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SFC-Lawndart

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  1. Assist/Heals through target's target please! IE, I target a mob, I can cast a heal and heal whomever the mob has targeted. Same goes for DPS.
  2. Not even close to OP. Every class is going to have it's bane.
  3. http://www.originpc.com/ Here you go, from the orginial creators of Alienware (before Dell bought them out).
  4. Nope, you're not as long as they were agroed and attacking. If they weren't or were CC'ed then you have a problem. Tanking requires a level of knowledge in your group, and the game mechanics. One of the reasons I love this game is because the tank isn't responsible for EVERY single mob, just the hardest hitting. This game requires each group member to select a target and deal with it in some form or another instead of pull all agro on the tank and then selectively assist and burn down each target as the tank picks. As a tank you should be going after the hardest hitting mobs (golds and higher), even in a swarm of mobs. The gold and elites are your primary focus. Your group DPSers should be picking off the standard and strong mobs themselves and burning them down as they should only live 3 to 4 seconds. If any DPS is beating on the same gold you are while other standard or strong mobs are still standing, they're flat out wrong! A good tank can hold 2 elite's agro indefininately on him. A great tank can hold up to 4, but not easlily or for an overly long period of time. Know the limits of your skill and don't be afraid to call out to cc any targets that are going to cause problems. That's why almost every class has some form of CC. Your DPS should have enough situational awareness during the heat of battle to know what the tank and healer can handle and CC anything that might cause problems. Before the pull however, it's the tanks job (usually) to call out what should be CC'd before he pulls so the encounter goes smoothly. One technque I use in a group of mobs with one gold and the rest silver or standard is jump in, AOE taunt to pick up as many as I can, (defense cooldown) slap the gold/elite with one or two high threat attacks then switch to a silver or standard close by to burn that down to lessen incoming damage. By that time the DPS should have all the other mobs mopped up and starting on the gold. Retarget the gold, slap a taunt and finish. If you have 2 or more golds, your focus should be solely on them. If the dps can't handle the rest, then it's time to CC some before you pull.
  5. The skills don't need to be removed, they need the restriction requirement removed. Combination attacks in an MMO are nothing more then excess superfluous coding. It makes zero sense and never get used especially when you deny the players the use of macros. And since they aren't going to include macros into the game... It becomes even less intelligent to keep the activation requirement.
  6. ...And I stopped reading after the bolded part. Look dude, it's a simple concept. As a hybrid, you have the OPTION to DPS or TANK based on what spec you choose. PURE DPS classes don't have that option, period, case closed, end of story. We have ONE ROLE with all 3 specs; DPS. The Assassin "can" fill TWO roles with ONE class dependant on what spec they choose. Just because you choose not to use both roles doesn't mean you should be equal to a class who doesn't have an option. Furthermore, you're getting way too wrapped around the axle on class names. A marauder; in the literal sense, is a rogue bandit with no loyalties. A Sentinel; is a guardian or man at arms standing a post. To put it simply, class names don't mean squat when discribing roles in this game.
  7. You know, I thought I was was loosing my mind but after 1.3 I felt way more squishy as a jug tank (BH in rakata shells) then before the patch. I spoke to our other jug in guild and he pretty much said the same thing. At first we chalked it up to the addition of the augment slots that bioware nerfed everyone so they basically had to work their way back to where they were. I've seen this type of development before from other companies. We figured BW was no different. The problem is when we did get our augments in place... Nothing changed! We were still getting hammered. Same thing on threat, I'm seeing little to no increase here. I'm starting to wonder if they actually did anything. Thanks for this work, it put my mind at ease!
  8. Jugs (DPS speced) can deal some nice damage. Not as well as an equally geared DPS class but a jug in DPS spec is nothing to scoff at. I wouldn't hold your breath on getting a slot in a top teir raiding guild however. A guild clearing HM EV and KP and maybe SM Denova should be no problem though.
  9. Agro transfers are a terrible Idea especially group transfers. Tanks don't want to be reduced to a whipping pole with nothing to do but stand there and absorb damage while the healer fixes him. Whether it's a single target transfer or a group transfer, it doesn't matter. As a tank, we should be responsible to generate our own threat, period. Furthermore with agro transfers, as the game progresses (and dps values for multiple classes increases), the tank will become so dependent on others to hold agro that it would be impossible to do so without multiple agro transfers. This leads to stagnating group set-ups and leaving classes that don't have agro tranfers in the dust. EQ2 end-game raiding is currently suffering this problem.
