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Legius

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  1. I'm guessing you're still relatively low level -- Advanced Medical Probe just starts out as a quick-casting heal with a cooldown. However, once you hit level 27 you can have 3/3 points into Field Triage, which makes Advanced Medical Probe a great throughput enhancer by reducing the ammo cost of Medical Probe. Then at 32, you can get Preventative Medicine and Armor Screen, which adds a HOT and armor buff to AMP.
  2. I am not surprised that IA is not affecting Shrap Bomb, although slightly disappointed. The reason being that while Shrapnel Bomb is an AOE effect, it's an AOE effect that applies a DOT debuff to each target, that is then basically treated like a single-target debuff on each target. In the game coding, applying that damage modifier to the debuffs is an added complexity that was probably overlooked (possibly intentionally for balance purposes). Even with abilities like Incendiary Grenade and XS Flyby, they aren't actually debuffs, but rather "pulsed" AOE damage abilities using a fixed area, so that the damage modifier can simply be tacked onto the calculation for each pulse. This sort of a coding issue is the same as appears with another discrepancy as tested by Qisa -- the talent Black Market Equipment does not apply to XS Flyby [no debuff], but does apply to Shrapnel Bomb [debuff].
  3. There's another advantage Grav Round has: it's a tech ability, so it has a higher inherent accuracy -- Charged Bolts is a ranged ability, it can get deflected, dodged, or miss. If GR gets interrupted generally I'd use that time to throw out a Sticky Nade + HIB instead of trying to hit them with a CB.
  4. Last time I accidentally clicked on Guss, he puked on me. I forgive him though. As long as he keeps the Kolto coming.
  5. Pretty close to my spec. I run 0/23/18, differences are I use a couple more Survivability talents -- Hotwired Defenses instead of Seize the Moment, Cool Under Pressure instead of Bravado, and Flash Powder instead of Cheap Shots. It is definitely a heavy hitter on the AOE. Relic/Adrenal/Illegal Mods/XS Flyby to this day remains my favorite combo. Especially if you can Flash Grenade people inside it for the 2nd tick, or catch someone with a Speed Shot while the Mods are still up.
  6. And there are a couple things to remember regarding resolve as well. 1) Mezzes (Flash Grenade) and Stuns (Dirty Kick) both have very high resolve components. Even if they get broken early. This is why, for example, in Huttball you don't use Mezzes on ball carriers that are being focus fired. 2) Snares (-30% shrap bomb talent, -30% shock charge talent) and Roots (Leg Shot) both function even with a white resolve bar on the target. Interestingly because of the function of early breaks and the resolve system, one of the factors you have to take into account when defending yourself is whether or not your target is also being attacked by anyone else.
  7. People need to get their terminology right. "Accuracy over 100% reduces the target's Defense." Now, go look at your Defense tab: "Defense Chance... Your chance to avoid incoming attacks, broken down by attack type."
  8. If they fix the Dirty Kick animation issue, that would actually go a long way to improving Gunslinger survivability all on its own. Right now the Dirty Fighting talent to increase movement speed on use of Dirty Kick is nigh useless since a full second of that buffed movement time is spent rooted in place by the animation.
  9. Yeah, I've had it happen to me. Most of the time I can use Charged Burst but not Aimed Shot, which is just weird.
  10. For people wondering. Star Wars: The Old Republic RULES OF CONDUCT Rule A.20: "Do anything that interferes with the ability of other Service users to enjoy playing Star Wars: The Old Republic and using the Service in accordance with its rules, or that materially increases the expense or difficulty of EA in maintaining the Service for the enjoyment of all its users." Rule C.1: "Harassment consists of misuse and/or abuse of game mechanics and verbal harassment with the intention of distressing and offending other players. Game mechanics allow players to interact with the world and each other. For example, the ability to block a doorway is a game mechanic. Use of game mechanics like these is by no means considered harassment in and of itself. The key to determining whether the mechanic is being misused or abused is to determine "intent." Reported incidents are not considered harassment until it is determined by the SWTOR CS that it was done to intentionally to cause distress or to offend other players."
  11. I've played a couple different builds. I've found hybrid builds to be the most viable in PVP. 23/16/2, Trickshot without Arsonist, was my preferred single target burst build. It suffered from "turret syndrome" though, since you needed 8 seconds in cover to really go through a set of skills (Sabo Charge, Smugluck Charged Shot, Trick Shot, Aimed Shot, Speed Shot, Trick Shot). 7/31/3, Incendiary Grenade saboteur with cover shield, was a great area denial build, but a little schizophrenic in purpose. IG's lackluster performance as a skill didn't help [short radius, long delay before dealing damage]. 0/23/18, AOE DOT build with Hotwired Defenses. This build can really crank out the damage any time there are several targets around. It's energy hungry though, and is not quite so good at single-target burst. Requires very diligent management of Cool Head, Defense Screen, and their reset via Sabotage. There is little more satisfying though than popping a Relic, Adrenal, Illegal Mods, then dropping a quick cast XS Flyby - Thermal Grenade - Flash Grenade - Shrap Bomb - Thermal Grenade combo. Do it right and you'll catch people with the Flash right after the first tick of Flyby. If you have good support, I'd consider going 0/21/20 or 0/18/23. There are a lot of build possibilities for Gunslinger, they just require some experimentation.
  12. As the Topic states, lately I've been having an issue regarding activating Cool Head and/or Defense Screen after refreshing them via Sabotage. Sometimes this delay appears to be well over 5 seconds. My latency typically runs between 120 and 250 ms, so that alone does not explain it. So a couple questions: Is this a common occurrence to other Gunslingers? Do you notice any error messages during this delay? (I most often see the "Ability Not Ready" error.) Do you also experience "cancelled" abilities like Charged Bursts that reach the end of the activation period but don't actually fire without an error message?
  13. Legius

    Sorcerer Nerf....

    Welcome to Sage Wars: The Old Sorcerors. Expect to see many more scoreboards that look like the following: http://i.imgur.com/pOTn6.jpg Yes. Every one of those Consulars is, to my knowledge, a Sage.
  14. The initial delay can be lived with for XS Flyby, I think. What it needs, and Incendiary Grenade does too, is a shorter tick time. Either 1s or 2s per tick, not 3s/tick as it currently stands. For something locked to a small patch on the ground, that is painfully slow, especially since the ticks come at the "end" of the 3s intervals. It's currently possible for a target to get out of the area of effect before any damage lands even if they were rooted as the ability was cast. That's pretty terrible.
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