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Posts posted by traemyn
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Is Force Mobility a MUST in ranked PVP? I am torn between that and [bubble stun or the Overload/Force Wake immobilization]. Is the answer different per spec?
With how much sorc's get focused in ranked PVP it seems like bubble stun + Overload/Force Wake immobilization would help more.
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Re-read Force-master. Force Leech 2-piece, Force Lightning 4-piece, and I think Lightning strike for 6-piece are relevant to madness
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@OP/Guide
Rampage / Zen Strike: When you use Plasma Brand / Shatter, your Ravage / Master Strike cooldown is reset.
Due to the above Passive, it seems for maximum single target DPS the opener would be (for Jugg w/ Overwhelm Utility of course):
Saber Throw - Force Charge - Ravage - ...
It doesn't seem there are rage resource concerns doing it this way and the DPS potential seems a lot higher. Is there a downside to this opener? If no, would you consider mentioning this (or whatever the max single target opening rotation is) in your Guide?
Thanks
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Assuming same gear and skill level, 1v1, can Sorc/sage DPS beat Sorc/sage healer? It just doesn't seem possible with the CD length of the 1 interrupt and 2 (electrocute, shock) stuns available against the healer.
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◾Brawn for Vengeance now has the same effects as Unstoppable as it did previously. The Unstoppable utility for Vengeance is now redundant.
DISCUSS
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It appears unanimous that the old 4piece bonus (alacrity 10%?) is better than the new set bonus for overall DPS. Can you still acquire it? If yes, where and how?
Thanks
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Gearing won't change at all, you'll still want more surge. As a poster mentioned before me though, Vengeance will become all the stronger for the change.
You are glossing over the details. Of course you want more Surge. You also want more of every stat...
The question is WHEN do you want more Surge in comparison to other stats since there is a limit to what stats you can have in your equipment.
This nerf changes the point where other stats become better choices, even with Rage spec juggs.
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I never pay attention.. but does Endure Pain count towards healing? Or is it just the Vidicator Set Bonus (Intercede heals) that he is getting that from?
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I believe you/him are on Anchorhead correct? If so I think I've played with him recently and also noticed his stats. I play a jugg as well the only 'odd' thing I noticed from the screenshot is the protection and healing are higher than what I typically get.
The medal part, well I haven't got 14 (13 I think is highest) in huttball before but I am assuming these are the ones he got:
1. Medic - 2.5K Healing from a single heal
2. Guardian - 2K Protection in a single life - Guard
3. Shield - 5K Protection in a single life - Guard
4. Paladin - 10k Protection in a single life - Guard
5. Demolisher - 2.5K Damage from a single hit
6. Annihilator - 5K Damage from a single hit - Smash
7. Quick Draw - Get a killing blow on an enemy player
8. Combatant - Deal 75K Damage
9. Destroyer - Deal 300K Damage - Probably won't get this if you are playing Huttball only to win
10. Commando - Kill 10 Enemy players
11. Soldier - Kill 25 Enemy players
12. Assassin - Get a solo-kill
13. Defender - Earn 1K Defender points - fighting by your endzone
14. Warden - Earn 3K Defender points - harder.. not sure how long it takes to get this one
These are all well within grasp if the match goes long and you understand what you need to do to get them. Even with Rage spec.
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I've noticed that it seems to occur most often when you Force Charge/Intercede a person that is already moving by some push back or other force move.
If this is correct, unfotunately you can't really prevent it most times because everything happens so fast (and the lag).
Everyone who has had this happen please open a Support Ticket so that it eventually gets fixed.
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It depends on a number of factors including what your current stats are and how much of each you will gain at that specific time. It also depends on spec and how much output you will get from that particular stat (which skills, cooldowns, etc).
For a small example, the formula for Surge gives diminishing returns the more you get. However Power is a straight ratio of bonus damage you get per X amount of Power.
So you could have 250 surge already and getting another 450 (Adrenal) isn't going to get you as much benefit compared to 450 Power.
Formula specifics:
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Spec Immortal and use your healing companion. Make sure you are using all your stuns/disrupts and defensive cooldowns. Don't pull more than one mob at a time, and try to stay away from the double silver mobs.
The difficulty ramps up a bit but its not that much to claim the experience sucks, sorry.
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Force Choke works but I haven't had 100% success with Force Push. I see "Absorbed" and they don't get thrown sometimes.
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Because it does... or at least its happened to me multiple times and its really annoying.
If its only supposed to block a certain side then its still BS because Smash doesn't play well with the inherant lag that exists in PVP.
I just want to know if this is working as designed and if Cover acts the same against other AoE's.
Thanks!
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http://oi41.tinypic.com/23gxlab.jpg
There's proof of juggernaut dps. That's my juggernaut, Higgler. Juggernaut has a high skill cap, and they are by no means easy to play. If you want easy, reroll ranged class or operative, or stick it out and learn the class better and i'm sure you will end up liking the class more when you spend more time in pvp.
I PM'd you as well.. basically just wondering if you could fill us in on what you are doing differently than the people that are struggling. If its a gear/stat/spec thing please elaborate. If its a rotation/situational thing please elaborate on this too.
I have 8 pieces of Centurion/Champion gear and feel like I play my rotation/situation pretty well, and am Rage spec'd. However my avg end damage on huttball is about 100k and sometimes I can get over 150k but its only happened a few times.
Force Mobility utility in ranked PVP (dps spec)
in Sage / Sorcerer
Posted