Jump to content

RG_jhanlec

Members
  • Posts

    235
  • Joined

Everything posted by RG_jhanlec

  1. I quit the game back in Marchmaybe April with a 79 Valor (marauder) and 52 Valor (Jugg), I played the game really only for PvP at that time and it just became increasingly boring to spend a large portion of every match doing nothing, being chain CCd mixed in with some roots etc. etc. Resolve has from its inception been a great idea terribly executed. If only 2-3 classes had stuns/knock backs/pulls etc it would be fine as it is. However, every class has at least 1 and most have more than 1 form of the aforementioned status dealing skills as well as roots which don't effect resolve at all.
  2. I used Vette until I unlocked Jaessa. I like Jaessa more since she was melee as well and mobs congregated to us both and that required less moving around to get them all. I used Quinn on my first 50 mara and it was fine, but a lot slower leveling. Plus once you get used to your defensive CDs and such Mara can do perfectly fine without healing companion even in big boss fights. 6-7months ago I had timed it doing my daily quest in the northern part of Belsavis 5 days each companion to average. I found I did all my dailies in about 5-10 min less with Jaessa as opposed to Quinn and during the fights with elites even with Quinn I still stopped to heal myself after the fight, although not as much. Its really preference, but i liked the challenge and efficiency of using Jaessa.
  3. I am working on fourth myself now. I have mara/sent at 50 and a jugg at 50. I like warriors the best for fun factor and after returning from 7 months away I forgot how to play them correctly. So I started a Sentinel again and I am having so much fun I will probably take it all the way up to 50. I also have a 50 assassin; it was a lot more boring for me to level and I just ground it out for legacy buffs more than anything; currently have a BH at lvl 31 and dislike its play style but kind of want the legacy stuff for it so I may finish at least up to end of Act II. Since I dont have 1, I may even make a Guardian afterwards... not sure though. Also, as the poster said Guard/Jugg or sent/mara are all equally fun and equally as difficult or easy depending on how you want to look at it. Guard/Jugg will shine during AoE (which is a majority of levling) but mara/sent have great survival skills and in the end less downtime imho, or at least for me. I even used Kara solely for leveling, no healer needed.
  4. It still wouldn't be instant, but if the projectile came from a random spot within a few feet of the target and went from the ground directly to their body at high speed it would be much more like lightning. Lightning has a negligible animation, maybe 0.2 sec to hit target (+/- server/connection lag).... projectile could be 0.4ish based on what I mentioned above. 0.2 sec is not really noticeable at all, even dismissible within the grand scheme of lag/connection time lapse for most players. The biggest issue now is that over a long distance, plus the random mid-air hang can make the skill take 1+ seconds to hit on something that should be theoretically instant to match lightning. If the Projectile always came from a few feet away from target and skipped the rise, hang animation, that would help immensely.
  5. Really? I have been playing the marauder for a while (valor 64, full rakata save my helm which I use crafted with augment and full BM except chest and offhand) stopped playing him weeks/month ago and now a lvl 50 Sentinel (valor 56, some columni/champ, rakata daily). I have to say Undying Rage/Guarded by the Force are probably close to the strongest PvP skills in the game. I have personally been in enough situations where I was able to hold a node, door, Hutball long enough to make a difference countless times due to this skill. On top of that, the biggest reason we can 2 on 1 or if they really suck 3 on 1 people is because of this skill. In my mind, my personal best display of fighting in PvP came when I was able to take mid in CW 1 on 3 against. A Commando healer, Guardian and Commando DPS were defending; I killed the healer fast (bad gear... and no guard on him) then the DPS commando with 20% health left, popped Undying then health pack then Berserk and applied DoTs to Guardian for heals. Healed back up to 50% by the time I killed him. Capped mid about 1 sec before I was attacked and held it just long enough for reinforcements. We won the match 5-0 about 10 sec later. I cant praise this skill enough, and not just for the example above. Stuns... could care less. If someone has full resolve its worthless, 4 seconds only applies to 1 person and they can use skill to get out of it. So many stuns already in the game, too many in fact - dont need any more, thats for certain.
