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Dee-Jay

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Everything posted by Dee-Jay

  1. There is a good reason why most tanks prefer to use DPS gear in PvP. Most tank stats have a marginal effect in PvP. By trading tank gear for DPS gear you're trading maybe 10-20% of your defensive power for ¬+50% offensive power.
  2. Personal DPS aside, you shouldn't forget about Transcendence and Inspiration. Guardians have nothing comparable to bring to the group. Even if both classes were equal in personal DPS (which they aren't), Sentinels would still bring more DPS to the raid, simply because of their CDs.
  3. Well Dispatch kind of says "'I'm too lazy to finish you off personally but here, have my Lightsaber...". It's slightly casual and dismissive or at least that's how I feel about it. Since Dispatch has range it will always involve some sort of throwing animation. The only oddity seems to be that a "casual" lightsaber-toss should also be our hardest-hitting ability. But that's nothing to write home about.
  4. Dee-Jay

    Harpoon and dodge

    Harpoon might not be considered a "physical attack" which is why it would remain unaffected by dodge.
  5. Vote: It isn't needed! Expertise is designed to cancel itself out so it doesn't have a direct effect on PvP fights. The sole purpose of Expertise is to segregate PvP and PvE progression, forcing players to grind both paths instead of doing whatever they prefer. This is an outdated concept introduced to MMOs when WoW implemented Resilience. It is not needed any more. What people seem to forget is that people who primarily PvP, already have and advantage over those who don't, simply due to their experience and class knowledge. You don't/shouldn't need gear to further segregate the game.
  6. http://www.jedilace.com/category/swtor/ has all the graphs you need to make an informed decision. I'm not sure if all have been updated to 1.2 yet but see for yourself. I generally consider Surge valuable until about 72-75%. You definitely want over 70% but then it becomes a matter of preference. Same applies to crit, which starts hitting harsh DR around 30%. The only attributes you really want to stack are Power and Prime.
  7. He's complaining about the announcer on Novare Coast. Rightly so, that guy spams a lot.
  8. I'd focus on the healer. That way you damage both while bypassing the tanks superior mitigation. You see, as powerful as Guard my seem, it doesn't actually reduce damage, it just redirects it. Sometimes tanks are surprised by how fast their HP drops when their healer is focused. It also opens up the possibility for a quick target switch should one of them slip away.
  9. The strat i encourage my team to use when playing Civil War is this: 3/1/4 - I usually send a stealther to the middle so that he can harass and prevent the enemy cap for a while and force the enemy to commit a few players towards capping the middle, giving the flanks the superiority needed to win those. And from then on its just abuse the instant respawn speeders to send in wave after wave of respawning players, making it virtually impossible for the enemy to cap. There really isn't an effective counter because the enemy team would have to commit 6+ players towards a node in order to win it against 4+ instant respawning players, leaving their other nodes vulnerable to attack. Noobs tend to think the middle is the most important node and are drawn to it like flies to poo. But it is in fact, the least important because the flanks are 10-times easier to defend simply because of the instant respawn. While effective, this strat is extremely lame and doesn't lead to exciting games. In fact, I'd almost consider it abuse of game-mechanics. There was a very good reason Bioware added a 4-second cast-time to the side-speeders pre 1.2, something that helped alleviate the issue. Why they removed it is beyond me. In fact, I'd argue that the side speeders are unnecessary to begin with as they make the flanks so much easier to defend. The result is static and boring games that are decided by split-second mistakes rather than superior play.
  10. I believe pre 1.2 Power gave you about 0.23 DPS per point while Strength gave you 0.2 iirc. Strength however adds crit and gains an extra 6% via talents so I think it's fairly equal. I'd opt for Strength, simply because it adds a little flexibility should you want to change specs at some point.
  11. Single target damage contributes very little towards inflated damage numbers in PvP. AoE does.
