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coldserpent

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Everything posted by coldserpent

  1. I still haven't forgiven them taking a Sith Warrior core ability(Force Choke) from Marauders, that was one of the few shared, and making it a late game(level 58 I think?) optional. An ability that had been there since beta, that Sith Warriors got around the 20s, and has been in so many cutscenes. Pretty sure that Sith Inquisitor got to keep their Jolt zap/stun ability as part of their theme.
  2. Chris, If you're looking over what changes to enact, I have one for you. Return Force Choke to what it was for Marauders before the 7.0 update. As a core ability that both Sith Warriors shared as force classes, and gained at a similar level in the 20s. There is no reason why a Marauder should have to be at an extremely high level to even gain the option to pick it. Especially if the character gets the option to Force Choke in story dialogue throughout the class story, in cutscenes even.
  3. I'm looking forward to eventually getting the decoration myself. So that at my stronghold, I can have wife Jaesa(wearing a combination of Resilient Warden and Wasteland Crusader dyed Deep Red/Black) on one side of my Sith Emperor throne, and Darth Malora positioned on the other side. To act like advisors to my character for when guild RP happens.
  4. I did the opposite of many of these choices. While still applying just enough force to make a point in my decisions. I accept that my Sith Warriors are killers, but they still exhibit restraint. With much of their decision making involving reason. 1. I kept Tremel and Lord Rathari alive. To witness the rise of one who would take down Baras. If these two were left alive, they have opportunity to learn the errors of their mindsets, to evolve from them. And they already know that my Sith Warrior can put them down. With Rathari, I also gained loyalty from him. And Tremel's elitist views weren't completely wrong. 2. My responses to Baras were means to test him, so I was antagonistic or comedic. Not subservient. Authority only has teeth if it's actively enforced. Each time I had a wiseass remark for Baras, I got a warning, but....nothing after that. No force choke through the holo-call, for myself or my companions. Fear of him was dissipating as time went on. Use your head to probe the defenses and weaknesses of your enemy. For later on. 3. Bantha poodoo. It's perfectly reasonable to romance and marry Darkside Jaesa while still holding onto your ideals. And she does become loyal to you, and faithful to you. You start to see it on Taris if you have her along, as well as when she's on her "side mission" crusade. That's when she realizes that being a chaotic maelstrom won't lead to longevity. To where she falls in love, because you allowed her to stumble when she was first exploring the rush of passions and emotions. She adapts and matures pretty quickly as long as you are supportive while advising her, even going so far as to reining in her hedonistic urges, and being more mindful of using her power. I don't go clutching pearls when she makes her remarks of wanting edged weapons, or wondering if someone was inside of a hovertank when it blows up. I let her have her pressure valve, so that she can vent here and there. And you'll start to get letters from her that affirm her love of you, and how your steadfastness is an inspiration to her. With just starting Shadows of Revan on my main, I'm not even wandering over to the Martha Stewart Sith character. 4. You seem to have this idea that dark side = evil and light side = good. It's not quite as simple as that. Or that dark side is always murderous. Light side and dark side both carry levels of pragmatism to them. 5. I spared Jaesa's parents, because at times, the carrot is more powerful than the stick. And because they could have the chance to see their daughter grow and mature without the self-detructive Jedi altruism holding her back. It wasn't because they were weak that they were spared. I killed her Jedi master teacher on Tatooine because he thought it would be funny to pit himself and his apprentice against me after he put the Snoopy hand on my companion at the time for a nap. I had Jaesa kill Nomen Karr, because she saw the self-destructive nature, as well as the logic when exposed to his hypocrisy. With the acolytes at the academy who wanted to kill your first rival, I spared them, after giving them a beating as a lesson. I even advised them to steer clear of my first rival. His toadie, I spared because I gained financial compensation from it. Baras' other apprentice died twice because he didn't learn his lesson the first time. This idea of chasing the strongest targets in the name of "honor" means nothing. It's like Worf's human/Federation puppet notion of "honor." Pragmatism is far more effective. You may want to reword your idea that the decision making you laid out is "Best in Slot.". While reading The Art of War, or watching the Philosophy of Kreia video. Maybe best decision making for you, but not for everyone. Ultimately, who to kill is left to the player to decide on who he/she views as a threat current, or possibly in the future.
  5. Major Anri, Empress Acina, and the one I'm waiting for the most...Companion version of Darth Malora that can be romanced/married on Empire side. Opportunity there, with her having a unique look, and prior history with Imperial force users.
