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Toochbag

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Everything posted by Toochbag

  1. No its cool, under 40 people online at all times on Pub side, generally 2 people on fleet, and a pvp queue that doesn't ever pop. Why would Death Wind Corridor be in the first batch of transfers? (obvious sarcasm) This is dumb.
  2. Thats a cool idea. I just want dispatch to not look EXACTLY like crippling throw, so I thought the double throw idea would be cool.
  3. So, we're playing a class that throws our saber. Why can't us dual-wielders get something cool with it. Why can't our EXECUTE be more like an execute? Why can't we throw BOTH of our sabers at the target when we use dispatch ? I know I chose a sentinel when the game first came out because it was unique. Why can't our execute be something unique rather than looking exactly like a normal saber throw?
  4. Couldn't agree more. People saying they have a 'rotation' with one of the most contextually based classes in the game, are lying. This class is all about knowing what to use and when to use it. Then you don't fall into the cookie cutter bad sentinels complaining that we're "underpowered," when sentinles seriously melt faces. Oh and idc what that guy said, if you don't use Master Strike, you're doing it wrong.
  5. If you think Sentinel is underpowered, you're doing it wrong. We have enough shields, speed buffs, slows, etc to get the job done. Sentinel is just a VERY contextually based class, not all abilities are suitable for every situation. You just need to know what to use and when. Not to mention a healer at least patching you up a little in wz's makes you a the most dangerous player in the match. I play watchman and love watching my burns and constant saber swings melt enemies apart.
  6. I have a sentinel and its one of the more difficult classes to play (tons of ability management). Not to mention that your class is going to feel pretty squishy, but they shine in late game PvP and PvE. And watchman spec is the way to go for leveling. Combat is only viable very late game.
  7. Lv. 50 Sent Prayer of the Refugee - Rise Against
  8. Well then a tooltip lied to me again... Not surprised, thanks for the info.
  9. Power and accuracy. Overall, you'll do more damage, would you rather have 75% surge on 3k damage hits or 67% on 3.5-3.75k hits. I have 3 pieces of rakata armor, the other two are columi, both the rakata main and off-hand weapons, and I do significantly more damage than before. Plus the damage increase will increase the damage of your abilities. Power brings this up, so the damage scaling is significantly better. Then Juyo form stacks on that, and you're doing more than before.
  10. You also have to keep what form the sentinel is in and the accuracy level in mind. As a watchman, look at the damage your abilities do with 5 stacks of Juyo form (The numbers do change). Its pretty high I hope this helps.
  11. The problem isn't with the spec itself, the spec is bugged HORRIBLY right now. I dont know the name off the top of my head, but there is an ability that says "When you're ataru form procs, you get a 100% chance of having your next focus spender deal 10% more damage." THIS ABILITY DOES NOT WORK. The armor pen for the class is amazing, the damage is amazing. HOWEVER, A MAJOR DAMaGE INCREASE DOES NOT WORK. Watch your buffs sometime, you'll be lucky if you get the buff 20% of the time. The combat spec shines late-game 50 because of accuracy. I was sc****** 109% accuracy, which reduces armor even more. Give them time to fix it and combat will be vicious.
  12. Right, but there are time sinks and then there are just stupid elements. From Bioware's standpoint the only thing they need to do is add a programming code that says every time you DON'T get a token the chance to get one increases by 5%. I dont care if people are lucky enough to get gear a little faster because of sheer luck. I HAVE SERIOUS ISSUES when I had a streak of 30 bags with no tokens and when I finally got on it was a duplicate.
  13. Agreed... Our "CC" (if you can call it that) is a 3 sec channel. That only lasts for those 3 secs. We have no PvP knockback. NONE. We can't force leap to temmates like Guardian's/Jugg's which cuts down our mobility. We have 1 esc snare/slow/etc. 2 if you spec into the right tree. We have 3 ranged attacks. All of them have a 10 m range. Crippling throw is conditional, Dispatch is an execution, and Blade Storm is the only hard ranged nuke we have. IF WE GET SNARED, SLOWED, ETC; WE DIE. Our class is all about mobility and those shields help us remain mobile. While we're at it, lets remove stealth from operatives and slows/stuns from sages. If anything Sentinels/Marauders should get another movement escape ability or reduce the cd on the one we have.
