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QuietGoneJinn

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Everything posted by QuietGoneJinn

  1. I don't mind being stun-locked, although I'm a DPS-speced Marauder I can still take a decent beating. . . My biggest problem is the classes with the most stuns are also capable of criting for like 5000-7000 so the stuns become overkill. If they were weaker, it would be a perfect justification. But when they have tons of health AND tons of DPS onto of those stuns it's ridiculous. Sure, I can crit for 5000-6000, but I can't stun very much (Force Choke is channeled (Lame) and is so broken, my toon just stands with his arm outreached while the enemy punches him repeatedly in the face or casually walks out of range). It just doesn't make sense. If a Smuggler, for example, can hit me for 2k-3k at a RANGE and prevent me from getting close with DEFENSE/PUSHBACK, and STEALTH to escape being defeated AND ON TOP OF ALL THAT can STUN me 3-4 consecutive times then deliver Close-Combat DPS that rivals my own. . .It's just too much. They don't need that much power. That's the biggest problem with this game: Range. Ranged attackers SHOULD be at a disadvantage in close combat (Because they're given a HUGE advantage with Range). Instead, they're given BOTH Range/Close-Combat advantages. It's why you see uncharacteristic playstyles where Ranged attackers are exchanging punches with Warriors. Shouldn't be happening. Sure you can win the close-quarters combat with a Ranged attacker, but when you do they've delivered so many crits you're likely going to get polished off by the closest enemy.
  2. I looked through the forums, but am not sure I completely understand. . . First question: Companion Buff. I got Vette to 10k affection and it said I'd get +10 presence and some Crit chance bonus. Is that Crit bonus added to my character sheet or is that just a crit bonus for Vette? Second: Class buffs. I see after "Act II" you are given a "buff" for that class in Legacey. Does that mean if you get all classes to Act II you will be given a stat buff from all classes to any character (So my Marauder could have UnNatural Might + Mark of Power)? Do you get an icon or is it just automatically assigned?
  3. Oh, so the armor value I'm looking at isn't final until after I socket the mods in?
  4. Now what about the "Armor" stat? I've noticed quite a huge discrepancy in that stat among armor shells. Can I still put all my War Hero mods into a shell that has a vastly lower "Armor" rating and still expect the same results? Like 358 vs 366 isn't too bad of a difference, but I've seen some Orange shells that are WAY lower. Aesthetically they look nice, but I don't wanna give up 200 or so armor points just to look good.
  5. So can I craft a piece of BM gear to exchange? Or does it have to be Purple? Thanks for the Ranked Comm info too.
  6. I know you need a Valor rank of 70, but it says you need Battlemaster Gear too. Can you trade the gear? Or do you need BOTH the BM Gear AND $XXXX Ranked Warzone commendations? If so how do you get Ranked Warzone Commendations? I know Dailies/Weeklies give you small amounts but can you buy them?
  7. Thanks guys. Have set bonuses changed any? How many items per set do you need for a bonus?
  8. Hey, just resubbed after a 6 month hiatus. Have a few questions on how things have changed since then. So am I understanding this correctly; after 1.3 update if I take a War Hero or Battlemaster armor. Remove all the mods, and stick it into ANY other piece of armor. . .It will be EXACTLY the same stat-wise but with a different aesthetic appearance? So I could take some orange or blue armor I think looks good. And slot in all my Battlemaster gear's mods, and my stats will be the same? What about the set bonus Battlemaster had?
  9. I know for PvE it's a no-brainer, but what about PvP? Is it a fair trade-off pure Strength/Endurance for less Expertise? Columi over Champion would be +14 Strength and +17 Endurance. And I have two, so that'd be an overall gain of +28 Strength and +34 Endurance. Of course all of this would come at a loss of -92 Expertise. As far as Expertise goes, I've got all champ gear except the 2 implants and my Boots are Centurian (for now). I'm trying to focus on my strength whenever possible, and unbuffed I'm currently sitting at 1345 (With buffs in WZ I'm just a hair under 1400).