  6. For people that have been playing them enough to get it down, then get gear.... they are easily top DPS in game. One could argue many ways if they really are, if they should be. If they are, how much higher than X,Y,Z class/DPS spec should they be etc. Important thing to take note of is that like in all MMO games. Warriors use a primary resource (rage, focus etc) that builds upon using DPS skills and a few other means. Unlike a lot of DPS classes that can run out of their resource if they aren't careful. This means never using auto-attack basic attack for seconds on end while you wait for resources to refill. This is why in end-game MMOs warriors often "scale" the best with gear for DPS. Add to that the fact that DoTs stay on after you die, ignore almost all defenses, almost always (save a cleanse) run their duration and Sent/Mara have a high ceiling for DPS. Usually skill capped/connection capped long before its class mechanics capped. Its hard to balance due to this as well. Lower DPS ~5% for top end players and the other 90% of players start to do 15-20% less due to gear restrictions etc. I dont envy developers in charge of "balancing" PvP or even PvE for that matter, its a tough job with a lot more peripheral considerations than 98% of the player base can see/comprehend/understand etc.
  7. Having a 50 marauder (val 64) and sentinel (val 56) I can tell you that 1 on 1 a sorc/sage will almost never win if the fight starts with equal health and gear isnt really lopsided. To be honest, sent/mara 1 on 1 from start to finish will beat almost any class if fight starts with equal health and gear is not ridiculously lopsided. The only spec really played right now is based on DoTs (bleed and burn which are internal damage). The DoTs heal if they crit, and when secondary utility builds up 30 stacks they can pop a skill to guarantee 100% crit on DoTs plus an extra 1% healing per tick. Your best chance of winning is playing LoS games while kiting to stop charge (obviously hutball is easiest). I have played a few really good sorc/sages that can slow me, root me, CC me enough to keep resolve down while using LoS in between instant casts and CC coming back up. Anytime they are in the open and I can charge in, a CC is usually of CD (usually knock back with root). Equally, I usually just run away when this happens since I know better, now. The classes that stand a chance 1 on 1 are operative/scoundrel if they get the jump, gunslinger/sniper since you cant use charge on a player in cover and they have a huge knock back that roots and then slows. Finally, Shadow/Assassin, jugg/guard tank hybrid specs in PvP DPS gear can win if they are good. Your best defense it to try and avoid 1 on 1 situations. Hard if you're solo defending a node or door, but you can kite while screaming for help. Most smart and good players know 1 on 1 means crap. Even if you have the upper-hand (rock meet scissors...) it is still often best to find help, run to help, or yell for help if possible; after all, if you can yell for help 1 on 1, so can they.
  8. It takes some getting used to if you: A) havent played melee in this game before, or others... B)Need to get used to skill priority, defensive cds C) If you dont use watchman spec, its an immediate self gimp. I made a marauder to 50 first and didnt do a lot of PvP until lvl 40+. When I made my sentinel I started PvP at lvl 10 and did enough WZs all the way up every level until I Valor capped. Since I was already used to the class and my marauder was valor 64 I immediately felt fine in PvP even at lvl 10. By lvl 25 I was almost always top damage done and top medals in almost every match.... so its not that the class is gimped, just takes a lot of practice and sadly the only spec really viable is watchman if you want to do really well. Not saying you have to play PvP, or that you suck etc. Just stating the fact that as much as everyone wants to call sent/mara OP, they aren't necessarily the easiest class to master. In then end, I can promise that it gets much better at higher levels. I recall by lvl 40 and having my top tier talent my WZ damage done immediately shot up 300k+ every match and my PvE got much easier when Merciless Slash crits for 3-4k on normal mobs and 2-3k on silver/elites in heavy armor. Stick with it and you will love it.
  9. Grass is always greener.... My most basic assessment of PvP is this. If a match consists of mostly melee characters, there is less CC, roots, knock backs etc to go around. Therefore, you may CC, knock back into a pit or root 1 or 2 players, but another 1-3 are going to be in your face. Therefore, melee are always around to tear a ranged player apart. If the match has mostly ranged players, you will see all the melee players constantly respawning with full resolve bars and doing crud damage overall while they stand in place getting humiliated by a few players 20-30 yards away. In a balanced match (which do occur often enough), players that have better skill/gear (which often go hand-in-hand, but not always) often float to the top and rule matches. Teams with great healers/protectors start to shine and really make a huge difference. Since the 1.2 notes make a lot of those ranged hybrids seem underwhelming now and melee seems better, a lot of FotM players are rerolling melee. So in the next few weeks/months melee are going to start ruling PvP instead of ranged. The next patch will probably shift that around again... rinse, repeat etc... welcome to the theme park called current AAA MMOs; you can never get off the carrousel of balance, so enjoy the ride.
