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agien

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  1. I would totally use the Knight pvp set as a guardian in pvp.. I mean really if you saw somebody with that on wouldn't you want to go hit them? Finlay a set so ugly it provokes people into only wanting to attack you making you a true tank.
  2. Consular armor I play a Shadow in the game and here is how I see the class and kind of how I feel the armor should reflect. As a jedi shadow I feel like we are suppose to be the "ninjas" of the jedi order(assassin for sith). We work behind the scenes out of the public's eye. A sage being more visible working the political aspect out front I can kind of understand how the whole senator look came about and the big robes and what not fit a sage. BUT a shadow in my head is doing the more dirty work that a sage doesn't touch. We lurk out of the spot light making sure things go smooth and taking care of anything that may throw a wrench in things before it becomes public. A consular seem to be much more political, cunning, or subtle making sure things run smooth and relations stay strong. Wile knights are more like the grunts out on the front lines bashing in skulls and taking the hits to make things happen. I get that. I feel a shadow should have more athletic looking cloths. Baggy pants that go just past the knees and then boots that meet them. shirts that are loose and don't go much past the bottom of the behind and a belt over the waist. Cloths like this allow max movement with out getting in the way. How on earth is a shadow suppose to be doing these jump kicks and flips with these huge hats and robs on. the hats would be falling off or be getting in the way. They would be tripping on some of these heavy robes and overcoats. They would be standing out in the crowed with such elegant hats and bulky robes. And the pants in the game are so skin tight i don't know how they would be able to kick higher then the knees with out ripping them. I hate to jump on the whole Darth Maul thing but they did him right with the pants and shirt light and unrestricting. For heads I feel shadows should be getting masks or things that cover the eyes or the mouth and nose or some combo. The art team could have fun with this maybe making 1 look kinda like wrappings that cover the lower half of the face or some masks that cover only the face not all of them need to full out cover the hair and the full head. To make the higher level 1s look more high level you can add shoulder pads kinda like how the pve set has them now but much smaller. Add intricate designs and colors on them this makes them look more high quality = makes them look more end game. I love my shadow but some times it annoys me a bit when I look at the gear especially the head gear... Wish I had noticed this thread when the Devs were actually paying attention to it but maybe I'll get lucky and this will be noticed. On a side note the new PVE set for consular is getting closer to the mark. (I would like the head more if it didn't have the hood taking off my hair ..)
  3. My Idea of helpful PvP changes that would be doable with out going crazy are the following Tanks At the moment tank classes mainly shadow are broken in PvP when geared in DPS stats. They have so much survivability and can put out the numbers of a full fledged DPS. I played Infiltration shadow from the start of the game till I saw the patch notes with no change to Kinetic. Now I have switched because Kinetic has pulls, pushes, stuns, self heals, much more defense, and all of that with the ability to burst almost as well as Infiltration. Leaving me with the notion I will have to be this spec to be optimal in RWZ. The change: Reduce tank damage output all around and increase the hate abilities grant to counter the DPS loss in PvE. Tanks already have more utility then DPS and are out damaging a full fledged DPS spec. Expertise Right now damage is a little out of hand with the low HP pools. Fights can be over in a blink of an eye and expertise does nothing for you unless you are fighting somebody with less then yourself (assuming you have not hit diminishing returns and are just wasting stats on it). Expertise at the moment ups damage defense and healing done meaning all it is really doing is making it so you kill new 50s faster. The change: Drop the damage bonus on expertise completely and reduce the healing bonus slightly. This will make it so fights last a little longer and people will have to pick more between survivability(expertise) or damage(extra stats instead of expertise) adding an extra dynamic to gearing for PvP. It will put damage in line a little better and also stop the under geared 50s from being totally blown out of the water and instead make it so they are just unable to blow the geared guy up with out some help. With the damage bonus being dropped I feel to keep healing in line the healing bonus would have to be brought down but not totally dropped as it is already being reduced in PvP vs. PvE. CC breaker SW:ToR has probably the most CC and knock backs in any game I have ever played. This makes it kind of fun and nice in PvE but at the same time a true head ache in PvP. I am not going to sit here and say take them away from classes or anything of the sort. A lot of classes were balanced with the cc and what not in mind as part of how they function it would be silly to say take it away. What I am going to say is the CC break every class is given needs a rework. The change: At the moment when you use your get out of CC free card if you do not have full resolve chances are you will be immediately put right back into a CC. And if you do have full resolve you may be rooted instead due to resolve having no effect on roots. Our CC break needs a duration of immunity put on it for maybe 2 seconds so that when you pop it you have a chance to at least get off the fire pad or get out of the acid or put up a defensive CD. If a CC is used in this time it should still add to the resolve bar so a team thinks twice about mindlessly spamming till the immunity falls off. Roots also need to be