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Psybin

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  1. Basically against a lot of other classes this is another 6s of godmode on top of guarded ;p
  2. ^^^ This times a million. In huttball more than any other place. Positioning is huge. The only way some one you are targeting should be able to knock you off a ledge or in to a hazard is if they stun you then knock you. Ofc you can get blind sided by someone else, or stunned and knocked but as long as you concentrate on where you are stood in relation to other players and hazards it should be cut down by a lot. Using leap appropriately shouldn't really have to be said. The things we excell at in huttball: Ball carrying. We have awesome defensive cooldowns, trans and leap. If you cant use those to do some epic ball carrying there's something wrong. Peeling. The OP hasn't said what level he is, but Awe is sick for huttball. From splitting up groups to barbequeing five people at once, this ability has massive potential in this warzone. And off course the usual melting everyones faces off. From healers to ball carriers. If you get focused, camo and come back in from a different angle, in this place more than any other people are less likely to pick you back up as they have higher priorities to worry about. When I first started playing Huttball as a sentinel I absolutely hated it. Now I really quite like it, although I could do without having to play it every other warzone... Roll on 1.2!
  3. I guess it is a relative term. The changes should mean that combat hits harder and is viable. If you expected changes that increased the amount of damage watchman does then you were dreaming quite frankly. The changes that have increased.. Utility, or if you like the ease we can use our utility, is certainly very welcome and should make the class flow a lot better. All in all I'm very happy with the proposed changes. And very looking forward to trying out the improved combat. Is debilitation still in the game? If so, rooting, un-interruptable, armour bypassing master strikes anyone? The only thing I wanted that I cannot see in the changes, is some kind of dispell protection on watchman burns. Unless I've missed something? But hopefully combat should be improved enough to be able to use that in rateds instead.
  4. There's no need to be offensive to the guy. 1 focus sweeps are awesome in warzones, even as watchman. Not to mention the whole centering building tactic using cyclone. Not only does sweep do good single target damage per focus cost, but as an AoE is massivley useful in several situations. Stopping caps, and finishing off low hp people you are not targetting springs to mind.
  5. You are ignoring the massive accuracy penalty there. But the point remains a good one.. If our our mainhand hit 30% harder, just imagine how horrifically over powered we would be...
  6. Doc, Scourge, Rusk then Kira. In that order. Doc an Sourge are total beasts at what they do. Rusk does more damage than kira. And more importantly, I feel she should be staying in the ship to keep it neat and tidy, wearing her dancer gear. And keeping her stupid comments to herself... ;p
  7. Aye is something I've noticed for a while.. If that annoys you, check out: Battlemaster Eliminators Cannon...
  8. Aye I'd recommend doing lots of dailies. The armour/hilts will stand you in good stead for the very beginning. It will also get you tons of credits. Which can used to buy nice stuff. Namely adept enhancements to fix the centurion gear you should be getting soon. Whilst it's uber expensive I'd recommend saving up for a champion mainhand first. It's 123 comms but will make a massive difference to the damage you do.
  9. If that is purely zen healing then kudos, nice uptime
  10. The OP posted this on a wednesday. I'm willing to bet that he was writing about his experiences from the night before. Weekly reset day, the day the decent premades come out to play...
  11. Wow that is epic hilarious...
  12. That is a calling inc fail, and responding to call fail. It may be that the wrong AC is defending or they are under geared. As a sentinel I do like it when I see some scrub with next to no hp defending. Or some squishy. I can often blow them up in under 15s and get a cap. But if there's some sin with like 18-20k hp? That node aint falling before I have like 3-4 enemy on me..
  13. Having more than one person defending a node that isn't being attacked is fail in nearly every case.
  14. Wow there's some proper idiots here... Fact. If you have 1 person guarding a node, and calling inc you WILL have enough time to reinforce it if attacked in force. If you do not have enough time, then it means that either that one person is horribly under geared or the team is too slow in responding. If you have no people defending a node, you WILL lose it before you even realise there's enemies there. Any team that leaves a node totally undefended deserves to lose the node and the match. It really isn't rocket science.
  15. Not often used, but very handy for certain things. Namely piercing dodgy, blocky stuff
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