  10. when I first started tanking months back on my Jugg I immediately assumed the same thing, guard the healer and he will never go down. Then after wiping on HM BT 3-5x on the robot boss with all the adds I realized that the healer NEVER takes agro and rarely takes damage outside of raids and a few special fights. Guard your highest DPS, this is your off-tank with usually sub-par defense... However, you should have guard easily accessible to put it on someone taking damage. For instance I have Guard hot-keyed to mouse button 5 so that I can click on the name of person taking damage in the Op frame name and then click button 5 quickly. Aside from taunts, Guard is going to be your next best friend in most instances.
  11. I have yet to tank much on a Shadow but I am making one now. I also have a juggernaut at 50 that has tanked a lot of stuff in this game to date. With my limited experience so far I feel like it is OK how it is. It lowers DPS by needing to cycle it in every 12 seconds, but Juggernaut/Guardian probably have it worse as far as a shorter CD defensive buff goes, I cant speak for Vanguard/PT since I don't have one. The skill from juggernaut/guardian requires a proc from a parry, dodge or block allowing them to use retaliation/riposte, which when talented with 3 points (instead of 1) offers a 6% defense increase for 6 sec (instead of 20sec) with a 12 second CD. So basically, a juggernaut gets an increase of 6% defense for 6 seconds by using a skill on a 12 second CD and it requires the proc (which happens often, but not guaranteed at the 12 sec mark). Its not ideal to cast ward every 12 sec, but it could be worse.... or different depending on how you view it.
  12. If you go straight through and level on planets only, it can get out-of-hand quick. Mobs your level and higher slow down leveling a lot since you need to self heal a lot and they die slower. Mix in some PvP and FPs and try to stay 1-3 levels above the zone. If you do zones, make sure you do all the bonus series to try and stay ahead too. Warrior/knight leveling is one of the crappiest in my personal experience (50 jugg, mara and sent/ 3x-4x assassin, sniper, sorc and working on shadow now 2x). But seriously, hit up PvP if you can, it gives a ton of XP at low levels, money without repairs, decent gear at 20/40 and keeps you ahead of the level req for planets.
  13. I just started a Shadow to make a tank; In Act 1 and feel bored with it so far; but I think a lot of Act 1s from what I read and have experienced are similar. my previous toons: 50 Jugg and 50 Marauder Act 1: Mediocre Act 2: Starting to look good, piqued my interest Act 3: AMAZING!!!! 50 Sentinel Act 1: blah Act 2: OK Act 3: Wrapped up nicely enough, but not nearly as good as SW 38 Sniper Act 1: OK Act 2: Seems like its getting good Act 3: ? But I hear its amazing 32 Sorcerer: Act 1: kind of cool Act 2: Damn good Act 3: ? Heard it finishes nicely enough but could have been better Bottom line, I noticed and have heard/read that empire story lines are much better, or more interesting to the majority (obviously some will feel otherwise). I almost feel like the devs spent a lot of time making Empire story, armor, abilities cool and such and then wrapped up Republic side really fast to make it ready for an earlier release date than it should have. This could also be because the Empire in general is full of more political positioning, backstabbing, moral ambiguity, etc.
  14. When I played my Jugg in pvp I found this to be really annoying. In most Hutball matches I could almost guarantee a win with 1 healer around. I would get 3-6 of the scores and usually 0-3 medals for protection. All that and I often got 0 votes; this occurred across at least 30 matches if not more that we win and I score at least 4 times. Objectives don't matter, winning hardly mattered etc. I respec into tank/veng hybrid and start taking in 10-13 medals and then I start getting some votes... MVP is a waste. The system could be set-up to reward extra points for finishing 1st to 3rd in any given category. Damage done, heals, protections, obj, medals. 1st in each gets 3 points, 2nd 2, 3rd 1. Each point could be worth 5 WZ comms and 50 valor... or a tad higher, not that it matters much any how.
  15. Sums it enough well enough. Resolve works absolutely, but it is far from ideal. Dont hold your breath for a fix anytime soon though; Bioware seems mighty proud of their resolve system, even if it is crap. I find times when I am on my melee character and I simply am over standing in place being killed by ranged classes and have 0 chance to fight back; die and watch a full resolve bar go down long before I can get back into combat - then rinse and repeat. Then I jump on my ranged class and remember that LoS is just as frustrating. Any decent melee will access the situation and use LoS when applicable; which is a lot of the time, and this renders a ranged class worthless unless they want to get into melee range to fight... rendering them dead to most melee classes in most cases. Grass is always greener on the other side. While I still feel ranged are at a distinct advantage in this game, its not that big when considering team play, not 1v1 situations.
