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Moolah

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Posts posted by Moolah

  1. http://www.torhead.com/skill-calc#700bZrI0bRoZGbbkrMhz.1 this spec leaves two points, which you can either use in Reopen Wounds or Arsonist.

     

    Sab Charge with this spec basically becomes a 1 energy damage ability.

     

    The spec gives you a minimum of three dots (Shrap, Vital & Shock) and four with Flyby. Wounding Shots is a must have in this type of spec, the damage output is too much not too.

     

    Cool Head is reduced to 90 seconds via Fighting Spirit, no need for Sabotage unless your going for a 31 Sab build.

     

    Energy management is critical for this spec, proper use of Cool Head, Illegal Mods (if you have the set bonus) and Flurry of Bolts is required.

     

    The two points in SS for Steady Shots is a must have, 6% increase in Speed Shot and Wounding Shot is nice.

     

    This. With patch 1.2 taking 'reopen wounds' seems a no-brainer.

  2. Besides, the real use of the grenades are the CC ability which you also get with the level 20 grenades you can buy on the GTN.

     

    Craft a whole bunch of the level 20 grenades and go biochem.

     

     

    Ofcourse, we do not know what patch 1.2 has to offer.

  3. The irony in this post is incredible. You are telling Katrasle to "Make some clear and concise arguments that are actually based upon FACTUAL EVIDENCE" When all he is doing is merely stating a fallacy that you are using to provide a basis or evidence that snipers are good. The fallacy that you are using is a post hoc fallacy in which you try to tie two things together with very loose evidence, for instance "This ring is lucky because I wore it while bowling and bowled a turkey" in this case you are stating "Snipers are good and balanced because I owned it up today in a warzone"

     

    This whole thread is stupid because the whole argument is based on a common fallacy.

     

    /thread

     

    5char

  4. The grenades are on a 5 min cooldown timer. The knockback grenades are awesome crowd control units, which is the most useful. The difference between the cybertech only epic grenade (Wynz-Tek experimental shockwave device) and the level 20 tradeable V-1 Seismic Grenade is only the damage dealt and reusability.

     

     

    In my opinion your are best of taking biochem on your main and craft the level 20 grenades on an alt.

  5. In terms of sustained dps how do they fare against each other?

     

    Without parsers nothing can be said, though the general opinion on these forums seems to be that they do similar damage in PvE, possibly shifting in favor of gunslingers. Unless multiple commandos are exploiting the debuff mechanism.

  6. I absolutely loved the intro and I came the moment I heard Chariots of Fire.

     

    Your editing skills are of the limits, no doubt about it, though it can sometimes do harm to the actual footage and the presentation of your skilled gameplay. I personally would like to see the entire window, most particularly the energy bar, cooldowns and buffs/debuffs. For example, in certain scenarios where I'd throw a flash grenade I couldnt figure out whether you choose to do so on purpose or it was on CD. Also, I believe solo queue'ing to be more interesting as during most of the games you were backed up by your premade friends.

     

    To wrap things up this movie was very entertaining due to your editing skills, for which you need to tell me with what software you made the intro. To also reflect your strong gameplay I hope you could make some changes in your future movies (hopefully many more to come)!

  7. There was thread about it earlier stating it did 1.7k absorb at baseline 50 and scaled with gear (2.3k champion gear).

     

     

    Thought sorcerer shield was 3.5k, with the possibility to chain two shields after eachother.

     

     

     

    Also, dodge only works against melee and ranged damage. Tech and force damage is not affected and hit you anyway.

  8. Dirty kick gets you rooted while casting as a smuggler, this does not happen as a sniper.

     

    Snipers can cast explosive probe after ambush and deal damage at the same time, smugglers will have to cast another damaging ability to proc the damage of sabotage charge.

     

    Modding the offhand weapon of the smuggler will cost more money.

     

     

     

    Smugglers look more awesome.

  9. Followthrough is the bread and butter of the entire marksmanship tree, I´d see no reason to go this high in marksmanship without getting it. 23/0/18 or even 22/0/19 might be an interesting spec in PvP, though you'd loose out on energy tanks, gearhead and lethal dose.