part of the resolve bar I understand they are a necessity for some classes to kite efficiently but at times it is kind of being exploited unfairly like when a persons resolve is full and so roots get spammed on them to keep them locked down till the bar is empty. Getting out of combat Getting out of combat is an issue many of us face in PvP. It can be to re stealth or just to heal up but getting out of combat takes WAY to long in this game. I understand if you kill somebody and have not touched or been touched by any other enemy you will be taken out right away. But seriously... With all the AoE in this game and how people like to flock to the guy with lower HP not being hit by somebody ells in a fight is darn near imposable. Some times I find myself waiting for combat to drop off me so long the guy I just killed has already run back from his spawn. I feel if getting out of combat was made a little more reasonable we wouldn't be hearing so much crying from Ops/Scrappers who completely depend on openers, people would be able to move around better (having sprint up from not being in combat even though they are not actually fighting), people would be able to heal themselves in a little more timely manner, movement would be more strategic in the midst of a fight. No more being forced to waist vanish for the silly reason i was standing there forever and combat wouldn't fall off so i had to vanish cause somebody took advantage. Some Ideas that are not as thought out as the above -To help tanks in PvP a little more taunts could force the target player to target the tank who taunted and only the tank who taunted for a few seconds. In the case of AoE taunt only the targeted player would be forced to target the tank the rest would just get the damage reduction. In both cases the damage reduction still lasts like it does now if the person switches back to his target after the forced target switch falls off. -Something to reduce the advantage force speed has on the initial grab of the huttball. In other words something to make it so that any class can get to that ball first and not just default con/***. You could time out how long it takes to run to the ball and put a speed limit till then. This idea is truly off the top of my head and the thinking behind it is I would like to see other jobs able to get to the ball and not just say screw it I have no chance any way. -Put more edges or objects up on the catwalks for more safe spots from knock backs. This would really promote being aware of whats around you more and using it to keep you in play and it would help all the crying about all the knock backs in huttball. -Using a pull should put your knock back and knock down/small stun (kick vs. force stun) on a short CD to make them harder to chain together. Pulls already have an insane range to them for the lolacid and lolfire kills. Nothing too long just long enough that the person being pulled has a chance to react or the person doing it has to use a bigger CD. Or just tone down the range on them a bit. I kind of get the feeling I am too late to be adding ideas and with how silly some of the stuff is on this forum this will never be seen but I guess it is worth a shot.
  4. Because the changes between the buttons can only be done on the Naga side not the ToR side. example: binding a mod to my mouse on 1 profile but not on the other.
  5. Fast bump due to being knocked to the 2nd page in matter of seconds.. Really would like to see if anybody has a clue.
  6. I got a Razer Naga a few weeks back and it has really changed how I am able to play the game. I linked my main Naga profile to SWToR so that when it boots I know the main profile will always be the 1 that is turned on. My problem is my main profile is for my main character I play and I have set up a second profile for my second character due to some changes in a few of the buttons between the 2. I am trying to find a way to make my Naga profile auto switch with the character it is meant for and I know it was possible in WoW. Has anybody found a way to do it in SWToR? I know it is kind of a small thing and I can manually switch them but some times I forget till I am in the heat of batter just to realize the button I am pressing is not doing anything due to wrong profile.
  7. I use it to stop caps on doors in pvp and to kill big groups of trash in OPs. Hitting all the mobs with 1 swing for just under 1k each = a lot of dmg if there is a lot of mobs around you.
  8. I guess I am glad they didn't nerf Infil or I feel it would have been unplayable. I still feel there are plenty of lack lust talent points that could use reworking. Hi to you Security Breach 3 sec and nothing ells? It needs more it is a filler that could be so much more. Vigor is pretty lack lust and I find my points can better be used ells where which is odd considering energy is a big deal it could have used work. I still feel Exit Strat should build a bit faster. I am an Infil so I only bothered to point out a few in that tree. I will and do admit I often argued with my guild and others pre patch notes that I felt Shadow was fine where it was and didn't need any big changes. I guess Bio agreed. I do still feel Shadow tank is broken and the most OP tree you can play in pvp. Over all I guess it is a win no nerf, but pretty sad they couldn't give us anything. Not even an animation change to project or a fix to our shadow strike still doing its jerk instead of going off when behind the target. O and our Force Push still being such a slow animation just about any other class with a push back can use it's push back after we start ours and before it goes off yay jumping in the air. But hey at least Bounty Hunter got it's Tracer Missile animation changed by popular demand. O well not what I had in my mind never expected to see a big fat nothing but I can't really be mad either just disappointed. I am just going to throw this out there. Am I the only person who feels the animations at the very least should have been fixed? Not everybody agrees with Project though having a person being able to vanish it off is messed up. Force Push? Shadow Strike's jerking?