  16. Most of them are the same bad players that re-rolled into sorc/sage, merc/commando a month+ ago when they were considered OP. What I find funny is how terrible most of them are. Having a 50 marauder as my main I remember leveling up and doing PvP from 10-50, even when 10-49 and 50s were mixed. I also remember even then finishing with 250k+ damage done on most WZs. I rerolled a sentinel a month ago to get onto a PST server and to see the republic story line. I have been running 10-49 PvP a lot and have the same thing, usually 200k-300k damage done on most WZs. With the big influx of marauder/sentinels in the last week or two I have seen a lot of lvl 25-49 mara/sents finishing entire WZs with only 100k-150k damage done... all I can say is let them re-roll. Melee is hard enough with all the CC, knock backs, roots etc in this game. If a bunch of bad players want to be fodder, let them. It becomes hilariously clear which players are bad when you know what skill animations look like and realize these players have no clue what skills to use and when. Watching someone pop rebuke/CoP when no one is hitting them or at the end of a fight is great; or the player that hits force camo instead of using LoS in a 1 on 1 situation vs a ranged class still makes me laugh. This is almost as good as the players that seem to have forgotten that they can interrupt, watching a sentinel whack away at one of our 2 healers in Hutball last night to no avail for at least 3 min straight was silly. He only interrupted one heal using stasis/choke and that was right as he was about to die, to a healer, that was also healing the group at mid AND.... wait for it, he was lvl 46! This person will be full of epic fail come lvl 50.
  17. Commandos got nerfed too in both DPS and heals; once you dont have that bubble you will find that heavy vs light armor isnt as big a difference as you think. FYI: on PTS most decent sorc/sages arent really complaining that much. The ones that do are the bad players that rolled it and actually thought they were good. Best analogy I have read was saying it was similar to WoWs last expansion release. Healers all of a sudden were mana starved and heals seemed to be way under powered compared to damage dealt etc. This actually translated into using CCs, having DPS watch what they are doing and being careful on pulls. Personal experience, in our guild we had a little more than a handful on PTS and ran both ops on NM. Took a bit to get used to but finished both with only a few wipes. As most Devs for any MMO game have stated at one point of another; if any class gets a nerf, "the sky is falling" mentality has an initial big backlash, after a few weeks most people are adjusted and doing fine; doesn't mean there still aren't going to be complainers and people that re-roll. Any time a class gets buffed, "now they are going to be even more OP" mentality takes hold; after a few weeks people have adjusted and its just another class, usually more worthwhile at this point than they were pre-buff/adjustment.
  18. Had a marauder I got to 50 using primarily Vette(lvl 10 ranged DPS comp) and Quinn(lvl 2x healer comp). I found I relied on doc a lot since I didnt use my defensive cool downs much while in PvE. After hitting 50 and getting Jaessa (lvl3x melee dps comp) all champ/columni armor I used her exclusively. Then I rerolled a sentinel to see Republic story line and to get on a PST server where I would be able to play with more people due to timezone issues. I have use Kira the entire way since getting her around lvl 15 or so. Do your best to keep her armor up to date. I bought all orange stuff form Security Key Vendor and the Social lvl 1 stuff for her. Big thing is to level Watchman, it is slow until around lvl 20-25, but it picks up really quick after that. Use your defensive cool downs as often as you can; know that Rebuke gets used at the start of fights, not at the end or as an OH-SH** button. Anytime you fight a melee silver/gold make sure you use Pacify and force kick on big casts; by big I mean that if the cast is taking a while to get off, its gonna hit hard, whereas short cast times that are even hard to interrupt hit weakly in comparison. Also, helps to level biochem for reusable med-packs, stims and adrenals. Reusable med-pack will vary in cost, but most of the time are around 1k-15k credits depending on the lvl it is for. I keep my stim up to date with level (8,16,24,32,40,48/rakata) and make adrenals up to date when I can, or buy. GL
  19. I think that the issue lies in perception of most other players. I have never played a merc/commando, but friends do. I understand the class is built around TM/GR for self-buff and procs. Where the bad "spammer" perception comes in is when: 1) Someone stands in the middle of 4-5 people spamming it and never moving for a solid 30+seconds and only casting TM/GR a majority of the time. 2) The people that get interrupted, run around auto-shooting or using basic attack skill until its up again to start the cast and be interrupted again. So often I have faced Merc/Commando in PvP 1 on 1 and walked away with 90% health or more since the person only tried to cast this skill, with great futility. 3) In addition to point 2; I have equally been 1 on 1 against merc/commando that cast it maybe 1 or 2 times and seem to tear me up pretty well with all kinds of other skills. This leads me to believe that some people are so bad at PvP they only understand the 1-trick pony method of play. 4) When there are 3-5 merc/commandos on 1 team and they all spam it non-stop. Although, these matches often end up showing high kill rate for the merc/comms, but they still lose since most of them dont leave the point they stand on to get the objective. Since a lot of bad PvPers rolled or rerolled the class after seeing 4k crits a few times; the above mentioned issues of bad players get seen a lot. This is like sentinel/marauder right now. Every one calls them super OP so a lot have rerolled them; I can honestly say I have seen some terrible players running around as sent/mara in a lot of WZ the last week or two. Let people complain about you "spamming". The class is built to do so and if you are able to get off the shots and kill them, they are probably really bad at the game. LoS and interrupts + long cast time makes it pretty easy to avoid unless there are more than 2 in 1 match.
