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Kameelyan

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  1. With the changes coming in 1.2, adding Critable Orange Crafted gear...what is the concern with items that drop from a raid? For example, isn't the game going to just turn into de-modding all your received raid gear, and just putting them into your orange crit craft gear in order to min/max your DPS? Why even have raid gear drop at that point? Are there plans to have some method of adding augment SLOTS to gear? Perhaps a Slicing item that is found?
  2. Xalex is pretty much a mule. I just keep all my offset gear on him, instead of in my inventory. It's nice and clean way to go about it.
  3. If you just go full survivor you should be fine. If you find that in a raid, a specific melee or ranged DPS is pulling threat from you early in the fight. Just switch your guard to them at the beginning. If it's a problem on several people, just switch it back and forth a few times over the course of the first minute or so and you'll be fine. I personally just run full survivor gear. I pop a power adrenal and recklessness at the start, so my first shock does as high of threat as possible. That's usually enough (coupled with guard on a proper high threat target) to keep agro no problem.
  4. As madness in PVP: Use Death Field every 15s (off cooldown). Discharge everything. Tab target and discharge (especially on Alderaan and Voidstar). Chase healers, you have force slow and Creeping Terror for this. Do not let yourself get focused. It only takes two people to bring you down in seconds.
  5. Actually, I'm concurring here... Pretty much hits the nail on the head.
  6. I have to agree with the post above me. I've also tried so many different specs, and I always land on darkness. I too have spent like a million credits on that ****. The list he's provided pretty much hits all the nails on the head for each spec.
  7. Put 1 point into Duplicity, Drop 1 point in Chain shock, put two points in Torment.
  8. Darkness There's not much wrong here. I think this is probably one of the strongest PVP tank specs at the moment. A fully geared Sin Tank can completely turn the tide of a fight. The only thing I'd say here is two fold. 1) They lack a good dot to prevent vanishes from Ops. Not saying this is needed, it's just a fact. 2) Guard still sometimes breaks and you can't properly guard a player for some reason. We make great tanks. Each tank should have a role to play, and I strongly feel that Sin Tanks are the anti force users. If a boss has a strong force attack, should probably use a Sin Tank. If the Boss has a very fast attack speed, probably best to roll with a Jugg tank or Powertech. Deception 1) They lack a decent AOE ability. 2) Static Charge (the talent) is currently broken. Static Charge stacks whenever Surge procs, up to a total of 5 times. Surge procs at a 25% rate per attack ability. Therefore, it takes roughly 20 attacks on average to get a full stack of Static Charge. 20 attacks equates to 30s of GCD. However, discharge uses those stacks up, and it's on a 12s or 15s CD. Therefore, you're only actually ever using about 40% or 60% of Static Charge's talent worth (2 or 3 stacks). 3) Again, lacks a decent DoT to prevent vanishes. Madness 1) Lack any effective escape. Vanish has the same problems it had in WoW for so many years. It doesn't always break combat. It sometimes breaks immediately from incoming projectiles (tracer missle), etc. 2) Completely squishy - it's pretty crazy how squishy this spec is to be honest, given it's a dot spec, you'd expect the ability to survive longer. I think this can get resolve by increasing the amount of self heals crit dots give by another 1%. 3) Really need a way to track just your debuffs on targets. This rotation is probably the hardest to manage on enemy targets. Making sure all your dots are up can be rough. You're constantly watching your own buffs (for Raze) and enemy debuffs, making sure nothing "fell" off. I really wish they would have reduced the cost of stances to 0 instead of 100 force. Stance dancing could solve a LOT of the problems I couldn't find with some of our specs. I want to make it known that I do not feel we are underpowered. These are simply the things that I run into while playing. I'm not saying they're necessarily needed (though I feel Static Charge definitely needs reworked), but just wanted to point them out to those thinking about playing this class.
