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ScylasQwynn

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  1. After going through this, I'd like to add my own voice to the discussion. Mind you, without an actual combat log (or even a form of training dummies to guesstimate numbers) it's overly annoying trying to get any substantial throeycrafting in. I very much agree with most of what you have, and found myself coming to generally the same conclusions over the course of beta and even now in live (I just couldn't say no to the Gunslinger ). However, I'd like to make a note about Sabotage charge being used in a Sharpshooter "rotation", as it were. Currently, my opener is rather burst-happy. I start with a XS Flyby before the pull, our tank jumping in just before it strikes, followed by Smuggler's Luck, Roll into Cover, Sab Charge, and an instant Charged Burst., Trick Shot, and follow up by a few Flurry of Bolts and a Surrender to even out my energy and ideally not end up with a boss on my face before following into the main priority. Aimed Shot follows (with Crack Shot, since I forced it) followed by Trick Shot, Flurry (to keep energy high), Charged Burst, Flurry, Trick or Charged (if it's off CD, the timing is tricky here, pun not intended), then Trick (if Charged was used instead). The timing is tight, however, though by this point I'm sitting on three Burst Volley stacks and would move into the Speed Shot spam. As an aside, though, if I know something is going to occur which will interrupt the stacking of Burst Volley, I always make sure to drop something out in order to get the stack up. If I don't think I'm going to make the window, moving out of cover and immediately dropping back down to proc and instant Charged Burst is a good way to cover for something unexpected or a latency delay, or anything else that would cause the timing to end up flawed. Continuing on, here I use my Power relic followed by Illegal Mods, Speed Shot, Rapid Fire, Speed Shot, Speed Shot and we end up back to Sab Charge, which was my original point of the post. As it stands, I actually find Sab Charge to be fairly useful to the Sharpshooter tree, or rather, at least the build I am currently running. While I love the Lay Low talent, it came to a decision between that and Independent Anarchy, and I feel IA won out over it for a couple reasons. While costing the same energy, Sab Charge does quite a bit more damage when compared to Charged Burst, especially when the IA talent is added into the equation. Seeing as how IA also adds to AoE damage, it's a wonderful talent to use in conjunction with XS Flyby, which, if one is managing energy rather well can be added into the priority after the Speed Shoot frenzy when I have Crack Shot proc but it is too soon to use due to the 30 second cooldown of Burst Volley. It usually works out that, after ending the last Speed Shot, Crack Shot will be up and running, however it will be too soon to throw out another Aimed shot due to Burst Volley, so at this point I would throw another Sab Charge (which would just be coming off CD) followed by Flurry, XS Flyby, Flurry, Aimed Shot (thought if timing is off and Crack Shot will expire too soon, you can do it directly after the XS Flyby). Seeing as how the overall goal is to keep your energy regen as high as possible without sitting on full energy (because that is wasted DPS), I find this works quite well. Adding into my decisions of IA over LL are the issues with Hunker Down in general. While I do love the ability, I find that (especially in Karagga's Palace) just about every boss ability simply goes right through it. If Hunker Down actually worked as it did in most other areas of the game, then LL would have increased value in allowing us to use it when an impending boss ability is going to move us out of cover in the middle of a burst phase. Sadly, this is not the case. (Karagga's drills, I'm looking at you). Anyways, my original point is that I believe Sab Charge should be added into the Sharpshooter priority list. Same energy cost as Charged Burst, but with increased damage. It seems like an obvious choice to add in when off cooldown in the stead of an additional Charged Burst. Of course, this is solely my experience.
  2. I'll add in my voice as well. As soon as it came out we did a guild run straight into HM (because how does normal, c'mon!) and have we say we all utterly enjoyed it. The story is good, the lighting is well done, the bosses are somewhat fun. My favourite is the first one where I get to be on the turret. Absolutely love it. The bonus boss is a pain, but seeing as how killing him grants you an extra head token, I imagine it should be. All in all, we highly enjoyed this FP and expect to see more great ones like this in the future. Our only collectively complaint is that they should have made it pitch black except for where what the flashlight illuminated. That would have been very fun.
  3. Actually, the answer is pretty simple. The reason that those other races are not capable of being Sith Warriors is because, following the in-game story, Sith Warriors are nobles and above the rest of the Sith. This means that they would require original Sith blood somewhere in their lineage, and the races provided are the only ones capable of that. The reason Sith Inquisitors are offered more selection is because, once again, the story dictates that they were a Sith slave forced to master the force. The Empire is very caste based. It has nothing about wanting to release combinations in an expansion and has everything to do with the story itself. Warriors are nobles, breed to be who they are. That limits them to Purebloods, Humans/Cyborgs, and Zabrak. Inquisitors are slaves, allowing from a larger selection of the slaves the Empire keeps. It's very simple.
  4. Just did this boss for the first time today, have to say it was pretty difficult. We interrupted each of his abilities, down the droids in a timely manner, but he would still enrage and essentially make it so our Commando couldn't keep up with the healing. Is the enrage bugged, or is there something we're missing?
  5. Power is a stat on some gear which increases all damage and healing done. It is a stat all on it's own, and all it does is increase damage or healing. To see by how much, open up your character pane and hover over the Bonus Damage section. This will tell you how much Power you have and how much damage it is giving you, along with your other base attribute. To see how much bonus healing it is giving you, select the Tech dropdown window and hover over the Bonus Tech Damage or Bonus Healing section. Tech Power does the exact same thing as Power, but only for tech attacks (and healing), and thus you get it in a higher amount. Tech attacks are things like grenades or gadgets. Force Power is the same as Tech Power, but for Force users.
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