  20. Ive probably posted this around 100x in all kinds of different threads, but a TLDR version here. I dont think sorc/sage are OP in PvP and I don't have one; I have actually found them pretty easy to kill if you are their anti-class (mara/sent, op/scound) and its 50/50 for some with some dependencies (my main mara other 50 jugg fyi). Rather I find that the mechanics of general PvP and map design favoring ranged classes (sorc/sage in particular) so heavily in some instances (read Hutball) that most melee stand 0 chance of fighting them if there are more than 1 in any area. 2v2, 3v3 doesn't matter. The more CC available the easier it is to win and doubly so in hutball compared to VS and CW for obvious reasons. Add to that roots don't effect resolve and this compounds the issue. I could speak at length to this, but it really doesn't matter. It seems that BW will take the most painful approach to fixing PvP they can and we just need to deal with it. They will probably nerf and buff each class 2-3 more times before there is a decent balance; and then probably scrap it and change it altogether...
  21. Had the same happen to me in Illum when pets were active. I went AFK at mid for a minute or two; came back and Jaessa had finished off a shadow and was working on a sage healer. I died to the healer since I started the fight at 30% health or so, but the healer was down to 40% health when I went down. DPS pets beating players is actually kind of epic.
  22. Zen in all specs is a huge DPS/amazing utility spike, but transcendence has it uses. Like previous posters mentioned, at the start to get the ball helps; but I find it helps when chasing or running away in combat. For instance in Hutball if the team gets the ball and the carrier pops sprint, use this and everyone within range on your team gets 50% faster; watch an entire team catch someone without using charge or pull, root is huge in regards to resolve etc. Also helps a lot if you or the carrier have full resolve. Pop that and watch them break away from the pack and cant be stopped. The skill also adds some ranged defense. In matches that have a lot of sniper/gunslinger (which happens sometimes) this becomes a straight up 10-20% decrease in dps for them across the board. THIS IS A RARE OCCURANCE, but it happens sometimes and good to know. The heals from watchman/annihilation Juyo form are nice, but not as high as that stardard decrease in DPS. In the instance of fighting a ranged character that is good at root/slow and you are having issues getting off a leg slash; this will allow you to catch up and get it off for sure. Lastly, running to nodes, doors etc. After getting a door in VS running to next objective; this helps a great deal as well. All situational, but can help.
