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Ibiza-Vin

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  1. It's based on the actual valor amount, not percentages. Remember that valor resets to 0 for every level, so whoever has the highest current valor in the warzone gets the lead. Hence why Elite Warlords can never be ops lead, valor is capped at 0 once you hit max rank.
  2. It's one of our cheapest abilities. If you can get 4-5 people with it, its some nice damage added to your rotation. The debuff is also useful if your guard is getting focused.
  3. Well force shroud increases resists to 100%, so anyone with >100% special accuracy would have a small chance to still land force/tech attacks on you. However, it does seem like shroud has become less effective recently, since alot of force/tech attacks still land....not sure if I'm just getting really bad RNG or if there's actually a bug. Unfortunately I'm too lazy to actually test it lol.
  4. New liver needed by Round 2 of a voidstar...
  5. I'm forcing my guild to do this tonight. As a sin, I'm going to get someone to blackout via #5. Kudos, sir.
  6. I think there is less interest in 2v2 because it always ends up being sin/healer vs sin/healer....which is kinda boring lol. I know many members of Casual would definitely be down for a 3v3 tournament. Even more for a 4v4. Those fights are always more fun.
  7. 1. You need 2 points in the reduced cost for Death Field (FiB) since you're going to be using it on cooldown. Otherwise, your force management is going to take a big hit. 2. The talent that increases the damage of dark charge is not worth taking...its an increase of maybe 20 dmg every time dark charge ticks. 3. Same thing with the talent that increases the chance of your charge proccing. Dark Charge already has a 50% chance on a 4.5s internal cooldown....no reason to increase that. 4. As for DBSD and its follow up talent, the extra force regen is in fact worth it. Even when running with a focus, sins have a 16% defense. In addition, whenever you pop deflection you get some really nice force regen and at the same time reduce the active cooldown of force shroud for every parry. Maybe not the greatest talents, but definitely better than the increased dmg and proc % on dark charge. 5. You should get the 10% heal on overcharge saber. 10% might not seem like a lot, but in clutch moments that extra health could keep you out of execute range and save your life. I suppose most of these could all come down to playstyle, but you still definitely need 2 points in the cost reduction of Death Field in order to have very strong AoE AND single target damage. Also, how is 23/1/17 now useless? You can't maul as often, sure. But its damage was buffed and instant whirlwind is still amazing. Especially considering that since electrocute was nerfed, whirlwind is one of like 3 long range abilities available to us.
  8. Blackout's CD is now reset whenever you exit stealth. /jizzinmypants
  9. /signed Match two good teams against each other in Huttball and I promise you it will be worth watching.
  10. I think people are confusing what the OP is saying. His team got the bridges with 4 minutes left in the first round. They did not get the datacore, so the second round lasts a full 7:30. The other team got the bridge with 2 minutes left. Thus, since the other team was NOT faster than the OP's team, they need to plant the next bomb to win. Instead, as soon as that other team gets the bridges, even though it was a good 2 minutes slower than the OP's team, they get the win. This is a bug, and it seems to happen anytime the first attacker gets held at the second set of doors AND gives up the first set of doors while defending. P.S. The checkpoint is reached when you extend the first bridge, not both. Otherwise the attacking team in round 2 would have to extend BOTH bridges before winning, which we know is not the case.
  11. Death Field is really easy to target if you assign it to a mouse button. Just takes a few games to get used to. I switched to it after being Wither spec and I find the damage increase + 30 yd range more than makes up for the loss of utility. As the guy said, you shouldn't get Raze in a spec that utilizes Dark (Kinetic) Charge. That point would better be spent in either Duplicity if you like Maul or Nerve Wracking. And your stat priority should be surge>power>wp>crit.
  12. Couple of things here for the OP. 1. Please stop using "yer". It makes you sound retarded and illiterate. 2. Many times when I guard DPS, they suddenly think they're invincible and decide to run into 4 enemy AoEs and still die, leaving me at like 25% health. Smart DPSers are worthy guard targets (in certain situations) but judging from your replies to this thread, you're not one of them. Which is why you're not getting guarded. We'll still taunt off you, though. 3. When my marauder friend and I go attack a side node in CW or NC, it's like a guaranteed cap if the defenders are a tank guarding a DPS. Focusing down the DPS will bring the tank low so you can kill both at the same time and cap. Now imagine a PT pyro and an Immortal jug defending without using guard. We can blow our load on the PT but then there's no way we're killing the jug before the PT respawns or reinforcements arrive. 4. This is directed at the cat enthusiasts. After seeing the 2 cat posts, I feel I have to link this video from our server forums that made my day:
  13. As a sin, I kite them when they have cloak of pain/saber ward up. Once that's down maras are really squishy and I can DPS them down before they can kill me. Save spike for ravage and knockback for force charge. Stun during undying rage...if they break it, vanish+sap+seethe.
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