  10. That's pretty much the best point. They can basically gauge any battle they want without worrying about getting killed. If they get in over their heads, no worries, they can just phase away into the ether. If they had low health or something as a trade-off, it wouldn't bother me, but a class like the Assassin has a ton of health and stuns. The dash/phase abilities just seem like piling extra cherries on an already overflowing sundae. As a Marauder I have to think hard about every encounter. Not only do I have low health/defense, but I have limited stealth (a whopping 4 seconds) and speed so if I get in over my head, the only thing I can do at that point is reach down and grab my ankles and bite my lip.
  11. Sorry, you can't have your cake and eat it too. 100-130 for a tank spec is pretty darn good, though. I'm a straight DPS marauder (3 pieces shy of full champ) and I do 150-220k. While I can do more damage, I can also fall a lot faster if I choose the wrong match-ups. You could probably get a little more at sacrifice to your endurance by going for Medium Strength focused Marauder gear. It's basically a trade-off. Do you want to do more damage or take more? but you can't have both.
  12. Yeah, I can get like 42 kills without even trying, but it doesn't change the fact that I enter every battle with like 40% health because I'm bombarded with projectiles for miles before I finally get within range to attack. If it weren't for healers, I'd probably just fall down dead within 2 seconds of starting a fight since my enemies can take away 50%+ of my health before I get within range THEN stun me 20 times in battle while criting me for 5k.
  13. They should definitely increase range for Warriors. If a Smuggler can melee me for 5-7k crits in close-combat, I should be able to throw my saber from further than 10m. Otherwise, where's the balance? They can attack me from 3-4x the range AND melee me for extreme crits in close-quarters?
  14. And that brings us full circle to the point I originally made: Marauders don't have the same options available to them for Tanking. And even if they did have a Tank speced tree, they lack Heavy Armor so it wouldn't be fully utilized. Just saying Juggs seem to have more options available to them than the Marauders. tl;dr: You can make a Jugg that deals decent damage, but you can't make a Mar that can take decent damage.
  15. But still, all that Heavy Armor can allow a DPS speced Tank Jugg to have a great deal of survivability in addition to a decent amount of DPS. Sure they're not gonna out DPS a Marauder, but they've got a ton of Endurance to make up for it.
  16. You didn't really read what I wrote, so I'll just reiterate: I said comparing a Jugg's DPS ability and a Mar's Tank ability is not feasible. I didn't say a Jugg could out-DPS a Marauder, just that they have the ability to create a decent DPS toon while the Marauder could NEVER create a decent (or semi-decent) Tank toon.
  17. That's the problem with the Sith Warrior Class atm. Juggs can DPS and do comparable to their Marauder brothers, but Marauders could never come close to the Tanking abilities of a Jugg (No Heavy Armor or Skill Tree). It begs the question, why even choose the Marauder spec at level 10, if Juggs can DPS and Tank. Talk about having your cake and eating it too! BW is supposed to be fixing the marauder class soon, hopefully they balance it out.
  18. The only thing I could think of for the Marauder is allowing Heavy Armor. I think it was a huge act of negligence on Bioware's part to allow Juggernauts the ability to DPS while making it impossible for Marauders to Tank (That was the whole point of specialization: Do you want greater damage (Mar) or more defense (Jug)). For a warrior class, Marauders have pathetic defense. It would also be nice if they made the offhand saber more useful. Should give, at least, a decent boost to attack, but it's so miniscule.
  19. I've actually noticed my survivability to be quite well in Rage (And I am focusing mainly on my Strength attribute, so I'm not really trying to survive ). Rage basically revolves around your smash. You want to use your skill tree by grabbing the Smash cooldown from Annihilation, then you're basically hitting about multiple 3.3k smashes every minute. Also I like Crush better than Massacre and Annihilation. It's slightly ranged and instant. With Annihilation your character gives a huge tell with the slow animation (Raising your sabers upward) and many people dash/cloak/move away from you canceling the move before it even happens.