  23. Like this poster said, it is extremely situational. Can be nice when in PvE on weak targets for the stun to follow up with hilt strike. In PvP if a target is near low health, you have the extra focus/rage and you are rooted but in range. This may drop them below the 25% health for finisher; after finisher if they still have 5% health or so, it may kill them, etc... Aside from that, it is a huge focus/rage sink and it isnt buffed up like it is for combat/carnage. Took me a bit to get used to watchman/annihilation after running carnage/combat because this naturally fit into the rotation for me; however I felt rage/focus starved. Dropped it based on some tips and voila, no more problems and DPS went up in turn. GL
  24. For the Original poster. 1. Armor: sentinels are a melee dps but only have medium armor. Often we are half dead before we reach our target. Solution: all lightsaber skills should be usable while moving (apparently the advantage of medium armor). Solution: decrease the base cool down time of Force Leap by 3 seconds (allows us to reach targets faster and move around better, again the trade off to medium armor) Armor is moot point for almost every attack except other mara/sents; really it is. My first main was a Jugg that I got to valor 58 before trying a marauder and falling in love(and eventually getting to valor 66). The armor means little to nothing, defensive cool downs are what make any class survive in this game. To give an example of its only benefit, with all buffs up and adrenal + relic then hit annihilate/merciless slash on a clothie and you can crit for ~4800-5500 depending on other debuffs on them; same hit on a tank spec player in heavy armor in tank stance will hit from ~4500-4700 depending on those same conditions. So the biggest hit has a max differential of ~800 damage and requires a great deal of conditions to be met. 2. Crowd Control: again because of our need to be close to the enemy, sentinels are often stunned and stunned and stunned again...oh and pushed/thrown back. We have very few options to return the favor. Solution: decrease the cool down time of Camouflage and Resolute to 30 seconds Solution: If Force Push is not an inherent skill (we're jedi, for Pete's sake!!) at least put it in the Focus skill tree and replace Gravity (this would especially help in huttball, as we have no way to move opponents off the cat walks, hence most sentinels are told to stay near the ball spawning area) Solution: our crowd control skills should not cost focus (HOORAY, this one is coming!) This is part of melee in any game; while I would agree things like resolve are funky and need to be reexamined a bit. Avoiding CC is part of "mastering the class". I say this because I used to think the same way as you and many others like you. Then I learned to start waiting to begin a fight and choosing my fights more. Sure in a 1 on 1 or 1 on 2 situation where you need to defend something or take something this cant be helped, but thats part of team strategy. I really dont want to see another knock back or pull added to the game, I would rather most classes lose them, really aside from a tank pulling or stationary weak DPS class knocking back, no one needs them. Use leg slash and slow targets, if you spec Annihilate/Watchman charge is on a smaller CD. 3. Raw Power: If you look at the strength of Sentinels' attacks, and compare them to most classes, you wonder why we're called a dps class. Many ranged classes have more attacks that do more damage than ours!!! If you study the summary screen you'll notice most sentinels do not rank high in total damage done, even when we're swinging away the entire time!!! The most damage I've ever done is 250k. Solution: crank up the horse power!! ( this is being done a little with 1.2) Solution: lower the global cool down for lightsaber attacks. My attacks are faster than the global cool down, meaning I'm stuck sitting there waiting for me to swing my lightsaber again If the most damage you have ever done is 250k you are doing it wrong.... really wrong. Even in just centurion/champ mix I was hitting 350-400k damage. Got rakata and some BM stuff and I started to hit 500-650k in some rounds. This also ties into survival and picking your fights. If you charge into a fight first, you're going to die first, trust me. 4. Mechanics of Focus for using skills: All classes except Knights and their Sith counterparts go into a fight with full ammo/force and are able to start strong. We have to waste precious time (especially when combined with having to charge up to opponents!!) using very weak attacks to build focus so we can then hit hard, if we're still alive. Plus, if we're idle for a few seconds, we start LOSING the focus we'd built up. I'm not sure what the reasoning was on that, but it's backwards. Focus should BUILD in between fights, at least to half way full. Consider: a ranged class that has full ammo/force that can hit from 30m+ versus a sentinel that has an empty tank and has to close the gap and generate focus to actually do some damage all while wearing medium armor and terrible crowd control/stun abilities. Guess how these match-ups end 99% of the time? This is our biggest strength and why we do the highest DPS end game. It takes 3 seconds to build all your rage/focus and is rebuilt very fast. This is a learn to prioritize skills/use the right skills in PvP issue. I rarely find I have issue with this and since we never run out and can build it in 1-2 GCD our highest DPS skills can be used more often than most other classes. 5. Bug when Singularity is stacked: whenever singularity is stacked and I try a Force Sweep, there is nearly a full second lag. I've tried on multiple graphics settings and wired vs wireless internet connections, all with the same results. Force Leap has always had a slight lag for being activated, but it is much worse with singularity, almost as if the game has to pause and do its math. IDK what to tell you here. Rage spec is OK, but far from the best spec around right now, probably a large reason you find mara/sent underpowered right now. With the new patch shared trees get a buff; see how you feel after that. Until then if you use the shared tree, you're going to feel less than... I am enjoying the game overall, I appreciate all the time put in to the game. It is a beautiful game!! But when the general consensus is that the sentinels/warriors are the weakest class, especially for PvP, we need some love. Cheers!
×
×
  • Create New...