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IronFirewind

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10 Good
  1. Basically pick either Ashara (Lght Side) or HK (Dark Side) and kit them out with the Rakata Grade mods you can get from the Makeb Vendor for Planetary comms if they aren't already geared up. Stuff will just melt as you share aggro with them. Khem and Xalek being tanks are useless and just die too often as DPS, and things take ages to die as healer. Talos and Andronikos are made completely obsolete given that Sorc has great AoE (so doesn't need Andronikos) and great self healing (so doesn't need Talos).
  2. Healers and Tanks were already functionally immune to Fire Traps damage anyway. One of my favourite things to do as a Sorc is to put up my Bubble, run through the fire and pop Recklessness + Unnatural Preservation. Result is me being back at full health and able to sprint for the line and/or extricate the ball carrier to me with anyone dumb enough to follow me dead.
  3. The only time I'm tanky on my Sorc is if I have a Juggernaut in my guild premade for the Intercede + Taunt combo whenever I take focus fire (which is often). But most teams know how to separate a tank and healer anyway. That or they just send a Pyrotech or Lethality Agent after me since Sorcs have no way to cleanse Tech based DoTs. Actually, Bounty Hunters and Imperial Agents in general Hard Counter Sorcs in so many ways it isn't even funny.
  4. Oh I've been to a raid, a bunch of us decided to PvP after finishing and I have once or twice forgotten that I was still in PvE gear. My healing was awesome but I was also once smashed for 10k by a Sentinel because of this
  5. A lot of the insane damage numbers are done in Premade vs Premade games that end up lasting for about 15-20 minutes. It is possible for a Civil War or Denova game to go on for that long if only two turrets get capped. My record on my Sorc (main) is about 680k Healing and 390k Damage taken on a Civil War game where only the sides turrets were capped. I would have gotten more healing but I was 2 v 6 for the entire game on mid with a Tank Juggernaut guildmate so he was the only person to heal for most of it (other two guildies were in recruit gear and died whenever they turned up), and the other premade didn't think of trying to separate and stunlock us for the entire 15mins. They just kept hitting the guarded healer with the Tank hitting Intercede + Taunt whenever I got focused, or the Tank with a pocket healer (yes they did complain about Smash + Bubble Spec in /say even though we weren't using those specs). Gear does also matter pre-50. The bad players will insist otherwise but in the 40's you will be running around with 100+ Expertise and on average 14-15k HP which DOES make a noticable difference compared to a Lv10-30 with 12k HP.
  6. I don't get why Mercenary is ranked so low for DPS. A WH Geared Merc can pump out damage similar to a Sniper's and is pretty much on equal terms to the Sniper as a Damage Support class, plus it brings a ton of Tech Damage, and in Pyro Spec it brings DoTs that require an Operative healer to cleanse due to Sorcs and mercs being unable to cleanse Tech damage. The reason why Mercs are killed first is because you never want to allow one to free cast. Focus Fire Target priorities tend to go like this in my Guild premades: That Shadow trying to cap an Objective while the PUG Solo Hero tries to 1v1 the obvious distraction. Sages (Free Kill! Plus it eliminates all Stun Bubbles) Commandos (Letting one Free Cast = you lose your healer) Gunslingers (See Above) Assault Specialist Troopers or Dirty Fighting Smugglers attacking the Sorc (You tend to have to drop everything to save Sorcs vs Tech DoTs since only Operatives can cleanse that and Sorcs have no answer to Tech based DoTs) Combat Sentinels (80% Speed buff turns entire Warzones around) The guildmate who somehow ended up on the other team because of Bioware's fail queuing Sentinels stupid enough to pop Guided by the Force early or use their CC breaker before using it Melee Classes that aren't somehow stunlocked yet The Scrapper dumb enough to attack the Sorc with Bubble up That guy in Recruit gear you let live because you felt kind of sorry for him but there's nobody else left to kill and the Marauder wants a new pair of gloves.
