Jump to content

Psybin

Members
  • Posts

    180
  • Joined

Everything posted by Psybin

  1. Personally speaking I very rarely use slash. Only when everything else is on CD and I have too much focus. It can be too easy to spam all your focus on slash only to find you dont have enough when your important things come off CD. Namely cautarise, overload and merciless. Merciless slash usually resets cautarise if anything does. I just saw the end of your post, if you do not have merciless yet, then yes you will be slashing like crazy. But if you haven't got merciless yet, there's no point worrying about the other trees.. I hardly ever use reposte (waste of focus), and would never talent it. But I like to put one point into jedi crusader. An extra free focus every 3s is nice. I find 2 points a waste. Your offhand damage is added directly to your mainhand. So 0.66 multiplied by the base sabre damage is alot better than 0.3. Its worth noting that Merciless slash uses your offhand. So DW mastery directly increases it's damage. There is no rotation. More like a priority list.
  2. For starters, once you get Doc if you haven't already you will find life so much easier. For PvP. In non-level 50 PvP. If you are dead whilst your target is on 75% hp it has to mean at least one or two other Imps were nuking you too. Try and pick your fights more carefully. Do not go leaping ahead into a group of Imps. Hang back a little, circle round, wait for your team mates to engage. Pick a target and smash it. Preferably a healer. Use your defensive CDs. As soon as you take any damage pop rebuke. I tend to pop sabre ward around 50% hp. I'm not sure if you have it yet but pop guarded by the force at around 10-15% hp. Lastly, again I forget when you get it, but do not be afraid to pop force camo and run away. Hopefully a friendly healer will get some heals on you. Or try to make it to a health regen pick up item. Do your daily PvP quest and use the pots/adrenals you get from it.
  3. I've been attempting to be polite on these forums, but push back, really?!?!?! All these people complaining about classes pushing them around. How on earth would having one of our own help? If we were talking force pull you could have a point, but even that I do not think is required. So what you asking for is to be able to play ranged games in warzones? I ask you, apart from guardian how many other classes can crowd control FIVE people in a fire pit? A lot of knockbacks can be completely negated by using positioning well. Place yourself between them and a physical object. Even placing yourself with your back to a ramp will massively cut down the distance you are thrown. If you blindly sit there smashing them and let them run to your side to knock you off the ledge then really you deserve it. You can literally see them jumping up in the air. The knockback doesn't happen until they land. Force camo is awesome. It'd be nice if it lasted longer, but it is long enough to escape or to close. It's WAY better for escaping than a knockback would ever be. When I play my sage I miss that ability more than any other. I do not think we need any more toys, but there is a massive list of things that would be more useful in more situations, than joining in the gimpy knockback crowd. Force pull. Sabre throw. A fairly long CD ability to reset the CD on leap. A knock back/root immunity skill. Another CC break ability that breaks roots. Make stasis an instant cast fire and forget ability. Give us a proper CC usable on humanoids. Mind trick or whatever. Casted. 1min CD. Lasts 8s on players or 1min on NPCs. Just like loads of other people have. I do not think we need any of those things, but I would happily take any of them over a knockback...
  4. I don't think it's necessary... On most knock backs you have stuff to deal with it. Your CC break and force camo for starters. Ok admittedly they are on long cool downs and if they are on cooldown you are quite often in a world of hurt unless you play clever. The number one tip I can think of is positioning. I find postioning to be VERY important on a sentinel. But it's something you have to learn very quickly, especially in huttball. Simply put, if you target is anywhere near a physical object, place yourself between them and the object. Knockbacks are on quite a long cooldown. If you get them to fluff it by using the above tactic you are generally free to wail on them for quite sometime. The one thing that REALLY annoys me about the whole thing. Is the not being able to charge a sniper in cover... Say they are not near an object you can hold yourself against. So you run up to them, then they knockback and root. You either CC break (meaning you have no defence against their stun) or pop a def CD and take the pasting. And then you have to run back up to them, often with a slow on you. With a sorc you simply leap back in. On a sniper? No. You have to use camo or trans, or you are basically screwed. So no zen = major dps hit, and I cant use my camo later to let my CDs refesh to open up the can of whoopass again.. Not to mention the fact that leap is a major focus builder for watchman, and not being able to use it messes me up quite often against them. It's like 1/3 of your focus gone. So no, no force pull needed, just let us charge targets in "cover".
  5. Maybe he's not level 40 yet? I cant say for certain myself, but I remember reading someplace that it as bugged... And not giving the reduced GCD.
  6. Nobody says any of the trees are useless. You can do damage and kill people in all three specs quite happily. It's just that watchman does more damage and arguably has more utility than combat. But if your play style prefers combat, then by all means go combat. However, you cannot really comment until you are 50, and unless you have tried all three trees extensively. Also I used to play a lock on wow. And trust me it's nothing like that. Watchman dots do not last very long at all. It's like you are hitting them hard and happen to leave dots on them. It's more like feral kitty than lock.