  12. Well that's exactly what I was asking. Is positioning really that important and if so, how and why?
  13. So I'm been farming gear just like everyone else, but I'm still not sure what look I want to be going for. I really haven't found many armors I find visually appealing so I was hoping for some fashion advice. For PvE I've gone with the PvP Super Commando look, which has quite a cool chest-piece, albeit a bit bulky. But for PvP I have no idea. I generally prefer armors to robes and I even somewhat like the Battlemaster look. I've just been staring at it for a little too long now. So any fashion tips on looking fabulous?
  14. It can't be that simple, we wasted 18 tries and must have talked ~30 minutes about positioning. I'm pretty sure there's more to the fight than simply "tankswap" and "avoid red circles" because even in the better tries our healers were "ooming" at roughly ~30%.
  15. Something went seriously wrong with 1.2 and Expertise (assuming it's not bugged) can't be alone to blame. Even Marauders/Sentinels only received very subtle DPS buffs to their unpopular specs while many other burst specs found themselves nerfed (Rage Juggernauts/Powertechs). And yet, it still feels like everyone is doing 30-50% more damage compared to 1.1.5. I'm not sure what the issue is. Maybe something bugged with the mitigation side of Expertise but it would have to be a pretty big bug to cause such a discrepancy.
  16. So last raid me and my buddies spent an entire 3 hours of wiping on Zorn and Toth. We had a vague idea of what to expect but didn't check out all the details in advance. Throughout the raid it seemed 90% of the time was spent discussing various positioning ala "You must stand 25m from X but over 30m from Y at all times", "Tank A please move 2m to the left", "healer you're too close to the boss", "ZOMG tank is out of range" etc. etc. It felt like we were trying to navigate a mine-field rather than fighting a boss. Now I may be wrong but something tells me that can't be right. I know position etc. can be important but is it really THAT important in this stupid fight? Is it really that big of a deal exactly how far away from a boss someone is? We run with 2 melees, 2 ranged DPS, 2 tanks and 2 healers. Any pointers would be helpful because even after watching videos and reading guides, the boss seems entirely stupid.
  17. Expertise is the best incarnation of a PvP stat I've seen so far. In fact it's so good that even Blizzard is coping in in MOP. However, having separate PvP and PvE gear progression really seems like an outdated concept. Resilience was originally a stat implemented to deal with excessive damage scaling and then became the defining PvP stat. I'd prefer a game where all gear was equally viable in every situation. You just get to pick how you'll attain said gear. But I can understand why designers don't want to do it. The separation gives us two gear-treadmills after all, instead of one.
  18. As they say on the internet... ...me gusta! Good idea OP.
  19. 1. Guardian - various specs 2. Sorcerers 3. Assassins
  20. CC was my biggest gripe pre 1.2. But now it's become a minor issues compared to all the other gross imbalanced. But I agree, CC is too abundant, too much of it is AoE, too much is instant, too much affect melee over ranged and cooldowns are too low.
  21. Strong Hyperbole but not too far from the truth. The Strengths vs. Weakness ration is definitely off with Assassin Tanks.
  22. I liked to reward people who I thought contributed to the game in a special way. Obviously this is limited to actions I can personally observe but there's no fixed rules I go by.
  23. Well I think both specs are pursuing different goals and don't think they're comparable. Zealous Leap is mainly for DPS while Warding Call, while potent, is still a 3 minute cooldown and not significantly better than AoE taunts. Edit: My bad, I always though Warding Call affected the whole raid. Why is it a "call" again?
  24. This patch is ******** and I really hate the PvP since it went live. Even as a Guardian in BM/WH gear I drop in 2-3 seconds. One 4 sek. stun is normally enough to kill anyone, even in a 2v2. Sometimes I'll Leap into the fight with full HP, only to look at my HP a second or two later to see it down to 20% already. Most Huttball games end after 15 minutes with low scores because Huttball carriers die so quickly. Stealth has become even more powerful because you can take someone down to 50% in an opener. What used to be perfectly fine PvP is now a frustrating gib-fest remnant of modern FPS more than anything else.
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