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FluxWing

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Everything posted by FluxWing

  1. I have started running into more and more of these DoT Marauder/Sentinels the last couple of weeks. And basically they tear me up in every time. I'm at a loss on how to approach them. I tried kiting them, which usually works against the non-DoTers, slowing and attacking them from +10 m range. I tried using Resilience to cleanse their DoTs, but I haven't yet found the optimal timing for the ability. Does it still use charges of Overloaded Saber, while making me immue? so I should pop resilience when I see the Overloaded Saber animation, or will that just delay the DoT aplications for 3-5 sec. Or is it better to dispel the DoTs when they have all been applied. But on the other hand, I'm usually at 50% hp when Overloaded Saber hits 3 debuff charges on me. The damage is insane, even though our Jedi Consular buff offers 10% damage reductions, 10% from expertise and 15% from the Balance treed against DoTs. Yet I melt like butter in a fire. The only real tip I have found so far against DoT-Marauders/sentinels is to use resilience and vanish away, which I don't think is very useful. I'm tired of running away and avoiding them. Do you people have any useful DoT-Marauder/Sentinel slaying tips?
  2. But I didn't even mention the most common approach where you get -19% internal/elemental damage from Combat Technique, which results in: 1/(1-.19) = 1.23... so at least +23% extra damage from being more or less forced to use Force Technique. Now I have to run, I'm late...
  3. Yes but also takes +28% extra damage from the armor loss using Force Technique. And losing the healing from Combat Technique, but lets focus on just the positive "fluff" changes and forget about the net negatives changes it will result in.
  4. What you do is spend the point from Force Strikes into Infiltration Tactics. So the spec becomes 23/1/17 instead. Shadow strike crits for around ~3k for me, which should more than make up for the loss of Mind Crush damage. Well, minus the extra force cost, range and positional requirement. The reason you spec 17 points into the Balance tree is for the utility from the Containment talen, and increasing the damage of your Project/Double Strike spam. All of those talents will still remain in the next patch. It will only cause pure Balance Shadows to go *SPLAT* as soon as anything looks at them if they are stupid enough to use Force Technique.
  5. The hybrid tank specs will be fine. Who will suffer from this change are the pure Balance shadows imho. I use a 0/10/31 specc, and when this change goes live I have to be in Force technique to use alot of those talents. Why is this so bad? Well this is the kinetic/energy damage reduction in both stances with full Champion Stalker set: Force Technique, dmg redux = 18.41 % Combat Technique, dmg redux = 36.60 % Or in other words I will take +28,7% more damage from all energy/kinetic sources. Great, but sure, the extra 0.8% healing from DoT crits will make up for that... So what exactly justifies a selective damage debuff to Blalance Shadows/Madness Assains only? This patch just has *** written all over it...
  6. It is not a nerf to the 23/0/18 spec. If anything the talent Force Strike was just a filler for that spec. You go that high in balance for Containment(instant cast force lift). People will probably just put that point in the Infiltration Tactics and get some burst instead. It is a huge nerf to Balance specs that do not have +30% force regen, who actually uses Force Stike procs instead of Saber Strike, since we go out of force all the time. And to ask us to go and out and pvp in light armor and stand toe to toe with a sniper who will just R.Y.N.O in the face. I will probably spec out of the 0/10/31 spec I love in favor of a 22/1/17 spec if this goes live. Way to go, kicking on the people already lying face down in the ground. But ignore the immortal healers in heavy armor that survive 4-5 people going raid dps rotations on them. Priorities ftw, right?