  9. Ok, so it looks like there's a stat issue on at least the light sabers. It appears that light blue crystals are level 56 and the purple ones are only 48. Thus, giving Rep's a +10 crit versus Empire. Not sure how many weapons this applies to, but I bet it's enough to warrant looking into it. http://dulfyforce.files.wordpress.com/2012/02/empirerepubliccomparison.jpg
  10. 1) After you hit Valor 60, there really is no use for Centurion Comms and even Champion Comms. Can we have some type of ratio conversion here? How about 20 Centurion Comms = 1 Champion Comm? How about 20 Champion Comms = 1 Battlemaster Comm? It just seems crazy that I get 4 champion bags a week, but have no use for anything they give me. 2) For the UI, can we please have an option to make raid frames fill horizontally as opposed to vertically as they are now? IE, I'd like my groups to fill to the right, so that Row 1 = Group 1, Row 2= Group 2, etc. This will allow me to change the width of each frame in the UI settings, which will further allow me to fit all of my raid frames on the left side of the screen going downward parallel to my left side quickslots. As it stands now, if I'm in a full raid, about 50% of my screen is raid UI.
  11. I think it's a huge nerf in PVP primarily to the changes. I could accept the HUGE decrease in healing it provides if it didn't share a cooldown with the PVP pot. Now that it does, and the PVP pot heals for about 3x the amount this medpack heals for...is ridiculous. There is no reason to use that pot in PvP anymore. If you do, you're making a mistake.
  12. While I get the whole cheating aspect, and to a degree I agree...this has inconsistent behavior in that sometimes when you force pull the ball carrier into the spawn it counts the score, other times it doesn't. If the ball passes the goal line and a player is carrying it/holding it, it should count as a score. I realize there are solutions to solving this, including throwing the ball to said person and then running to the goal line (they explode, ball goes to you, you score). Just saying, it's definitely not cool.
  13. It's currently possible for anyone with a pull to pull the ball carrier into their own spawn, completely forcing the player to CROSS the goal line, but instead kill the ball carrier and not providing a point on the board. Why BW thought instant death was the way to go here...is beyond me. Just add a dot to the player at the very least. On a similar note, you can throw the ball to enemies in their spawn, causing them to instantly explode.
  14. I can answer this question easily. I'm a sin tank ball carrier in Huttball and it's VERY important to know how resolve works. You can see some of my play here: http://twitch.tv/kameelyan Resolve is simply a "CC" bar. It has a % value, just like say my 100% force bar. Every CC done against me has a value that fills my resolve bar. Minor stuns may only fill it 20%. Major stuns (usually the 4s ones) fill it about 90% or 99%. Once the resolve bar gets to 100%, it turns completely white. At this point I am immune to the next CC that hits me. Also, the next CC that hits me will proc my resolve bar immunity, granting me 100% immunity to CC for the next 8 seconds (the resolve bar drains over this period of time). Once the resolve bar is drained, it all starts over. The problem with Resolve is that it's currently possible to essentially fill the bar to almost 200%. For instance, if I electrocute someone for 4s (4s stun) it fills the bar up to 99%. Because the target is NOT yet immune, someone else can then follow up with an electrocute for another 4s stun, bringing the total stun duration to 8s. What does this mean for you? Well, it means you really have to pay attention to the resolve bar in PVP. The FIRST thing you should do is going into your UI options (under nameplates) and make sure "Always show resolve bar" is checked. This will put a bar under the enemy HP bar that shows how much resolve that person has. You'll be able to see if it's at 10%, or 30%, or even 90%. By default, it only shows up once it's reached 100%. This is not ideal. Secondly, you need to make sure you're using stuns appropriately. You should not use a 2 second stun if the targets resolve bar is say up to 99%. That is a waste of resolve. The best stun to use at that point would be the 4 second stun. On a similar note, you should NOT "waste" resolve. Do NOT stun targets in Huttball after they are passed the halfcourt area UNLESS you're stunning them in a fire vent or your knocking them off the bridges. Otherwise you're just needlessly filling a resolve bar so others cannot stun properly or pull/knock back. Next, when you see a full white resolve bar, you should immediately use your lowest CD CC on that target. It'll proc the immunity and start the drain. That way 8s from now you can use a proper long CC. If you don't proc the immunity, the resolve bar won't start to deplete right away, giving them essentially a longer immunity period. I highly recommend if you're new to SWTOR PVP to go ahead and watch some of my livestream recorded videos as well as my live stream. I PVP with a great premade, and we definitely know what we're doing.
  15. See, you just think the RNG is better because you have 8 people in your group who you can see get loot. Thus, it appears as though more loot is given, because you have an increased number of players opening bags. Pretty sure it's all the same, but it doesn't hurt to open them in WZ's anyway.
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