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Hyperionthethird

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Everything posted by Hyperionthethird

  1. Abilities are often designed with limitations to purposefully make them not ideal in every situation, that isn't bad design necessarily...
  2. There's a few ways to invite someone to a group but the easiest to explain on here is type /invite (or just /i) and then the player's name. ie: /invite anawin then he clicks accept, and you guys meet up nearby and head into the cave to kill droids, or whatever. any quest marked heroic 2 is best done with another player. some are marked heroic 4, which means you'll need 3 or 4 people total
  3. keys close to wasd are best, so like, 1-5, q, e, r, f, t, g, c. And you can also bind things to stuff like alt+1, shift+f etc
  4. Don't lead with force leap (or if you do, force push very shortly afterwards). He does a knockback followed by that really nasty blast, which is on exactly a 15 sec cd. So every knockback run at him mashing force leap as hard as you can Since the cooldowns match exactly, you can interrupt every single one like that. Otherwise just kick his other stuff when you can, and wait til after a knockback and after using kick to use your master strike. Without his knockback blasts he doesn't hit especially hard.
  5. survivability without soresu is so low that I'm fairly certain most dps guardians don't use their dps stances anyway, heh. in the long run, i dont think its a good idea to tie guard to defensive stances in general, for this reason.
  6. AoE threat? I mean if you never want to use any AoE and tank a single mob while the rest roam free all over the rest of the party, go for it. But I'll bet your friends wont appreciate it much.
  7. space missions make a big difference. I ignored them unless I needed an exp boost to reach the recommended level for the next planet. And I skipped bonus series. I was 23 when I got to him. But I did every side quest excluding bonus series. Which is really about the way it's designed, you're the one who did something really weird and got way ahead of the leveling curve.
  8. jango was mandalorian wasn't he? and so boba was raised to be one too? i'd think
  9. but when people imagine playing a mandalorian they're thinking of the fetts.
  10. basic WoW type ui mods would completely solve ability management. The ui they have isn't very good for watching cooldowns, that's really the only issue there...
  11. I believe the devs only said that the damage seemed about on par. And there's always going to be more or less complex classes too, to some extent that can be good since it gives different types of players options. And I like the way taunts work in pvp in this game
  12. Personally I always favor solutions that avoid homogenization. IE if sentinel 'huttball utility' came more from speed boosts and roots than knockbacks/pulls. It'd fit the flavor of the class better.
  13. Writing off every concern as totally unwarranted doesn't really make you look any better than anyone going "OMG DEYRE 2 GUD!"
  14. At level 20 you're lacking a lot of very important control skills and talents and so on. But yes survivability is an issue I think, at least for dps guardians. If this isn't your first mmo then you know game balance isn't going to be immediate and will never be totally perfect (And you ought to know how worthless lowbie balance is...)
  15. throw in extrication and the best knockback for huttball frustration
  16. I've never complained about them before personally, because I don't feel terribly confident in taking a strong position on them- my only 50 is a guardian. But they really are pretty annoying in pvp. I'm not sure it was a good decision on bioware's part to tie CC to the healing classes, it seems like both sorcerors and operatives have that pvp control market cornered. That'll cause problems down the road- you can't have the same damage as pure dps but significantly more utility between heals/dispels AND CC. Maybe Jolt and Distraction should be Assassin and Sniper only to balance it out. I don't believe commandos/mercs have an interrupt.
  17. For me in champ/cent gear force sweeps are generally 3k without trinkets, 4kish with them. And then you add on a final tick of exhaustion for 1k I guess? Def not bad but lets not exaggerate so much or use outdated anecdotal evidence. edit: few more small complaints Vigilance/Vengeance is a bit low on utility in pvp as well. While Focus/Rage has a pretty nice ranged slow, and defense is chock full of extra utility as it well should be, Vigilance doesn't really offer much. And the talent that makes Master Strike/Ravage uninterruptible is in Focus/Rage specs... why? I mean that's the spec that's by far least likely to use that skill in pvp situations.
  18. It's hard to say where guardians truly are at either endgame without any parsing or rated pvp system. And I'm not TERRIBLY experienced at either. But one thing I can say for sure is that we're too squishy in dps forms, for leveling and for pvp. Also, I'm pretty sure we're the only tank that needs to be in our defensive form to use guard, which is annoying but doesn't really matter for now since you can only pvp in that form anywayyyyy. It's particularly a problem for vigilance guardians, who are pretty reliant on shien form for their gameplay, as it's a much bigger difference in focus generation between shien and soresu than it is shii-cho and soresu. I'd really like to see improved mitigation while in dps forms, specced or baseline doesn't matter, in a future patch. And let us use guard in dps forms as well. Though it's impossible really say without parsing for pve, I've found my damage to be fine for pvp.
  19. totally ignoring that bioware got in all the big ideas of what playing a mandalorian would be like into bounty hunters, there's a few problems with a suggestion like this: 1) It's adding a lot of story content but nothing else. tons of work for more leveling content as mirrors of the classes that already exist. 2) As endgame solidifies more, as I would expect it to have by the time bioware's thinking about an expansion, very few guilds will be willing to totally reroll to a new faction. 3) It's splitting the community into a third part, which just makes the server communities smaller. 4) In the end star wars' essence can be distilled down to Good vs Evil. Republic/Rebels vs Empire/Separatists (anyone catch how for empire dissidents are called rebels but republic dissidents are called separatists? I thought that was a nice touch). That's one of several reasons we'll never see smugglers or bounty hunters choosing a faction to align to as well. But in the future (assuming there isn't anything like this yet, I'm still leveling imperial side), it'd be cool to get a few planets that are chiefly under the control of the Mandalorians for imp players.
  20. That's really not how it should work. Anyone specced for damage should do about the same damage. Extra utility like taunts in the tank cases should be matched by utility offered by the snipers and sentinels.
  21. jedi ship's the worst, its just boring.
  22. fu, IA ship is the best ship. then trooper edit: it's the spaceship of james bond in space and is entirely appropriate
  23. Every story is meant to have a pretty different flavor, so if you really want that trooper type story you're just going to have to play republic. Or try playing an agent.
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