  20. I definitely need to learn a proper rotation (Not entirely sure when to use Massacre and Gore to make Ravage crit for higher (I've heard it should do 5k easy)). But the one thing I am most curious about is the vast survivability drop. Does Rage have something in it to make you last longer? When I was Rage speced, I actually used the Roll AoE defense boost from the Carnage tree, so I assumed Carnage was gonna provide me, at least, a bit more lasting power. Instead I immediately noticed I was about as strong as a wet piece of toilet paper. I could survive 1-on-2s and even 1-on-3s for a few minutes in Rage (At least had enough life to escape and regroup), but with Carnage I seemed to be cut down in just a few seconds with only 1-on-1s (Even when there's someone healing me). I am nothing short of flabbergasted at how quickly I have died in my experimental PvP matches.
  21. So first, I want to say I'm not trying to start a "Which spec is best in PvP thread" or trying to start a fight, I just want some pointers or information on the Carnage spec. Perhaps Rage (And even Anni) just better suited my style of play, and it's nothing more than that? Secondly, I've used Annihilation to much success, and respeced to Rage for even greater success. I wanted to give all 3 specs a fair chance, so that's why I want to know if I seem to be doing something wrong. A bit about my Character: Champion Armor set: 9/12 Strength: 1343 Endurance: 1263 Highest Strength Datacron (The GGG) All 67 Datacrons (Even +10) After respecing from Rage-to-Carnage I saw huge decreases across the board: About -60k total overal damage About 50% reduction in Damage per Second And worst of all, my character's survivability dropped well past 50% (Before I was almost tanky, but immediately after respecing I noticed I could barely get off a rotation without dropping dead). Lost about 1.5k in Critical Strikes Any advice?
  22. Like the Marauder. Only we don't have any of those things OR grapple. Honestly, pull doesn't bother me when it's done by BHs but Inquistors are the ones that bug me. Basically because they have EVERY single necessary objective-based PvP ability at their disposal. It's an insurmountable imbalance to the game. Nothing to do with gear, strategy, etc. Inquistors have too many valuable core abilities (Dash, Heals, AoE, Pull, Stealth, etc.) compared to all the other classes. It's no wonder why 75% of all Warzones consist of Inqs now. You can basically dash/pull yourself into an automatic huttball score (Especially since the bubble protects them from the hazards).
  23. Why is it the Inqustor class is heavily stacked with EVRY necessary ability needed to succeed in Objective-based PvP, while the other classes have only a few (Or in some cases none)? There isn't a single PvP Objective-based skill they don't have: [x] Speed Burst [x] Lengthy Stealth [x] Pull ally/enemy [x] Knockback [x] Stuns (They have these in spades) [x] Healing [x] AoE [x] Ranged attacks [x] Shield Compare it to any other class -like say, the Warrior- and they have little-to-no comparability. If there was a non-objective gamemode, it wouldn't be much of an issue. However, since they're all objective, these abilities just grant them a huge imbalance that is insurmountable (Doesn't matter what gear you have or what strategy you use, they'll always have the core abilities that will bank them an easy/effortless Huttball score). It's the main reason practically 75% of the games contain inquisitors now. Last Huttball game was 11/16 Inqs. A simple solution, maybe Bioware should just give them an "Instant Objective Victory" ability. Then they can clean their docks up a bit.
  24. So I got the +10 datacrons. My character's Strength went from 1290 to 1300. I logged off, when I loged back on my character's Strength was 1238 (BIG dip). I just rolled with it, then today I got the Champion Earpiece which added +17 to my overall Strength, and when I added it, my Strength ended up 1317 instead of 1255 (Adding to my 1300 where it was when I last logged off?). What's going on? Was I always 1300 and it was just mistakenly mis-showing my info? Is this common?
  25. I liked his betrayal. Showed moxy. Proves he wants to be on the winning side, it's just you have to show him YOUR side is the winner. I finally decided to start equipping and using Quinn after his betrayal.
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