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Prabhunath

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Everything posted by Prabhunath

  1. Here's a list I saw the other day by Bstr: Level 50: Belsavis Bonus Series Ilum Black Hole Section X Level 50 Flashpoints and Operations Level 51 - 54: Makeb: Some dailies require the story to be done first; other require you to find them in the field on datapads / NPCs GSI Dailies: Requires that you have the Macrobinoculars and Seeker Droid from starting their storylines. You do not need to finish the storyline: just complete the introduction cutscene. Level 55: CZ-198 Oricon - Must do the story quests first Level 55 Flashpoints and Operations All of these have a story aspect to them that you can do for increased rewards the first time. Also, check out his simple guide here to have an idea of what to do upon completing your class story in chapter 3, it's helpful. Some of the dailies are long, and require you to spend an hour or two on the planet, while others can be completed within a fraction of that. The important thing to note here is that you don't have to do all of them everyday. For me, personally, I skip the GSI dailies always because I find doing them a chore. Others, like the earlier dailies (Belsavis, Ilum, Black Hole, Section X) can be skipped completely if you do not require the comms they offer.
  2. Oh yeah, I almost forgot to mention. The Harbinger also has a lot of players from the former Asia Pacific servers, so you're bound to find loads of other Oceanic players during your adventures.
  3. I think you mean the West coast, that's a lot closer to Australia. Anyways, apart from Begeren Colony the only other server that's on the west coast that isn't pvp is the Harbinger. If the situation is terrible enough on BC (and it can be, I guess, it is after all an RP server...people do tend to get a little carried away in their roles), then you should definitely give the Harbinger a try. I won't lie by saying that there aren't trolls here, but because of the huge population, it's got just as many helpful ones.
  4. Did your game, like, not patch up to 2.0 and later? Cause prior to 2.0 pyro PTs could indeed do that...now, they don't have anything that even qualifies as a burst. They can win you in fights, but it'll take them an eternity to do it. I don't think they even have an ability that hits much harder than 6K... Maybe you just had this chance meeting with an uber-geared PT on your new agent?
  5. Vengeance has good burst, but I wont go so far as to say it's a burst spec. Annihilation marauders and Lethality snipers/operatives have good bursts, doesn't make them a burst spec.
  6. This. If Pyrotech is a DoT-specced sustained DPS build (as some are suggesting), and Advanced Prototype is a DoT-specced sustained DPS build, what would possess Bioware to think this would be a good idea (2 sustained DPS and 1 tank trees)? Let's look at the other classes' DPS trees to see if this pattern is reproduced by Bioware. Sorcs: Madness is sustained, Lightning is burst. Assassins: Madness is sustained, Deception is burst. Marauders: Annihilation is sustained, Carnage and Rage is burst. Juggernaut: Vengeance is sustained, Rage is burst. Sniper: Lethality is sustained, Marksmanship is burst. Engineer has equal parts sustain and burst, so place it wherever you want. Operative: Lethality is sustained, Concealment is burst. Mercenary: Pyrotech is sustained, Arsenal is burst. Powertech: Advanced Prototype is sustained, Pyrotech is sustained as well. What you can extract from the above is that Bioware gave each class a burst DPS tree and a sustained DPS tree. Except, apparently, for the Powertech class. I can't be the only one to feel that this is jarring (not to mention breaks the above pattern), and that Bioware designed it to be that way on purpose. I don't think Pyrotech was initially created to be a sustained-DPS spec, but it was made into it for some reason. Oh, one more thing: Concealment operatives incorporate DoTs (Acid Blade and Corrosive Dart, to a lesser extent) in their setup too, does this make them a DoT-specced sustained DPS spec?
  7. Goodbye Kitru, I will miss the insights that you provided to the Shadow/Assassin class. Can't help but listen to as I read your farewell message. To everyone else feeling the despair emanating from Bioware's camp, I dedicate the song to you.
  8. Prabhunath

    Best PVP Class?