  6. Only one Weekly PO. Star Forge server for me.
  7. So you're saying there's still a chance...Please Bioware, let that chance come true...
  8. I really do hope they bring Darth Malora back. Even better if she can become a companion and/or romance option.
  9. Carnage plays with a priority style, whereas Annihilation plays with cooldown management. Each one handles differently, so it may very well be that you're more comfortable with Carnage than you are with Annihilation. Carnage is more of a burst up front spec, whereas the damage from a lot of Annihilation takes time to kick in. And Annihilation plays more frantic, but has sustainability/survivability that Carnage doesn't.
  10. There's one visible difference. You don't stick out quite as much in a fight when the weapons you wield aren't glowing as vibrantly to your opponents across the battlefield(in a war zone, mind you).
  11. Unless you're a miserly(pinch-penny) player, I recommend testing out the various trees yourself. Just bear in mind that each tree handles differently, just like cars. What may be comfortable and/or effective to someone else might not work so well for you. The credits come easily enough to where you can spec multiple times to test things out(unless you regularly spend all of your credits on cheap Corellian Brandy and fast Twi'leks).
  12. Depends on your marauder's spec, and what stance you put Pierce in. I actually cycle through all the companions when doing PvE stuff. Not to mention that Pierce has the same personality quirks as Grunt from ME2. If you gear him a certain way, you can give him the Krogan look too. I don't believe in using Quinn as a crutch/safety blanket combination all the time. Regardless of your companion, don't forget that you can use legacy abilities when you use the Heroic Moment, and the Legacy Force Choke can do over 3k damage a tick. All in all, it depends on how well you mod his gear, your spec, and whether or not you put him on autopilot or actively use his abilities.
  13. You know that Quinn isn't the only ranged companion, right? You also have Vette and Pierce. If you're looking for a taunt effect, you should've rolled as a Juggernaut. Otherwise, get used to the occasion one or two enemies scampering over to make friends with your companion. Also, if you're Annihilation, there are times where Quinn isn't required as a security blanket, and it's more optimal to bring a damage dealer companion to burn stuff down quicker.
  14. Sith Pureblood(body type 3) for Sith Juggernaut. Chiss(body type 2) for Sith Marauder.
  15. I did with my Juggernaut. He had to eat a bunch of dark points to do so, but it was worth it. Especially with some of the dark Jaesa custom skins.
  16. Ummm, you got Battering Assault when you picked to go Marauder. You can't really miss it. 6 rage generation attack with a 15 second cooldown. Also, once you get it, remove Pommel Strike from your bar. You're not exactly chock full of crowd control abilities to utilize it, plus the animation for the attack feels clunky. As for "go to" abilities, you'll love Rupture, Deadly Saber, and once you get high enough, Force Charge(can spec into it to make it have no minimum range), and Annihilate. That along with the defensive cooldowns once you get them.
  17. The biggest reason is that leveling solely as Immortal and trying to do Heroic 2+s or whatever. Dealing damage is like watching paint dry. If you went Vengeance or Rage, sure, you lose out on some survivability, but you can actually deal damage, thus not having Quinn sit there all day. Treat each fight as though it were a dps race, and it would be more fun. It wasn't bad to level as Immortal spec before patch 1.3, back when you had a harder hitting Backhand, more damage while in Soresu Stance(from Single Saber Mastery), and Crushing Blow wasn't a turd of an ability like it is now).
  18. The biggest reason is that leveling solely as Immortal and trying to do Heroic 2+s or whatever. Dealing damage is like watching paint dry. If you went Vengeance or Rage, sure, you lose out on some survivability, but you can actually deal damage, thus not having Quinn sit there all day. Treat each fight as though it were a dps race, and it would be more fun. It wasn't bad to level as Immortal spec before patch 1.3, back when you had a harder hitting Backhand, more damage while in Soresu Stance(from Single Saber Mastery), and Crushing Blow wasn't a turd of an ability like it is now).
  19. Annihilation doesn't have a rotation when it comes to combat. They have timer management, meaning when an attack is off timer, hit your enemy with it.. When it comes to rage building, you have Force Charge, Assault, Battering Assault as your rage building attacks. If you're looking for efficiency, it's one of those things that you learn via experience, by trial and error. And Annihilation at frequent times has a frantic fighting style to it, so if that's not your thing, you can try Carnage or Rage spec for fighting stuff.
