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Talsyrius

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Everything posted by Talsyrius

  1. I have played about 140-150 games so far, can't remember the exact number, and have a rating of about 2220. However my rating still goes up every day, which lead me to think that the system is indeed to have a grind component...
  2. Nice, must say I like the guardian animations However I notced on some occations that you leaped to people that was standing to receive a pass before it was thrown, which if you would have done, would have earned you the ball, every time
  3. You forget the cost of about 100k per peice to take out the armoring, mod and enhancement. So you actually waste 600k on buying it compared to just augment the war hero set when you get it.
  4. My guess is that it happens every time a new instance of that warzone is opened/closed, because it only seems to happen in warzones...
  5. 2 DPS assassin tanks and one jug "endurance" tank. 3 DPS and 2 sin tanks is more then enough to focus down a target quickly enough.
  6. Not sure how much you already know, so please don't take offense if some suggestions is a bit too basic... 1. Get a voice chat. You simply can not do it efficiently without. 2. Set up tactics for every game beforehand, so everyone know where they should go and what they should do. Always be one step ahead, in terms of deciding who should run and help on "the other side" if need arise. 3. Get good gear if you want to win. If you plan to win more then 50% of the warzones, full war hero is usually not good enough, switching out mods to min/max makes a HUGE difference to "vanilla" war hero. 4. Mark priority targets. Have select targets for healers and high dps or high value targets, so that you can efficiently find them to focus them down. Calling targets is a must, say who to attack so you don't waste time trying to kill at once, giving their healers time to mitigate all the damage you do. 5. Come prepared. Stock up on warzone medpacks, stims, warzone adrenal and grenades before you go in, they are needed! As far as composition goes, it depends on which map you get, which one is "the best", but I very much like the defensive set up with the following classes: 1 Juggernaut tank. Not negotiable, simply a requirement to be able to win huttballs against competent teams. 2 Assassin "tanks" with gps gear, one for guarding the "side" node, and one to guard healer/focused targets with the jugg at the "main" node. 1 Sorc healer for bubbles, pulls and aoe heal 1 Operative healer for instant cast heals and mobility 1 Marauder for predation and damage buff, and simply dps 1 Powertech (pyro) for dps and pulls 1 dps jugg (rage) for fancy smash damage One other hot tip, learn/figure out how to defend to not get "ninja" capped, it is really simple to avoid being CC'd while someone caps your node with simple positioning and careful use of your basic skills. And don't send a sorc to solo guard Btw, which server are you on, and which teams did you face? Good luck
  7. If they are bads, what are they doing in your guild?
  8. I think the issue here is that OP is getting some decent gear on his char, and starting to realise how big gear/skill gap there is in random warzones.
  9. So you are claiming that if some other dps class, say snipers or powertech, wouldn't kill people faster then a sorc with the same level of gear optimization? And here I thought people brought sorcs for friendly pulls, bubbles and offheal...
  10. That list is from ranked warzone attendance. I don't know about your guild, but I am going out on a limb and stating that most guilds aim for top performance, rather then just take some random class, as long as they are a DPS.
  11. Every class can perform well in ranked warzones, but some players would have performed betters if they switched from a "bad" class to a "good" one. For example, snipers can do exactly same thing as mercenary dps, only better. Most other classes have slightly different roles/utility which doesn't offer an as exact parallel, but you get the picture. And btw, that data above is dps classes only.