  7. I'm not sure about the leap root thing either. Master strike. Only situationaly useful, but it can be useful. Do not take it off your bars. Team gankage: For example Alderaan. You are trying to cap a turret. You outnumber the enemy or you have one Imp trying to prevent the cap till help arrives. Master strike does MASSIVE damage. So yes, using it one someone that is either CC'd or not targeting you is a very viable use to drop that annoyance asap. And it costs no focus. Bonus. Cheesy yes, but stil good. You would not believe how often people stand there and try to stay toe to toe with you. Not many people have the interupts we do, so popping master forces them to react to you. Either with an interupt, or running away. Either way they are reacting to you, not doing what they want to be doing. Zen. After the changes this is way more more important than it used to be. You need to be popping this with full dots running everytime you can. Which brings up the next topic. Stasis. Yes it's an ok emergency interupt. Also usefull for a basic CC. For stopping people interupting a bomb plant or turret cap. Also fantastic for freezing ball carries in fire zones. Usually I'll pop awe on the enemy group as they are going thru, and if the carrier uses their anti CC ability, use stasis on them. But my favourite is to get full dots running, pop zen then stasis them. By the time it's all done, your abilities will be coming off CD, you will have a nice chunk of focus to play with and they just got hit by a truck...
  8. 1vs1 happens all the time in warzones... I also play a PvP server and had a LOT of random 1vs1 encounters whilst levelling. True you do sometimes get pairs or groups. But mostly not. Some of the most fun I've had on this game has been from things like that. Last night I got bored of warzones. So I went Imp hunting on tattooine. I mostly left lowbies alone but found a surprising amount of level 50s to wail on.. With one guy, after we'd killed each a few times, we ended up having a cool chat for half hour or so. Good times.
  9. Good stuff mainly, but your bit about stats is way off I'm sorry to say. Both crit and surge suffer from diminishing returns. Which means the more points you get, the less it will increase the percentage chance. There is also caps on them. So you cannot simply keep adding crit untill you are at 100%. At low point levels they are both valuable. Especially surge. If you have zero surge and add 100 points of surge, it will increase your crit damage by a lot. But it will drop off very quickly. So basically you want to get both crit and surge untill a certain point, and then after power will be more valuable. All this info is in the sentinel primer thread... In addition, the talents to increase crit damage (surge) do not contribute to this diminishing returns. Also, we do have abilities to autocrit - Zen. Ok it's DoT only, but stil. Later on with valour and defensive forms you will build centering very fast, so you be able to have Zen up a lot. Which reduces the value of crit. So to summarise. You can not give a basic list of stat value that will be true at all gear/stat levels. You cannot say str>crit>surge>power or any varition there of. Ever. It all depends on what stats you actually have as to what is most valuable for you at that time. My general advice is to try and balance your stats. Get some crit, get some surge, get some power. Do NOT stack any one stat.
  10. Your basic spec I broadly agree with. In my opinion valour is basically a must have. Defensive forms as well, for both the effects it gives. With both of these talents you should be building centering like crazy. Allowing you to pop zen multiple times against one person and then being able to trans when they are dead or if you need to bravely run away. Force fade, whilst undoubtedly nice is not a must have for me. I take it if I can, but don't put it on the required skill list. Focused persuit I do not bother with. 50% is already good enough. I certainly would not take it over Valour. I also do not really rate defensive roll for PvP. Not as highly as you seem to. It's mainly useful against focus spec bombers, but really not many other AoEs should touch/bother you. So situationally useful at best. You say burning focus is debatable? Not in my opinion. You also say Jedi Crusader is lacklustre. But personally I like to put 1 point in there. Basically, in PvP if you are taking damage Rebuke should be up. In a fight againt another melee, Within 3s you will probably get hit at least two times, therefor the chances of you getting 1 free focus every 3s is very high. This can quite often be the difference between a win or a loss in say a fight against another mara/sent. 2 points is a waste tho. With these talents I find I have lots more focus to play with. Which means I can spam more skills. More focus = more damage = more killkillpewpew. Dual wield mastery. It's not a big damage increase, but it will make for example merciless slash hit quite a bit harder. If you are in the position where you are very well geared and trying to break the 5k single hit with Merc, then this talent is required. It adds to your baseline damage, which is multiplied by your skills. Master focus. Kind of meh for me. The reduced CD on master strike is basically irrelevent. In PvP master strike is mainly useful against: a) Idiots. b) People you are tag teaming. In either case, you are hardly ever popping it on CD. The reduced CD on stasis. Meh. 10s reduced CD barely signifies. Focused Leap. I find this a lot more useful than it seems on paper. 1 extra focus every 12s is almost irrelevent. But with this talent, from zero focus you can: Leap-overload-zealous-cautarise-merc. You will miss out on two stacks of juyo form on your merc, but you will still deliver a butt load of damage in 3 globals. This is pretty massive burst, especially if you have the centering for Zen. I also always take Inflamation. In my opinion saving two focus and a global is worth it's weight in gold. If your Merc doesn't reset cautarise, you can always apply the leg slash later. You should have the time/focus for it after delivering your train, if you have the focus building talents.
