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PadainFain

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  1. 1030/second is only possible if you have a really static game with lots of people to AoE heal and have lots of expertise. How much of that healing was actually useful and didn't just overheal someone who already had a HoT on them or was about to pop a healing pot can never be known. I did a voidstar yesterday with 5 healers on our team. Between us we did 2.2 million healing. It was a rubbish warzone though.
  2. The one thing I want above all else is more hotbars. 48 slots simply isn't enough for all of a level 50's abilities, relics, stims, adrenals, PvE and PvP health packs, speeder, travel abilities, "throw the huttball", buffs (which could be 4 soon). After that I'd like more operations. Larger, longer, more fun, ideally for 32 people but I know that's a pipe-dream, with a new tier of gear. Something involved like a series of trials that you have to get flagged from in order to progress, akin to the Muramite Proving Grounds and unlocking Citadel of Anguish in EQ1. And finally cross-server PvP queues to keep the wait times down. Don't give a stuff about ranked PvP, Flashpoints. Oh and the whole 'bring a friend' mechanic... get rid of it. Use aggro ranges and let us have some proper pulling abilities that make or break raids.
  3. Thanks for the feedback, some good stuff there. With further testing today I agree with most of what's been said although I still think that going deep into Balance for Sever Force sacrifices too much from the Tele tree. The 13/28 hybrid does seem pretty ideal for PvE. The build I came up with was a half-way house between that and a PvP build. Once we get two specs I'll be looking at it again but with some tweaks to make it as good for PvP as I can. Again, thanks.
  4. I came up with this build: http://www.torhead.com/skill-calc#600ZfcbMdRMhZcMcRsMz.1 The motivation for the build was this: 1. The top Balance skill is very underpowered. 2. The top Turbulence skill is a little underpowered. 3. A pure Telekinetics build has high Spike damage but low efficiency. 4. A pure Balance build has high efficiency but low spike damage. 5. So how to get the best of both? With this build you get the efficiency of Balance with almost all the spike damage of Telekinetics. You don't get the crit bonus to DoT's from Balance but I worked it out that even very well equipped it's only a loss of about 3-4% DPS even if you played it like a Balance build (which of course you don't). The same goes for the loss of crit bonus high in the Telekinetics tree. But to compensate what you do get is this: 1. Telekinetic Throw restores Power. 2. Telekinetic Effusion further improves your efficiency. 3. Presence of Mind procs nearly every time you cast Telekinetic Throw which makes Telekinetic Wave (or Disturbance if you choose) instant-cast. 4. Weaken Mind crits proc Psychic Projection making Telekinetic Throw cast faster. 5. Telekinetic Wave and Disturbance get an extra (30% of the time) damage from Momentum and Project gets the same from Upheaval. In PvP: While you are moving you use Weaken Mind to start damaging and readying Psychic Projection to cast Telekinetic Throw in half the normal time. That procs Presence of Mind which leads to casting Telekinetic Wave (multi target) or Disturbance (single target) instantly. Also throw Project if you have only one target to keep the DPS up. If possible use a cast of Disturbance if Wave is on CD to proc Tidal Force and reset it. At most it takes 2 casts of Throw until it's back up anyway. Force Lift is instant cast giving you an excellent control ability and you have Force in Balance to spike your damage further. In PvE: You don't need to be so mobile so you can literally just cycle Throw and Wave and chuck out the occasional Force in Balance to spike damage further. You literally cannot run out of power with this build whilst at the same time doing more damage than a pure Balance spec and although your spike damage is lower than a pure Tele build you will still be doing almost their spike damage long after they ran out of power. I'd love to hear any feedback or criticism of the build. There are a few points you could redistribute to make it a little more PvP or PvE friendly but I think I have selected the middle path. For me this is doing a lot more DPS than any Balance build I ever ran. Sever Force is just too poor a skill IMHO to go that deep into it. Running PvP I hit 376k damage in Voidstar today which is a record for me and didn't involve gimp chaining Forcequake on bad players. In PvE it has plenty of scope even in fights with single targets and a need to keep moving, especially when you get your proc to cast Throw in half the time.
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