     

     

     

    The blog seems interesting, though I wouldnt want to state anything about the DPS potential without parsers. Which is the strongest suit of the spec according to the blogger.

  10. The guard mechanic does limit you if you are wanting to guard effectively. 15m range is quite small.. The only issue about guard medals is they are to low. It makes it easy for dps specs to get and hence the QQ about it. 2k 5k are free medals. 10k in 1 life can be alittle harder but still almost guarantee in every game. 50k guard is the highest medal u can earn which kinda sucks as i have got well over 100k plenty of times and get nothing for it. Only the fact that i am doing it because it keeps our ball carrier alive.

     

    People are always going to hunt the easy medals, just make them harder to get.

     

    Also, i dont think the guard mechanic is cumbersome. It does limit you to being 15m but that is the price to pay. Click friend click guard, stay close.... easy. See group of enemy, click aoe taunt. Quite easy really... guard does limit you tho and you will end up dieing alot unless you have a pocket healer.

     

    Until you try to guard a friend standing next to you only to find out that its not possible because another guard at the other side of the map tagged him at the beginning of the game.

     

    Which is actually the point of the original poster.

  11. I'd suggest the following adjustments to make guard less cumbersome:

     

    • Make guard have a 1s cooldown instead on being on the GCD
    • Allow players to have several guards present but only ONE transfers damage
    • To prevent players from stealing guard medals, if several guards are in range the player should be protected by the oldest guard

     

    Looking at the original post he is NOT asking for a buff, only simple bug fixes. I do not agree with the first point since this is not a bug, it follows the same mechanism as casting crowd control and I personally see no reason to give the guarding mechanism an upper hand.

     

     

    In a similar manner mouseover casting and a better targetting system should be fixed. NOT with the intention to buff afflicted classes, but to improve the quality of life in this game.

  12. I see what your saying, but i dont think there is anyway around that. It's a class mechanic. We have moves we can do out of cover, but if you really want to get down to business and lay down some serious dps you have to get into cover.

     

    Its like complaining a stealth class has to go into stealth before they use an stealth-only move.

     

    Personally, i played a druid through most of my WoW experience, so it took almost no adjusting for me to enter into my stationary cat-form to dps.

     

    There is a way around that, the original poster gave the answer - for which I wholeheartedly agree.

     

     

     

    Also, even though it has been three years for me since I played WoW, I think I still remember you didnt need to leave cat form first to cast NS+HT.

  13. I wholeheartedly agree. The mitigation system is currently heavily disbalanced at the expense of the gunslinger/sniper class, in particular the marksman/sharpshooter tree.

     

     

    Making trickshot and legshot tech based would rectify alot. On the same note, I'd also like to ask to do the same for our defensive abilities. Currently, they only work on ranged damage (note: other gunslingers/snipers).

     

     

     

     

     

     

     

    Or; change abilities of other classes to melee/ranged, bridging the gap between gunslingers and other classes and also improving the quality of life of tanks.

  14. Obviously, the first team gets 6 minutes or whatever to do the objective points. They will either:

     

    a. Reach the data core terminal in x time

    b. Get through door/objective y

     

    If it's the former, the defending team gets x time to get to the datacore terminal. If they get it, they have done it quicker. If they don't, well, they lose because they didn't make it quicker (Even if they were 1 second away, that still would have been 1 second after the initial attackers).

     

    If it's the latter, the defending team gets the whole 6 minutes or whatever to get to the datacore terminal. If they make it, they win. If they get past more doors, they win. If they don't, they lose.

     

    So this leaves only one more possibility: The two take the whole 6 minutes and get through the same number of doors. Objective points are gained by

     

    Disarming a bomb

    Arming a bomb

    Getting defender points (Not to be confused with Defense Points, equal to the amount of HP a tank saved from everyone)

     

    Defender points are gained from camping an objective. You can rack up 5k (That's 1k, 2k, and 5k medals, 3 medals!) in a game easily.

     

    You should work for Bioware, this post is as useful as the response of the first protocol droid.

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