  11. Base Dot damage is down, dot crit damage is up. Overall, very slightly down on DPS but stil melting faces. My stuttering is back, after it being mostly smooth before the patch. New UI = fail.
  12. Truly awesome. It's like listening to Jack Black PvPing... Lets get ready to ROCK those imps..
  13. As I posed in a the other thread. When you are not in combat, you are sprinting and so is your sage bro. So you will go the same speed. When you are in combat you are moving 15% faster than him. And your target.
  14. It is working as intended. It means when you are in combat, you will be moving 15% faster than your target. It may not seem like much but it really is. It means that unless they put a slow on you, you will definately catch them without having to use a gap closer like leap.
  15. Ideally yes, but I find waiting an extra two globals to gain 4% damage on it to be not worth it. Imo about the only time to prioritise getting full juyo stacks over keeping it on CD is when you are going for a big hit medal.
  16. I prefer the built in snare on cautarise personally. With focused leap this means you can: leap-overload-zealous-cautarise-merc. Everytime from a zero focus situation. And they are slowed. It's not 100% uptime, but I find by the time it's worn off, and if they actually get out of melee range then by that point leap is off CD anyways.
  17. Nah cyclone puts one stack on one of the targets you hit. I have yet to work out how this works. It's not great but it's better than not putting them on at all.
  18. Survivability seems the same. DPS seems to be a little bit down, but Zen is more fun and also more important now. In PvP I usually saved my centering for Trans, but last night I was having to pop it more on Zen to put the hurt on people.. So I guess our overall is down a bit but our burst is up. Full dots + Zen + merc + spam = massive damage. What's been hurting me is the return off really bad ability stuttering... I'm not sure when it got better after the last patch but I had gotten used to my skills going off when I pressed them. Seems like every new patch breaks it? Also the new UI is disgusting... I cant tell when my abilities come off cool down. Having to rely on memory, luck and button spam.. =/
  19. Ok, then yeah I would say too much accuracy, and not enough crit/surge. Even so you should be able to chew thru 39k like it wasn't there.. I think the problem is companion, not stats. I use Doc almost exclusively for solo PvE. If you have problems with him make sure he is in healing "stance", his offensive abilities are turned off, he's not on passive and that you stay in range/LoS of him. The problem with DPS companions, and tanks to a lesser extent is that you have to kill your target within X time or you are dead. Whereas with a healer companion, provided they actually heal, as long as incoming damage is below a certain threshold then you can keep going indefinately. With Doc I regularly solo the 2+ heroic daily on belsavis. The champions take a while and are kinda hairy but are doable. One has over 100k hp...
  20. It goes off the base damage of the sabre itself. Without talents this is then multiplied by 0.3 to give the value added to your mainhand. If it is talented this is increased to 0.66 multiplier. But then there's accuracy, I cant quite remember but I think it's 50% for regular and 60% for special for offhand attacks. So worse case scenario its base damage x 0.3 x 0.5 = not much! Bonus damage is added once. So it's mainhand + offhand + bonus. Not (mainhand+bonus)+(offhand+bonus) which is what most seem to expect...
  21. I'm slightly confused as to what you are asking about. Do you mean enemy players, or "Caster" style gold NPCs? It's two different things. For players, expertise = king. For PVE, expertise = useless. From what I can tell you have way too much accuracy... Beyond 100% is pretty low value in PvP, and very very low value in PvE. Someone stated in a thread that very few of our attacks are not "special attacks" and therefor have a 100% hit rate anyways. So unless you are specifically trying to kill people with high defense, then it's not overly useful. I think you have your crit and crit multilier numbers the wrong way around... 25% crit would be a little low, and 97% crit bonus would be a little too high. 30-35% crit and 80-90% crit multiplier seem to work well for me. Then everything else into power.
  22. Um as watchaman your kick is on a 6s cooldown. If they are not shielded, then leap also interupts on a 12s CD. You then have two other abilities to help you along. Stasis and force camo. Both of which will break a direct cast at you. Add your def cooldowns and this is more than enough. Also I tend to find that the plain lightning is at lower priority for interupting. Any healing ability being at the top, then crushing darkness, then Electric storm (?) and then lastly all the lightnings you can manage.
  23. This is really starting to hurt now.. Seriously, I've had one win count out of about five..
  24. For levelling and questing I used T7 until I got Doc. T7's a great little tank and does fairly respectable damage. But after getting Doc I used him exclusively, and still use him for dailies and whatnot. I found that using Doc gives me the best survivability, and ability to kill more with usually zero down time between. I've never had any issues with him not healing me. I even have his offensive abilities on as I find them handy, and they don't seem to effect his ability to heal me. I also play on a PvP server and have found that having Doc out has saved me so many times. By the time enemy players notice the heals it's usually too late, or at the least I stay alive a lot longer than I should or they expect. Sentinels work very well with spam heals. Also gearing up Rusk now for pure DPS duties.
×
×
  • Create New...