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-Quagmire-

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Everything posted by -Quagmire-

  1. So I've played all advanced classes across both republic and imperial sides. Commando/Mercenary - Good survivability due to heavy armor - Gunnery/Arsenal is quite a friendly to use rotation, doesn't perform quite as high but still very respectable, bursty and easy for target switching - Assault/Pyrotech is the higher parsing tree for single target fights, ammo/heat management is a little trickier and not very bursty - both have access to off heals, and a semi-reasonable aoe heal. Sage/Sorc - doesn't take the hits quite as well, but has some good survivability abilities - Telekintics/Lightning is great AOE damage and is good at target switching and decent burst - Balance/Madness is currently parsing higher but again isn't as bursty and a lot of target switching can hamper dps if not done correctly - both have access to off heals, no aoe heal, but balance/madness if specced right has a heal built into your dots. Gunslinger/Sniper - Takes the hits better than the Sage/sorc due to medium armor, but no heals, also more range in playstyles due to having 3 dps trees as opposed to the others having 2 - I'm not really familiar with their current parsing numbers, but understand they all perform quite well. My main for over 18months was a gunnery commando, I was able to solo a lot of content including many of the HM flashpoints and greatly enjoyed the class overall, I'm now maining a vanguard tank due to my raid groups requirements, but hope the information above is useful to you.
  2. Keybinding many of your abilities and where to keybind those abilities is all about preference. I know players who use the standard setup with the game quite effectively (1 to = and WASD for movement) I know others who have use Z to toggle auto run and the rest of their abilities on QWER ASDF XCV Regarding the comment above about extra button on your mouse, yes these can help, but aren't essential. Regarding movement, you can use the mouse to look, aim, and run. I can't remember exact default keys (cause I'm not at home atm to double check) but holding left mouse while moving the mouse will allow you to "Look" around (meaning you can observe around your character without changing the way your character is facing) Holding down right mouse button while moving the mouse will allow you to "Aim" (turn your character to face a different direction) Holding down both left and right mouse buttons while moving the mouse will cause your character to run in the direction you aim your mouse. Practice this for a while to get used to moving without the standard WASD. Once more advanced you can start using the toggle auto run button and hold right mouse button to "Aim" where you are going. Few other tips from an experience player, if playing DPS if you only keybind one thing, make it your interrupt. As a tank, having both your taunts on keybind is quite useful, but space them apart to avoid accidental keystrike of both taunts. You'll find "most" rotations can be keybound within 5-6 keys, put these in the most easy to access place for you, put your utility abilities further away Hope some of this helps.
  3. Up until quite recently I played a commando as my main also. (vanguard tanking now) Even without hold the line, I had no issues getting out of his gravity circle. I would say the key to this is being right on the edge of melee range to the boss (aim for 3.9M), which is enough to ensure that if you get the mine, it will clear before you know it, and that you will have sufficient time to get out of the red circle, as mentioned above, jump on your way out of the circle as this kind of forces the server to recognise you're out of the circle, sometimes due to lag issues, you will appear on your end to be out of the circle, but the server thinks you are still inside it.
  4. Not that I follow the lore that closely, but when I first saw that, I thought remnant of the star forge.
  5. I also look at it like this, Player 1 isn't very good and has difficulty understanding the rotation and what they should be using. I get the impression that Player 1 is going to be hand fed the rotation early on and therefore more balanced. Whether that actually happens in practice is another story entirely
  6. It really depends on if you are going for a defence heavy build or a shield heavy build. I personally opted for a shield heavy build and currently use a mix of shield and absorb augments, mostly favouring shield. If you haven't seen it Dulfy has a good guide
  7. I personally think, and suspect many would agree, the Sorc story is better.
  8. Inquisitor has good story line (if your interested in that) and both it's AC's have very good DPS, but I would personally suggest Sorc. Mercenary is also quite fun. Enjoy those opinions and make up your own mind.