  10. Greetings friend. There's nothing wrong with you or your stats or your abilities to play the class, as a matter of fact they are pretty much right where they should be given your gear. I'm our MT jugg for our raids and believe me, I feel I'm wearing paper armor on some fights and some I feel like an unbreakable brick wall! You're doing just fine, but perhaps I can offer a couple suggestions the may help you feel a little less "squishy". First I know nothing about you other then what you've posted so please don't feel I'm insulting your intelligence if you have these suggestions in place. Tanks (I don't care which one) are EXTREMELY gear dependant. So the better your gear, the easier the class (and more enjoyable) the class becomes. matrix cube relic: it gives Str. End. and Defense.... It's a must for tanking. I still use it. Biochem: (I.E. the use of prototype Endurance stims and absorb adrinals) Get them, use them, love them! They make a world of difference. Honestly, if you wish to be a serious tank you pretty much have to be biochem for the rakata stims, med-pack, and adrinals..... Or very rich. Augmented lightsaber: Another must. I suggest the "Defender's mettle" (personal opinion really) But the augment you want has 12 endurance and 18 absorbion. This is your new lightsaber. I don't care what new sabre you get afterwards (whether it's columni or rakata) you're going to rip the hilt, mods, and enhancements out and put them in this one. Augmented armor: You only have to have 4 pieces of armor on for the set bonus on the tionese,columni, rakata (not including belt or bracers). So get a orange augmented piece (your choice which) and rip the armor, mods, and enhancements out and put them in this orange piece with the same augment as your saber. Be prepared though, this is going to cost you 120K to 160K same as the lightsaber. Mods/enhancements: defense/shield/aborbsion - and maybe some power. Don't worry about crit, surge, accuracy. Usable tanking specs... http://www.torhead.com/skill-calc#101GMGzudMdfzZcMMZzM.1 personal favorite. http://www.torhead.com/skill-calc#101rMG0uzMZcGrMMhzzM.1 some people I know like this one, but it seems a little situational for me. Therefore I feel I'm wasting points I could use in other areas.
  11. That's cool. I am glad there are people that enjoy it. To me, it's just tedious. The strats for the bosses are refreashing to see to a point. However I'm starting to see the classic "throw everything and the kitchen sink into the script to make it difficult" mentality in the development of this zone instead of innovative development of the scripts. Furthermore, bioware still insists on punishing melee classes in the scripting in favor for ranged classes.... This needs to change across the board not just in this zone. Face it, LR-5 with 2 or more ranged dps is a cake walk compaired to running it with 2 melee dps. The tank doesn't even need to move with ranged dps. With melee, it turns into an unholy goat screw. Difficulty is fun; agreed. But tedium is just frustrating if it isn't worth the reward. There's a huge difference. My solution for this is simple. All boss mobs drop rakata (maybe a black hole piece @ 2% rarity) with the good Dr. L dropping rakata chest pieces as his common drop or a random black hole piece as his rare (say 20% chance). Make it worth it to want to run the zone. Otherwise, its just more boring treadmill farming... Either that or nerf the zone to the reward of the zone. slightly harder than current HM's.
  12. Hard mode Lost island is pretty much worthless. The risk doesn't match the reward by a long shot. The only thing it's really doing is pissing off the majority of the playerbase. I run it once a week if I'm forced to by guildies but other than that, I avoid it like the plague and it would be an extremely cold day in hell before I even think about tanking it for a PUG. The fact that it requires raid gear to complete a 4 man group zone should send up red flags like crazy for Bioware. Four man zones are for the casuals not us raiders. If bioware keeps up with this they'll do the same thing that SOE did to EQ2 and burn the game into to the ground.
  13. The orange pieces are what I'm talking about, they are now BOP, so you can't mail them to your alts.
  14. The items bought with planet comms sould not be bound. At level 50 you end up with a couple dozen from each planet that are essenchially worthless. Therefore let us use them to tweak our alts.
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