  12. Er... You gain 2 or 3 charges of energize per use, dependent on which set bonus you go with, so you can ernergize, shock, thrash, shock, thrash shock in 5 or 6 gcd, don't remember if energize use one, and get 7k, 2,5k, 7k, 2.5k and 7k theoretically if you proc chain shock on all shocks and energize on first hit on thrash. (45% chance to proc chain, 30% to proc energize). And the chain shock doesn't use one charge of energize, it is a static 50% added damage to the normal shock. Edit: Oki now I see the problem, silly TORHead mixed up the order of the republic trees, so I mistook balance for Kinketik, my bad
  13. We (my team) have found that having one guard on each healer by default at the main melee that occurs in most warzones is better then having one more dps, and having the tank switching guards with focus fire on healers. And ideally you want a tanksin guarding the low intensive node. This means at least 1 sin, + 2 more tanks. so even if you had a dps jug with a tank set, he would be needed to guard, thus in tank stance, for pretty much every warzone, save voidstar attacking. And if he is going to use tank gear and tank stance for the most part, he might as well be spec'ed in to it.
  14. I am also against that the number of kills should be the deciding factor. A tie would be the only sensible option, because every other stat is mainly determined on team set up, and NOT objective performance. Objective points would probably be the worst though, because standing right in front of a door is the best way to get ninja'd...
  15. Pretty much, yes. And since tanks are basically glorified guard bots in most other warzones, one of them might as well be a jugg.
  16. Ok mr smarty pants, why would chain shock not count towards the same "hit", even though it occurs in the same GCD? Also, chain shock proc his for exactly half, so 3 folowed by 1 is impossible D:
  17. Are we talking about low lvl bracket? if so, I wouldn't worry to much about it... Try playing against a non pug team in a ranked warzone, and see how far you get with your leet tactics.
  18. er... regarding point 2... I am forced to ask, do you have any idea what you are talking about? hardest hitting skill is assassinate which is on a 6 sec cd, alternatively shock/project with recklessness. Base cd on recklessness is 1 min 30 sec I think, and shock has also a 6 sec cd, but that is moot because you want to wait for an energize proc to make it force efficient enough to use... 4.5 shock folowed by 2.75 from chain shock is not uncommon if you mod your gear right. The real tip against darkness/balance is to get the **** out of there when they pop recklessness/have 3 harness darkness stacks.
  19. If I remember correctly it is mainly the time spent in a warzone that determine how much xp you will get.
  20. +1 Although once you guys get in to the 50 brackets, that will probably be the case, unless you all go healers, so er... Can I has your stuff then?
  21. To paraphrase you, I am surprised about the amount of people that think it is better to kill the tank guarding a healer, then going on the healer. Sure, if you CC the healer, that might be true, but the point of attacking the healer first is really to be able to interrupt their heals. if the healer is left alone to free cast, gl getting that tank down... As for the question at hand, juggernauts is a must for every self respecting team, unless they want to give up every huttball against a competent team. I currently run in a team with rating 2370-1700 ish (me being 2.1), and our main set up is 2 assassins and one jugg tank. Granted, the sins are mostly using dps gear, so arguably they are not tanks, but with the shielding mechanic being what it is... But, I digress. Juggernaut very handy to keep a healer alive, cc, slow and generally annoy the other team, but not so much at solo guarding, doing 1v1, or capping nodes as assassins, but put in the right position, they work wonders. For the classic tank role all 3 tank classes are viable, because of the mitigation from shield generally means **** all. The difference really is that assassin got higher dps and solo capabilities, jugg has the best huttball capabilities, and powertech something in between with enemy jump (like jugg) and pull (like sin), but no friendly jump.
  22. Darkness in dps gear is still the most viable, arguably only viable, spec for this class in high tier pvp. You will have good survivability with plenty of utility, and arguably the best class for 1v1, making it ideal for guarding objectives. You won't have that high burst, but the damage:survivability rateo is still one of the best in the game. The other trees have just too low defensive capabilities to support the relatively low damage they have.
  23. If I lose rating from this I will be *********** pissed
  24. It isn't. Lost 17 rating today because of one our tanks got stuck dead in spawn
  25. The problem with east and west is not that there is any ambiguity in what is what, but rather the time it takes from seeing a call, looking on the map, then trying to decide what way you are facing, and first then being able to run the right way. The same thought process isn't required when using left&right, because this uses a fixed pov, namely the spawn.
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