  9. As they have just come to the game recently, it's quite unlikely they can even get Treek as a companion. But the general theory of levelling as 2 DPS while leaving the companions to Heal and Tank is IMO the best way to go. Trooper/Mercenary get their healing companion quite early (usually sub level 20) Consular/Inquisitor get their tank companions first. Guardian also gets tank companion first, and Warrior gets a healer companion second Smugglers first 2 companions are tanks, Agent however while they get their tank early on, the next companion doesn't come for some time. My personal preference based on how much I enjoyed the story lines Empire -Inquisitor (with tank companion) & Warrior (use heal companion as soon as you get it) Republic - Guardian (with tank companion) & Trooper (use heal companion as soon as you get it)
  10. It's not possible to proc a Pulse/Flame Engine of a Pulse Cannon/Flamethrower, the reason for this is the Engine procs of direct damage attacks, and as Pulse Cannon/Flamethrower are considered AOE's.
  11. Guild leadership has changed hands, I am now the guild leader. Update on recruitment status. Team 1 - Looking for skilled healers (raid times can be modified depending on peoples availability) Team 2 - Looking for 1 healer, 1 RDPS and 1 MDPS (team still in formation and raid times are not yet set in stone)
  12. Please ensure you are trying to move the armouring sub-component (I assume this is what you mean by mod) to a piece that is the same as original. Basically you can only move head armouring to a head shell, or chest armouring to chest shell, etc.
  13. Can you shed some light on time zone you play in, for example, I'm an APAC guild, but basically do everything that your asking for.
  14. In that case, why not show them something that is actually a bit more difficult that uses more moves that {stealth} -> [sleep] -> Run? Not to mention that considering your aim of showing new players what to do, this should go in the new player help section.
  15. I suppose you can have a cookie for that demonstration - nowhere near as impressive as it was when level cap was 50. I would like to point out that it is soloable by any level 55 with good gear, I personally solo'd on each of my alts during the conquest week where doing black hole had some decent points. This didn't use any stealth class. Back in the day I used to solo with my assassin (50) who I have long since stopped playing, that was actually a challenge back then, those waves of adds on last boss could really mess you, if you didn't handle them right.
  16. Yes, still open, either whisper or mail me in game on Achmed or msg me on forums so I can add you in.
  17. I could do with a speed casting cannon, after all my main is a mando. For some reason, I'm thinking it was a commando with maxed alacrity and someone didn't understand there was alacrity in the game.
  18. Well it's not like someone on the server was earning points, so really no one is any further ahead or behind. However, I do share the same frustration as many with these down times being experienced.
  19. You'll need to fill me in, what's a hack cannon? I understand the hacking the game part, but you've lost me otherwise.
  20. The real slap in the face is all the moaning on here, as I was telling my guild last night after the servers went down (aussie guild) despite the recent instability, for the most part, we have had rather stable servers.
  21. Really, all the big guilds are going to decide, that they are going to go after a limited few planets, rather than spread out themselves? I don't think so. Even with the largest conquest being like 12 planets, I'm certain there are more than 12 large guilds.
  22. I see your point, which looking back is an obvious flaw. I think the overall thing is that many of us feel that we shouldn't be required to join some super guild to be eligible for these rewards, the hardest part of the equation really is "how do we define who is more deserving" when there can only be 1 winner per planet.
  23. Based on a previous thread, the idea struck me, and so I'd like to put it here also. Due to the fact that Conquest seems to be completely dominated by guilds that have sheer numbers, my Idea of a solution is - Make it so that points would be average per active account/character (I could see arguments for both) and use this to place the guilds on the boards. That way a small guild of highly active players can achieve a much greater standing than a guild of 500 people. Simple maths really, total points earned by guild divided by number of characters that earned greater than 0 points (or change this to number of characters in guild) Then it simply comes down to the devs preventing certain things from being farmed to the point that it is considered an exploit (looks at BoI, GSF suicide matches, Warzone dancing)
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