  9. Re-posted in already started topic please delete.
  10. I would like to know if anybody has come across a mod-able body of this model. http://i1151.photobucket.com/albums/o627/agienswtor/body.jpg I have only found green and blues of it but no orange or even purple. Obviously I would like it orange box. It tends to be either green or red in skin color. names of the model: martech riot queller's chestguard or something something lacquer mesh cuirass If anybody knows of a mod-able version and where to get it I would appreciate the help!
  11. after you hit the 10% buff on D and DMG through expertise you are more or less hitting diminishing returns on it. This is why myself and many other players use some PVE gear. Because once you hit the 10% you are getting a much higher buff from other stats which is more prominent on PVE sets. That being said I do have full BM and opt not to use some of it due to reasons above BUT there is hope ahead. They are reworking how many stats function and the diminishing returns on them including expertise so we will have to see how 1.2 changes the game. Edit: You don't have to ditch the tank set so much as it is more worth wile at this time to re-mod it for DPS.
  12. ATM Security Breach is just so lack lust I feel the points could be better used ells where. Yes I get with 12 sec timer it lines up better with project that is a great point i kind of over looked and am glad you took the time to actually go and give reasons why you feel the talents are used well in the spot. With the 3 extra seconds on it I usually just toss in an extra Saber Strike or 2 getting energy back or use the time to make sure I have my target where I want him before I unload my next burst into him. I usually end up with 1 extra stack of ES for the burst. The only time i ever use a second FB on a target is if they are a tank other wise once I have gotten a little build up its stun - burst - finisher (if needed) and move on so again the 3 sec off is kind of useless. Against tanks I find I am using more tricks I for the life of me can not beat a high end skilled shadow tank as infil 1 on 1 if they have all CD up it drives me nuts they just have so much dmg output, def, and self healing. Against the knight end of the spectrum it is usually just about timing defensive cool downs well and I can't ever think of a time I thought to my self MAN if only force breach was 3 seconds faster. Lets cross our fingers some of our tree gets reworked in 1.2 Security Breach in my opinion is really just a poor filler that should have done more. Wile there seems to be at least 1 person who is amazing at using it every 12 seconds the moment it appears I still stand by the majority of people are not even making use of the 3 seconds off. In my eyes the stealth mobility or 10 extra energy seem more worth wile for now.
  13. So what your saying is you have the energy to always use it every 12 sec. You must be opening with it or you would be losing time on getting it back for a second use. You must not really build up anything before your initial burst. Assuming you use it in your burst. Your going to hold off on that interrupt and or stun and or defensive cool down cause FB is up. You must have an amazing pocket healer and your enemy must be resilient as all heck cause your in combat every 12 seconds to use that bad boy. I could keep listing but I sound silly and the point I am making is... No, no you're not.. I am looking for actual reasons why the 2 TP are not better used someplace ells doesn't have to be Misdirection. edit: I guess it kind of does have to be in Misdirection or at least 1 TP in it if you don't reduce FB. Could use 1 TP in Misdirection or security breach and the other to get 10 more energy out of Vigor if you don't think 2 in Misdirection is worth it for the stealth skill and speed.
  14. I do believe I said waiting on ES is silly.. The point I am making is 3 sec on FB is not worth the 2 TP in it as i doubt anybody is using it the very sec it is up. I talked about ES stacks only to say the only reason the TP would be worth it is if u were hitting max stacks before FB is off CD. BUT your not so would the 2 TP not be better placed someplace ells? In my case to help my stealth. Also you may be confused on Misdirection. The running speed is just in stealth. When you stealth you move slower Misdirection counters that by adding speed back to you when in stealth.
  15. I am running a spec very close to OP's current with 1 exception. I personal disagree with the 2 TP used to bring your force breach down 3 seconds. In my opinion wile yes we are using it pretty quick off its CD 3 seconds is not enough to out weigh 10% movement(in stealth) and 2 stealth efficiency. I admittedly am very much an objective oriented infil. My job is to solo guard a door in VS and call in help when needed, its to go burst down the people in CW on the lesser guarded tower and guard it after cap, Its to get in position for a pass to score or to blow up the ball carrier/healer in HB. Most of my play revolves around stealthing in bursting and positioning again. The only time I am out super amounts of time is in VS if the door I have been put on is the 1 getting pounded or like VS in CW if my node is the big target. But even then I find 3 seconds off Force Breach is pretty mute less some how you managed 5 stacks of exit strat before the CD is up. In which case then yes you are losing something. No I am not saying sit on FB till ES is at 5 that would be silly but what I am saying is 3 seconds isn't much on the FB CD less some how you are in fact hitting 5 stacks before the CD is up. Just my opinion no more no less.
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