  20. For the bold, italicized statement, it's even better for Annihilation than Carnage, because of the 12 second refresh, and no minimum range. I'll stick with Annihilation myself. I find it more fun. And anyone can perform well with a pocket healer watching over them. Carnage spec marauders get "tilted" easier than Annihilation marauders. All it takes is something like a knockback, stun, or Obfuscate to shut down your Gore window of opportunity or your Ravage. Sure, we can get hit with cleanses for removing our bleeds. Carnage brings two additional roots and a speedy predation. Annihilation brings an additional snare option, quicker refreshing interrupts(Disruption/Force Charge(basically two interrupts that can be used in melee range)), and a quicker refreshing defensive mechanic with Obfuscate. Oh, and the ability to throw some heals out with Berserk. I believe that an Annihilation marauder can outlast a Carnage one if equally or closely geared. Is Carnage better than Annihilation? Not necessarily. Each spec has its strengths and its weaknesses. Annihilation can have its dots cleansed, and its damage is backloaded. It all truly depends on what occupies that space between chair and keyboard though, for determining what's better for that person.
  21. What I found the best, was sneaking to a node one warzone w/ my operative, and seeing a sage doing this. I figured eh, why not? Popped a sleep dart into his butt, watched him use his breaker, and then took him down. Not only did I get the sage, get the node, but I got the sage to burn his CC breaker. Went into stealth and prowled around it. Guess who decided to return. Yep, he decided to sashay back over, thinking that it was an empty node. I ended up creeping to him, and whispered something in /say to tilt him, something along the lines of "I like clam chowder," and then killed him. Doesn't happen often, but I have to take those shots when I can.
  22. Cybertech is real nice. And if you're leveling up, you can make yourself purple armor plates/mods/earpieces to give you that extra edge. At level 50, the reusable grenades are really nice, including the Cryo-Shock Grenade, and the Sludge grenade. You can also trick out your companions' gear, and sell the armor plates/mods/earpieces to people leveling up as well. I took it on my marauder, and leveling up, I was demolishing people in pvp(the purples do scale off the bolster). Biochem is no slouch either, despite not being able to use the pve adrenals, and the change that made medpacs 1 per combat. The reusable stuff will save you a fortune on consumables, until you invest in the Exotech stimpacks. Nothing trolls quite like popping Undying Rage, and a Rakata Medpac immediately after for a heal and 15%(or is it 10%?) max health boost. And making the purple implants are not bad either.
  23. How much power do I have? UNLIMITED POWAAAAAAAUGH!!! /flex http://www.youtube.com/watch?v=UzOFs3E4ZFs Oh come on, you knew you were setting yourself up for that one.
  24. The guild experience thing is pretty cool. I remember Warhammer Online had it where you could level your guild up and gain new perks/unlocks for various levels achieved. I would say that the companions need to be reworked. Only the starting companion has a mission(side adventure) that you can go on? Some of the companions also don't really give you a reason to grow attached to them, unlike the companions in Baldur's Gate, Baldur's Gate 2, Dragon Age, Mass Effect games. I would've liked seeing public quests in the game as well, or even more events like the Rakghoul Plague event. One of my friends commented that the worlds don't....really feel alive in SW:TOR, that they feel too linear and static, and it takes away from the immersion. If you're going to do World PvP, you might want to modify things a bit. Add more zones, and give them objectives that maybe offer something nifty? Capture a fortress from the opposing side, and it comes w/ a vendor(who shows up an hour or so after the capture) that offers various things(speeders, stimpacks that persist through death, cosmetic stuff as an example) that can only be acquired by capturing and holding(say for an hour or so minimum, to mitigate fortress swapping) said fortress? Maybe help the community out a little in promoting faction pride by offering World PvP events, via the holocoms(like the Rakghoul Plague event had), so that they don't plant their nether cheeks in warzones all day. Another suggestion I would have. Instead of large sweeping patches(you know, the ones that throw classes and such out of whack in sudden and huge chunks), make the patches more frequent, but do MINOR tweaks from time to time. Again, Warhammer Online got it better early in the game, with minor modifications(not necessarily nerfs, mind you) that came frequently, until the infamous Jeff "Witch" Hickman patch, aka patch 1.2(it was bad in Warhammer Online, and it was just as jarring for this game) came out.
  25. If you're looking for playstyle similar to a WoW rogue, go with Concealment Operative. The Assassin plays more closely to an old style enhancement shaman with stealth added as opposed to a rogue.
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