  7. Shii-CHo is also the style that is regarded as the most effective vs groups of enemies. Just saying. Bioware really did their research when it comes to the styles and their trees. Shii-Cho = Random and erratic and good against crowds (Sweep.Smash). It shows a mastery of the fundamentals (does not rely on talented attacks). Doesn't have much of a defence against blasters (It's main weakness is kiters). Ataru = Flashy and acrobatic (Looks awesome and has the e-peen hits), and can utterly overwhelm someone not prepared for it (one of the best burst specs in the game) but if an Ataru user is put off their stride (it's very easy to CC a Combat/Carnage user and mess up their entire offence) or if they are unable to overwhelm their opponents with pure offence they get picked apart easily (VERY squishy without backup). Juyo = Wild and erratic. Easily the most unpredictable style (You are unsure when a Watchman/Anni Sent/Mara's burst is going to come because it is tied to Zen). Juyo users rarely let up on the attack (DoTs reflect this well). Shien = Favour physical strength (hit for hit it does have the highest base damage for physical moves and has a strength bonus), it is a highly offensive style but it does stand up well to blaster fire (It's a Guardian/Jugger spec so on paper at least it is one of the thoughest DPS classes). But if it can't overwhelm the enemy with powerful attacks then it does struggle (it's burst is lacking) Soresu = It has an entire tanking tree dedicated to it and it has the highest defence stat rating in the game (Soresu was designed to utterly counter blaster fire so it makes sense that they deflect ranged attacks often) Also Shii-Cho, Ataru and Juyo are known in lore to have duel wielding regimens which makes perfect sense considering a lot of Jar'Kai techniques are derived from Shii-Cho and Ataru.
  8. Reminds me of the first time I fired a shotgun in real life. How the Scoundrel managed to fire one one handed with his/her weaker hand (since apparently all of the PCs are right handed) is anyone's guess...
  9. Both. The actual conversation was more cursing and whining so it was edited a bit to make it funnier and not likely to violate the ToS and get deleted by a mod
  10. Voidstar while solo guarding a door on my Sentinel Me: East door, 3 inc *couple of seconds later* Me: East door, need help 1v6 *couple of seconds and cooldowns dropped later* Me: East Door! Need help! *Pops Guarded By The Force, gets stunned, dies when it wears off* Me: East Door now! *Spams East Door in the chat* *Bomb is planted of the east door* Random Guy: OMG WHY DIDN'T YOU CALL IT YOU SUCK! Other Random Guy: She was spamming the chat so I put her on ignore Random Guy: And you didn't go help? Third Random Guy: She's a Sent they can hold doors fine Me; Against 6 other people? Third Random Guy: You just suck at Sent noob Me: East Door 5 inc *I die instantly and Imperials plant bomb on second door* Third Random Guy: FFS stop guarding and call!
  11. The build has been around for a while and is pretty fun in premades.
  12. #7 isn't a clear cut thing. What it should be is people not focusing on the biggest threat of the other team which isn't always the enemy healer: What about that Sniper that has just dropped his CC immunity and has your healer or DPS targetted? What about that Sentinel that is on your own healer? What about that Assassin that just popped up behind your squishies in the backline? What about that Operative ninjaing the objective? What about that Guardian that is about the Force Push the ball carrier into an arena hazard? What about that Sorc that is being allowed to free cast? What about that Vanguard that just pulled your healer or high priority DPS into the enemy group? What about that Marauder that was rampaging around but just wandered out of guard and/or heal range? What about that Sentinel that is near death and just popped Force Camo? Right there are 10 instances where going for the healer first isn't immediately the best option.
  13. I tried it once in a non-rated with a bunch of friends. Basically we made a premade of "for fun" specs for a laugh one night and did pretty well. The most damaging combination is when you have a Lightning Storm Proc with Thundering Blast off Cooldown. Polarity Shift + Thundering Blast > Chain Lighting > Shock > Lighting Strike > Chain Lighting can quite easily do 16k damage in one burst, more of Forked Lighting procs. Problem with Lighting Spec is that you're the quintessential "Two Minute Mage" because that is exactly how long the CD on Polarity Shift is.
  14. Playing in a regular WZ with a friend. Denova Coast. Myself (as a Juggernaut) and a friend (Operative) had fought tooth and nail over the South Console, we finally took it with us being the only survivor. Someone called NE being under attack and for some reason the entire Imp team flocked there. The entire Republic team respawned and charged the South console. It was 2 v 7...
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