    If only this were true. Still, in my opinion, its amongst the funnest. To the OP, best pvp class changes from patch to patch. Operatives, mercenaries, powertechs, juggernauts, marauders and sorcerers have all been, at one point or another, considered the 'best' pvp class during their time. Presently that honor belongs to the Rage-specced Marauders/Juggernauts (some would claim Snipers as well) and of course, healer operatives. That does not, however, mean that the other classes aren't worth playing; they each bring something a little different to the picture. My advise to you would be to try the various classes and settle with whichever one you are most comfortable with. Not only will this allow you to try out the different gameplay mechanics of each class, it will also give you insight to how it plays/performs, making you a better player in pvp.
  9. Oh not another 'this game will be dead when/in' remark....Honestly this game should have been dead half a dozen times by now. But it isn't. The thing is we each have our own reasons for staying in this game (mine is that I find SWTOR, even with all its nonsense, remarkably better than the other MMOs that I've tried). If PVP was the only reason holding someone in a game, then they should have left a long time ago, not in 2.4. The fact that they have stayed this long in a game this 'bad' goes to show that there is more to SWTOR than you're giving it credit.
  10. I am not 100% sure here but I think that in patch 2.4 we will be getting new pvp armor. This may (or may not, we don't fully know yet) make partisan gear redundant, as multiple pvp armor sets have been in the past. If I were you, and just getting started on gearing for pvp, I'd save the wz and ranked wz comms until 2.4 hits. With the current state of bolster, pvp isn't bad with decent pve gear, so it should be bearable until then.
  11. Hope the above quotes help. When in doubt, go either internal or elemental because it penetrates armor and is not diminished by it.
  12. The way I see it, a juggernaut must've Force Pushed the consular to the ground, and upon charging to her he must have accidentally stepped on her four fingers. Those aren't lightning shooting out of the four fingers, it symbolizes sharp and aching pain.
  13. Bump - this thread is of utmost importance to us Asian/Oceanic players, it does not deserve to be on any page other than 1. At least until we get what we want.
  14. Bump...the APAC community wants to love this game, Bioware, why are you so intent on alienating us?
  15. Bioware, have you forgotten about us already? Or are you ignoring us on purpose? Been waiting for a transfer for so...damn...long. Edit: To reiterate my point, been paying you my money for so...damn...long. Please allow us the transfer already.
  16. Because I'm feeling nice (and drunk) at the moment, I'm going to highlight the following just for you:
  17. Somehow I get the feeling OP isn't talking about snipers.
  18. Hi guys, 2.0 has been out for a while now, and I was wondering if people knew what the best stat priorities would be for pvp. Before 2.0, most players (for most classes) aimed for the following stats: Expertise: ~ 1200 Surge: 75% max Crit Rating: Between 30% - 35% Accuracy: ~100% (for classes dealing mostly white attacks) The rest should be focussed Power and your class' main stat (Aim/Cunning/Strength/Willpower) Anyone knows what those figures are like in 2.0? I looked at Noxxic and they are still posting the old figures, and besides I know from experience that they're not completely reliable. Some people have suggested the following, but there are still many others who contest against the figures: Accuracy: 100% (important for everyone) Crit Rating: 20% Surge: 66% max (some have suggested 65%, as that's when the diminishing returns begin) Expertise: ?? After the above, focus on power Any advise would be appreaciated, thank you.
  19. Why do you even have a scoundrel if you think it's abilities are so stupid? Or are you just pretending to have one so that you can make a point? Because yes we do need the roll to be more important in warzones, those few of us who don't want to be shackled to the healing tree. Please see first. And if you still have concerns, see .
  20. Wait a minute, mercs have closers? Why the bloody hell would mercs want a closer? If anything, I'd say they want/need/have abilities that maintain separation.
  21. Hi there, just wanted to let you know that 2.0 has been very good for snipers (well, imperial agents and smugglers in general). We are one of the lucky classes where all 3 specs are incredibly good and competitive for both PVE and PVP, so my advise to you is play all 3 specs and decide which one suits you best. Personally, I love all 3 specs and rotate between them. The below isn't a manual or a guide (I'm not patient enough for such things, lol), but it shows what I like about each of the specs. Marksmanship - was great before 2.0, is even better now because Followthough procs after every 2 snipes, an Ambush, complete Series of Shots, and Takedown. It is also the most popular of the 3 specs in pvp due to its incredible single target bursts. The only problem with Marksman I have is that most of its damage is white, meaning against tanks a lot of my hits will be either parried/shielded/blocked or they won't hit very hard. Still, I'm in love with this spec. Engineering - While initially it was gimped during the early stage of the PTS, Bioware had the sense to make some favourable changes to the Engineering tree. It still has incredible burst with setup (i.e Int Probe + Plasma Probe + buffed clusterbombs + Series of Shots = Sheer Panic) and I think it might still also be the hardiest of the 3 builds. Also, it's fun to spam frag grenades (which hit like a bag of bricks) while you're on the move. Lethality - very few people played full lethality before 2.0, the main concern being that setup was too long, and if you changed targets too often you'd run out of energy in next to no time. Now however, with no cooldown on Corrosive Grenade and the improved energy regen, it's become a lot more viable. Also, previously it was the weakest of the 3 builds, but not so now as you are able to pick up Ballistic Dampers from the Marksmanship tree (hurray for pvp!). The best part of Lethality, however, is that Cull now has 45% chance to trigger Lethal Takedown. This finishes the cooldown of your Takedown and allows it to be used on targets of any health. Hope the above helps
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