  7. Ok, using a Balance spec in PvP you have to remember the 2 following rules: 1. Never use Force Technique in PvP. Why? Because Combat Technique gives you about 15-20% damage reduction, which is like having the Jedi Knight ability Rebuke as a passive. And as for the procs, the difference in damage is nonexistant, since combat's damage is also internal. 2. Make sure you always follow rule number 1. Re-read it one more time so you understand why. And a few side notes: + Force in Balance replaces Force Breach as burst for this spec. + Double strike, with +50% crit damage, hits like a truck, no 2 trucks: For me it crits on average for 1,1-1,3 k without any procs or temporary buffs, like addrenals or trinkets, on medium armor targets. + Sever Force is not a damage dealing ability, it is an objective interupt with 30 m range, but its primary use is to keep prey from running away, or keeping melee off you (when they use an annoying shield ability, or you are just low on force), + Remove your hotkey for Force Breach while you pvp, it is not worth the GCD nor the waste of force powers. I remember reading on torhead.com that this ability would do 9k damage over 18 for only 20 force. I thought it would be your bread and butter ability for the whole shadow class. Wow, was that a huge steaming pile of incorrect information. I personally recommend (0/10/31) build, most ppl insist of going kinetic combat with those last 10 talent points, but I don't see anything interesting in the first 2 tiers, only a bunch of fillers. While the Infiltration tree offers awsome stuff, nice backstab procs, more movement speed and lower interupt & trinket CD.
  8. Hmm, I'm not sure why would go into the kinetic combat tree at all. Nothing really seems that interesting compared to what the infiltration tree's second tier has to offer. I'm running with the following spec (0/10/31) The extra stealth levels really helps you against other stealth classes, otherwise it just seems like they see you from 15-20 m away. Add a +15% movement speed on top of that, and I wonder why this talent isn't higher up in the tree. I would take it for the movement speed alone, since this is not a stationary class for those who didn't know And this predjudice against balane burst is beyond my comprehension. Where does Infiltration burst come from? Replace Force in balance with Force breach, and I can't see the difference. Does clairvoyant strike really hit that much harder than a double strike with a +50% crit component, +10% damage, +9% crit and a lower cost from the balance talents? The mind crush procs really helps grind targets down when you get low on force and hits for around 600-900 without the DoT. Help enlighten me, I can't see any benefits in burst in infiltration, nor early benefits in the kinetic combat tree. I haven't had coffee today, that might be the reason
  9. I know very well that my sample size is small. When I have opened 1000 bags I promise you that I'll give you a more accurate estimate. I'm not even trying to achieve an as acurate as possible estimate. Personally I would have preferred a more linear system. For example, if you would instead be given a fixed amount of commendation, and remove the random factor that creates a huge gear rift between players spending the same amount of time on "gearing up". I mean, I'm fighting purple ligtsaber weilders with 15-17k HP all day. It's not difficult to see that the ones who have the advantage gear-wize, do very well in Warzones as a result.
  10. I'm now at 57 centurion commendations, still only 3 items. ~16% or even less drop rate. Feels horrible every time you open an "empty" bag. You're getting all excited after hours of pvp: "wohoo! finally I have enough for another bag, maybe this time....nope, another dud. Very well, I guess I have to spend another day being outgeared by half the server"
  11. On my long road to level 50, I have many times stumbled across new weapons. Orange moddable items, where the only real difference is looks. With armor, you can preview how it will look on your character or your companion. But in this preview window, your character is always unarmed. I simply suggest that weapons are made visible in the same manner, so one can determine whether to spend resources on the weapon or not. Or maybe I have just overlooked a way to enable this feature? Anybody care to enlighten me?
  12. Ok so the Empire have purple pvp lightsabers, I have seen quite a few. But what is the republic's equivalent? I haven't seen anybody with purple or anything unusual? So purple is Empire only? I wanted to play a sentinel dual-wielding a purple main-hand, and a green off-hand saber. Just like I played it in KOTOR 1 & 2. Is this possible for a Republic player to obtain this?
  13. I have tried to use the ability Tumult,( usable on stunned or incapacitated targets only), but have failed to do so both vs other players and strong, elite and champion mobs. Is it bugged, or am I doing it wrong? Tried using it on Mind mazed, knocked down, Force stunned and Force lifted targets so far, no effect what so ever. Anybody else got this too?
  14. Where do you get this 1/4 drop rate from? Empirical data from where? What is your gear pieces over bags opened ratio?
  15. I think I have got arounnd 2-3 centurion badges per bag, so I'm somewhere between 15-20 bags opened. 1 Implant 1 Belt 1 Relic And the Relic has 0 endurance so can only be considered a downgrade from my lvl 44 relics I bought from the Light Side vendor. Is this a normal drop rate? Another guy that pvps about the same as me has 3-4 slots from full pvp gear. What have you got so far? I want some examples.
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