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insendial

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Everything posted by insendial

  1. Deception PvP only requires being in melee range. Maul is a bonus, not a necessity.
  2. iirc nothing in the toughsin spec requires Surging Charge. I'm about to log in to confirm that. EDIT: Confirmed that the surging-less toughsin spec listed above is still possible in 1.1.2 I take Charge Mastery over Thrashing Blades because it also grants a bit of extra durability should I need to switch to Dark Charge (which I do in pugball). Lemme know how that goes. Sounds good!
  3. This thread is for all things Deception PvP (minus QQ). PvP Builds: Surging Charge Spec 7/31/3 - http://www.torhead.com/skill-calc#200bcMZGGbRkhrbuzZc.1 Variants: 5/31/5 with 2/2 Sith Defiance instead of 2/2 Lightning Recovery x/31/x with 4/5 or 5/5 Crackling Blasts with no points in Static Charges 2/2 Entropic Field w/ no points in Static Charges 0/33/8 - http://www.torhead.com/skill-calc#200ZhGrRkhrbtzZf0c.1 Toughsin Spec (Uses Dark Charge) 11/23/7 - http://www.torhead.com/skill-calc#200rsM0oZGGr0kMr0zZf00M.1 Variants: 12/21/8 - http://www.torhead.com/skill-calc#200dcr0kZGGr0k0r0zZf0c.1 12/21/8 - http://www.torhead.com/skill-calc#200bIM0kZGGr0k0r0zZf0c.1 Deridia's Toughsin Spec (Uses Surging Charge) 23/17/0 - http://www.torhead.com/skill-calc#200rIMkoMskZGMdRk0M.1 Specs in Testing: 2/31/8 - http://www.torhead.com/skill-calc#200MZGGbRkhMbtzZf0c.1 18/15/8 - http://www.torhead.com/skill-calc#200rurok0cZGGoRzZf0c.1 Does a spec not work? Post here and lemme know! Got an awesome Deception spec? See above! Ability Priority: Assassinate Force Slow (if they aren't slowed already) Maul (with Exploit Weakness) Shock (w/ 2 Induction and 2 Voltaic unless saving) Voltaic Slash (or Thrash if you aren't 31+ point Deception) Discharge (w/ 4+ Static Charges) Shock (w/ 2 Induction) Discharge (w/ <4 Static Charges) basic attack How does a priority system work? A priority system is an alternative to a rotation, and one which is significantly more useful in an ever-changing PvP environment. Using one is very simple: each time you're about to use an ability, you go down the list until you find one that is available (note the conditions in the parenthesis when deciding whether to use an ability. Slowing a rooted target is useless, after all; better to save the slow for when the root wears off). What is this saving you refer to? Fighting ranged classes is not uncommon. One thing that ranged classes really, really like is staying out of your melee range. If you're facing someone who is trying that, saving Shock and Discharge for when you can't use your other abilities can be a good idea. Example: You jump a Mercenary in Huttball with Spike. You have approximately 5 seconds before they knock you back (2 for Spike, 1 for animation, 1 for lag, 1 for reaction). If you go VS->VS->Shock, then you're out of melee range and can only Discharge until you get back in or Shock comes off CD. However, if you go VS->VS->VS, when they knock you back you can use both Shock -and- Discharge, resulting in more damage. Remember that saving is situational! You don't need to save Shock and Discharge every time you fight a ranged opponent.
  4. Snipers are great sub-14. Cover is 99% of their defense and Snipe+Ambush is 60% of their offense, so they're pretty much good to go as soon as they pick the AC.
  5. You're better off using Maul with a Low Slash than Crushing Darkness -- it hits harder as Dec.
  6. Sorcerers hardly have an 'unlimited mana pool'. They have 600 force (at most), while their heals cost 30-100 force and shield costs 65. If you wait until they fully Dot you to shroud, then you've wasted 100 of their force (1/6 of their pool), and each dispel costs 30 force for 2 effects, totaling 60 force to remove your 3 dots. This isn't to say that a Madness sorc wouldn't beat a Madness sin, but just to show that their force is not infinite.
  7. I would assume so. Possibly a bug if it doesn't.
  8. No, it should keep the same name so that Rogue-purists will try something new for once.
  9. Looking at the bottom of your screen every global is not skill. Making procs easier to notice would be a purely QoL change.
  10. Maul damage is perfectly fine. I saw crits for over 3k (a couple upwards of 3.5k with proc) before even hitting 50, and its only gone up from there. It *is* dependent on the ArP proc to hit that high, though. (And the proc makes it half cost, which is also nice). I honestly think that the Thrash animation is great, but the Voltaic Slash animation is even better and simply screams "OMG AWESOME." The Inquisitor base class is based off of a caster/melee hybrid Jedi (such as Count Dooku), with the advanced classes taking after Emperor Palpatine and Darth Maul (Sorcerer and Assassin, respectively) without losing the hybrid flavor. TL;DR: Using lots of lightning is fine. We shouldn't be an exact copy of any one character from the SW franchise, because all except perhaps Luke have too little actual content to be based on. Maul had one fight in one movie. There isn't enough material there to build an entire class around. What we know about Maul from episode I: He was a Zabrak He wore black He used a double-bladed lightsaber He lost a 2v1 Right now Assassins can fulfill all of those. Don't complain about being given more.
  11. It isn't terrible, it is squishy. Some people can't distinguish between the two and therefore claim that it is terrible. They gave us tools that keep people from continuously attacking us for a reason: they didn't give us many tools to deal with raw damage. ('us' being Deception Assassins, Darkness has plenty of mitigation)
  12. When that happens to me they generally come running around the rock and beat my face in. Force Shroud drops combat. Damage enters combat. So leave combat->enter combat results in being in combat. Problem?
  13. Inquisitor's Overload is the same way, although I do enjoy hitting Force Shroud when I see the animations so that I'm immune to the effects when it goes off.
  14. I'm definitely considering this step. I've got a quad-core (3GHz) with 8GB DDR3 RAM, 2 GTX260s in SLI, and a 7600RPM HDD so I'm fairly confident that it isn't one of those, though... For reference, Rift takes ~10 seconds for the initial load and WoW less than that. Even Skyrim takes less time. I constantly see load times upwards of a minute (though never more than 2-3 minutes, but it often seems far longer). I can't manage good performance in Fullscreen (Windowed) either (and can barely manage good performance in Fullscreen on a computer that can run Skyrim with everything maxed at 60fps), so I generally just chat in vent until it goes away. EDIT: I also have the 'wildly varying load times' problem. Most of the time Nar Shadaa is 45s-1m, but sometimes it is upwards of 2 minutes before I get in.
  15. Deception worked for me, but you'll want to try to get 2V-R8 (if you haven't gotten him yet, he's your ship droid) to be a passable healer as soon as you get him (level ~16-18) until you pick up Talos Drellik at ~38.
  16. ^^ this. It's not dancing like ye olde WoW Warrior, but its still 'dancing' to some degree. Now it is more difficult, but not too much so.
  17. Deception does have some utility of its own, mind ye. It is just more offensive. A 4 second blind on a 15s cooldown and a permanent snare (Force Slow on a 6 second CD w/ 12s duration).
  18. Saberstaff. I'm not a fan of Darth Maul, but I am a fan of quarterstaves.
  19. Pretty much. You'd carry the ball (whenever possible), defend points and protect healers. I prefer rolling as deception, but it really comes down to playstyle. Both can be annoying as hell to play against (when played properly).
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