  14. True but having that cap destroys the system. On of my guildmembers has gotten 4 different pices of champ gear in 6 bags this week. If there is a cap, its pretty high, your proposed cap would make it more difficult to gear while ALSO maintaining the possibility of duplicates. Therefore the idea of the cap system is flawed.
  15. 2 Things FIX BLADE STORM ANIMATION. So tired of winding up then not doing the ability for no reason. FIX PRECISION SLASH. Once again, tired of winding up and NOT DOING THE ABILITY. I play a sentinel and the animation glitches are a killer.
  16. Actually I was referring to the cap on tokens per week. While I hate the luck based system, if you put a 2 token cap per week on, if somebody gets lucky with their first two bags they'll just stockplie bags for the next week because they KNOW they can't get anymore that week. On average doing just the daily's and weekly's you get about 20 bags (not counting purchased ones). If you would give a token every 8 bags guaranteed and then have a cap on tokens attainable per week, the system kills itself. With luck you get two tokens in the first two bags. This give you 18 bags to save for a token try for the next week. Or if you have no luck whatsoever and you have a guaranteed drop at 8 bags, but the cap is 2 tokens. That totals up to 16 bags with 4 left over for the next week. If anything the total bags from just the daily's and weekly's is 20 bags. You should have a guaranteed drop at 10 bags with no cap on tokens. This way players will get at least 2 tokens (with possibility of duplicates) and incentive to USE all of the bags that week.
  17. And thats reasonable, but at the same time, Battlemasters already have the chance to PICK their gear now. As in, NO DUPLICATES. While I do agree that the incentive isn't there for battlemasters, it also isn't there for those leveling valor either. Especially when I'm now in the 70 bags opened range and still have no main hand, no chestpiece, and no boots and a guildmember opened 6 bags and got a main hand and 3 pieces of armor. I constantly see other with far lower valor ratings and more gear simply because of lucky opens. My luck hasn't been terrible, but 7 helmets doesn't help me.
  18. After getting 70-ish bags and sill missing two pieces of armor and main hand, I approve this system. I myself wonder why it wasn't a system where for each time you DIDN'T get a token you have a better chance the next time. One of my guildmates opened 6 bags and got a main-hand, helmet, boots, and gloves. I had a streak of 20-30 where I got nothing and when I finally got something, it was another pair of gloves. However, I dont approve the cap on tokens per week. Especially when the chance of duplicates is still present and Battlemasters can now pick their gear.
  19. Then you have never played a Sentinel/Marauder.
  20. Too bad most healers dont heal us. Instead they either self heal or heal their buddies. I play a sentinel and totally agree.
  21. Maybe I'm just bitter about the stupidity of champ bags but if this system was to be implemented, I would want to see a VERY high cost. Considering that Battlemasters can already pick their gear.
  22. Just what we need, another way for Battlemasters to get easy gear. Battlemasters can alreday pick whatever piece they want. While those who aren't Battlemasters are still getting their 7th helmet in a champ bag. I've opened about 70 champ bags and still have no main hand and only three pieces of Champ armor. Cry me a river.
  23. Actually there is. Under the description of accuracy when you scroll over it it says that anyaccuracy over 100% reduces the targets defense. Its pretty useful. I hope that helped.
  24. Yeah, I love my Sentinel but it is a VERY complex class. I have a full arsenal of abilities and I use almost every single one of them. And if played correctly we have some of the best sustained damage in the game. Sadly our burst is laughable. We shine in a long battle as a good sentinel will have almost unlimited focus at this point. But this is PvP and we ofen get focus-fired to oblivion.
  25. I play a sentinel on Death Wind Corridor and Sentinel's are great except they have one major flaw. MOBILITY If a sentinel is snared, slowed whatever, you have 1, maybe 2 escape moves if you spec'd into combat. We have good nukes and can do some serious damage, but if we lose our mobility we're dead in the water. We NEED those shields as we have only two worthy ranged attacks (Blade Storm and Crippling Throw). If sentinels are unchecked in combat then yes, we can do serious damage, but a smart group will focus fire a sentinel. Sentinels are very effective if they aren't being focus-fired of if they have a healer on them. As for Force Camouflage and Guarded by the Force. Camo lasts for 4 secs with isn't even significant for PvP as we'll still be targeted after its done if somebody is smart. And Guarded cuts our hp in half so its our "Oh S*** Button". In fact, if anything sentinel's need a buff.
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