes. Don't know how to link the details, but its a 0-33-13. The only difference from the 2nd spec listed is no points in the double strike crit damage bonus. 1 point in force speed/mind snap reduction. 2 points in the armor bonus, and 1 in the force bonus. The spec changes a little here and there, but mostly just around those points. I mostly rely on hard hitting force attacks, so the double strike only gets used when i need to do another round of my rotation. I don't run from fights, but the couple extra seconds helps for quick start interrupts. The extra armor helps, so i don't have to be nit picky on my targets, and survive a quick swap focus. The mindsnap cooldown is the only downside, but as a shadow, you get to pick the target, and can usually stun lock them to death first. Only in large engagements with aoe stuns does it fall short.
  3. The thrill of a good fight. I care not for spawn camping or nub killing. I get a little rush every time i get in a 1v1 or 1v2. As a shadow, I know if played right, i can kill both. Sometimes I underestimate them and get more than i bargained for though. I do what I can to play as a team. In reg wz's, I use my team as decoys though to draw off the enemies from my objective.
  4. The match would be won by those who can push and pull. Not much fighting will actually take place. Doesn't really sound that fun to me. Its already super anoying to be pulled into the fire in huttball. Heck, i wouldn't be surprised if thats all certain players do given that pub match's are so uncoordinated. I know all i would do is stealth up to you, and push you into the lava. Might be something worth goofing around on, but since some classes don't even have a push, or pull, they would get the short end of the stick.
  5. I see, Thats why i asked. As i said before, pvp is what i do, but i sometimes pve, and have all 72+, but not min/maxed as my focus is pvp. Honestly, this is the first thread i've seen that says to go with so much accuracy. Its usually people giving their reasons for crit, power, or main stat. Is this required for nightmare type modes? I"ve done many hm's, but no nightmares
  6. If your really taking a pounding as a team, and you hear that, its probably a stealth that A. hides when the going gets tough, or B. He really is that good, because you do need to actually play to get the 10 medals or so in a row without dying. I'm not sure about ops, but shadows can get at least 5 medals in the first couple minutes. Solo kill taking off node at the beginning, taking the node, 6k dmge in a single blow, throw taunts in the cluster for protection medals. defending the node. The rest of the medals may take the rest of the match to achieve, so I would think they need to be active to be unbeatable.
  7. You really need that much acc for pve? I'm an avid pvp'r so i'm not an expert on shadow pve, but that seems like a big waste of damage to me. Both Breach and SS do not lose their proc when missed or resisted. Just do it again till it lands, or original proc time expires. Its no fun missing on dispatch and a resisted project though, but thats not the end of the world. You might always get a melee hit to land, but whats the point if its weak. I could see it being beneficial to those that mostly use melee attacks, but a shadow only has SS and Dispatch that are really effected by acc. Those 2 are situational, and like i said before, SS can be spammed until it lands before the proc runs out. Most our dmge comes from project, which already has over 100% acc. I would think that the added dmge from a power/surge enhancement on the breach and SS crits would more than make up for any dmge lost on a missed clairvoyance strike or project. Dispatch and low slash misses are the only downside i see in a power/surge spec shadow. Which can be the decider for some. Of course everyone has there own play style, and different things work for different people. Like I said before, i'm into pvp and its a whole different world to pve. But when one has to kill in pvp, you need to get as much damge out as possible, as fast as you can, as often as you can. Thought pve would have the same objective.
  8. 1. Some old school capture the flag. 2. King of the hill is always fun in a pvp setting. 3. Some officer ranks similar to swg. The more opposing faction you kill the higher rank (open world or wz). 4. Player operated or random pve Bases for defense and attacks open world. Many varieties of game modes could come from that. 5. Large scale wz's or battlefields that are structured with a start and objectives for a full scale conflict that could take hours to win. ( never in this game) I cant think of to many more that you cant find a way to do in game. There is a FFA with outlaws den and part of illum. Some scattered open world pvp, but its usually on lower lvl planets with random 55's killing nubs. I have to come rescue people from that from time to time.
  9. As a shadow, I have a fair chance against everything. The ones that give me more trouble though are tanks. Juggs aren't to bad If i can keep them off me. Those pesky pts's though, I need to pull out every trick in the book to take out the noobiest ones.
  10. Ok, getting your butt handed is pretty vague on what your problem is. So, I'll list off a few things that might help. 33 you say, hmm. 23 skill points i think. For DPS make sure to have: upheaval, shadows respite Shadows mark, shadowy veil for extra armor, or higher stealth lvl masked assault, shadow technique, circling shadows Infiltration tactics, fade profundy, potent shadows. I realize 23 points doesn't leave many options, but you may need to pick and choose which to max, amongst others to get to the next tier of skills For tank this might help Lookin at the list of skills, go with all of them up to the 3rd tier except for expertise since u dont need to do dmge, and shadowsight only helps to see other stealth, but u could anyway if u get close. Not sure if that gets you all the way to one with the force, but that helps regen force. This is just what i would do, if i were to start leveling another shadow. Other tips include: use your blackout for quick force regen. Use stealth to refresh force potency for added burst. Save resilience for a stealth escape. Fight range at melee distance, and keep melee at range, or whatever our 10m range is. When in doubt, guard a node and practice your fighting with the few occasional attackers. Just make sure to call out that this guy was coming. Use planetary coms, and buy power/surge enhancements and mods with higher power for dps. For tank, cant go wrong with absorb, shield rating and defense rating. If its gear you plan on keeping awhile, augment it with the highest lvl you can afford.
  11. Well, I know for a fact that there are some pple that run 2 comps to throw games for their mains if they get them both in a wz. Or throw games just to spite someone they dont like. With the empire side being so much higher rating than the republic, i'm inclined to believe they do this far more often than republic. I'm speaking only for solo, for I have no opinion for team ranked.
  12. For an nonprofessional guide, It details what my group and I went through pretty well. My team was all 55's with no tank. So I taunted him to me since i was clearly the best geared of the group, but that left me unable to use my SS, so the damage came a little slower. We cleared it without to many issues aside from the random assassin trying to kill one of us unsuspecting like, but i scared them off too. The other adds were the biggest problem. Make sure to clear the area before clicking on the thing in the bush.
  13. I know right. Some people have exceptional turning skills. I've circled my opponents for ages now, and it seems only melee and pro kiters understand whats goin on.
  14. As a dps shadow, i feel i should way in here. Yeah, shadows are good at defence, but if thats what you want your dps shadow to do, You have no tactical advantage. Tank shadows are best for node gaurding, not dps. As a dps shadow, I didn't get full obroan min/max to gaurd, unless i take the node myself. I have found lone wolfing to be effective, but I've also found that without me, my teams can never kill multiple healer teams. I could gaurd all day uncontested, but no one can take another node. What good is that?
  15. Oh, was I supposed to stand there in your aoe? Or you can be my guest to stand there with your back to me so i can just stab it for 10k. That would be great, thx
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