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Auhfel

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Everything posted by Auhfel

  1. I don't really see how the talent points spent are "obscene". You can easily pick them up in the lower tiers.. it doesn't impede a 31 tree at all, really. it'd be mostly a difference in gear, wouldn't it? Aim VS Endurance
  2. Sorry for not stating, but it is for a PvP build. I want the ability to stay alive as long as possible, as is more necessary when defending nodes in Civil War or Voidstar, or staying alive long enough to keep the ball handler alive in huttball. I notice that most PUGS lose because everyone is dead too fast.. Simply staying alive longer in Civil war and Voidstar makes so much more of a difference. I like the Merc because it provides significant AoE damage when needed, can still be somewhat tanky with the extra health, heavy armor, and +% from heals, and can heal when needed.
  3. I notice that mercs can get a total of +10% endurance from their class -- 5% BH buff, 2% in arsenal and 3% in pyrotech. I want to make a build that capitalizes on stacking endurance, from gear, datacrons, and biochem stims. I did test that the + % from these skills works on endurance gained from gear, and it does. So, what kind of merc build could I make from stacking endurance? What role would I be most effective for? Should I go for a hearty healer, or tanky-ish DPS in Arsenal? like, 31/7/3 or 7/31/3?
  4. I'm fairly sure that armor *does* effect damage from force/tech. The only damage type that is not affected by armor is 'internal' typed damage. However, force/tech is *not* affected by shielding from generators, and it can't be avoided by defense. You're not taking into consideration tank's CD's, either. A well timed Saber Ward / Invincible from a sith juggernaut will make you nigh unkillable for the duration, even when guarding for another player. Add in an expertise consumable and you are godlike for the duration of Invinicible. I believe that the abilities that tanks get make significantly much more of a difference than simply the type of armor they wear. My sniper has no real worthwhile defensive CD's, none that last long enough to matter..
  5. When ball carrying: My sniper is =(( My merc is =( My powertech is =| My assassin is =) My juggernaut is =))
  6. The only time I notice that I actually get obj points is when I kill people at our goal line. Defender points, I believe. Other than that, I have no clue how points work in Huttball.
  7. This is extremely annoying, I do warzones a lot and I have to reset the distance everytime I die. Fix please.
  8. That's not even for sure. I've seen too many healers draining their own hp and healing themselves for medals (Sorcs can drain their own HP, other healers can use hazards).
  9. Also, once you get the Aeten Defense space mission (Imperial) you can spam just that one mission nonstop for ~8.8k credits/~13k xp per run. It comes out to be something like 90-100k credits an hour. I got my main from lvl 45-50 just doing that mission. Boring, but highly profitable.
  10. You really should include other-than-crew skills for credits, too..as you can be doing more things that just that for credits.. while your companions are out for missions, anyways. For example, doing just the lvl 20 Daily space mission will net you 8,835 k credits if you do all the objectives and it only takes ~10 minutes. This is a considerable amount of credits for such a short amount of time, especially for a level 20. It could easily be seed money for running slicing missions/treasure hunting missions (even though they basically pay for themselves) or even seed money to try to play the GTC to make money (buy low, sell high). For Space missions, reference http://www.swtor.com/community/showthread.php?t=155022
  11. A kill is actually a kill or assist. You don't even need to do damage to the target, you just have to be involved in the combat with the person that dies. You can check your combat indicator to see if you are in combat or not. Buffing an ally who is in combat puts you into combat with whomever he was fighting. Same with healing, protecting, guarding, etc. Debuffing or damaging or CC'ing an enemy obviously puts you into combat with them. If they die while you are considered in combat with them, you get a kill. If you deliver the killing blow, you get a kill and a killing blow.
  12. My "Tab" is target nearest enemy, and my middle mouse is "Target Center Screen".I have no issues with targeting 95% of the time.
  13. It doesn't take long at all to get to Valor rank 32.
  14. I think tracer missile spammers are hilarious. Typical exchange with a tracer missile spammer on my jugg -- Tracer missile starts casting- Force Charge intterupt. Tracer missile immediately begins casting again. Interrupted with interrupt skill, 4s blockout. Tracer missile spammer runs.. or casts some other non-issue skill. Tracer missile spammer begins to cast it again. 4 second stun on spammer, interrupting it. After stun wears, he tries to spam it again. Interrupt again, since it's now off CD. Stun again. It's hilarious fighting the mercs who don't know they have skills other than tracer missile.
  15. I have had this issue since 2.
  16. I call BS. You realize netting everyone in your AoE taunt, surviving all the guard damage, and the enemy actually doing that much damage in 3 seconds is all very difficult, right? I'd assume that you only guarded maybe 13-16k worth of damage from guard, and then he rest would be the 30% debuff from taunt. To get that medal in 3 seconds the enemy would have had to do ~140k dps in just 3 seconds, with you actually getting everyone in your taunt and guarding someone taking a lot of focus. 140/8 = 17.5k damage per person. So in 3 seconds, every person on the enemy team would have to have bursted for almost 18k dmg to make that medal acheivable.
  17. I just dinged 50 last night and got put into a losing warzone where everyone kept leaving. Obviously I lost. The scoreboard was effin ridiculous too.. the repubs had 8 people through the match and there were 20+ imps that had been in the match by the time it ended...
  18. Juggernauts (Sith version of guardian) have 3 leaps with this spec, with one having the ability to reset on use of "Force Push". Force charge is a 10m-30m castable ability that snares and jumps to a target, with like 20 second cd or so. This ability's cooldown can be reset by using Force Push, a 10m range 2 second knockback/down. They also have Obliterate (Talented), which is a 10m range jump that costs rage and does not snare the target, but it can also trigger procs for smash crits and free force screams. Finally, they get "Intercede" which is a 30m range jump to an ally that also gives the ally some mitigation. So, Guardians/Juggernauts have 3 jumps, with one of those being able to be reset with force push for an effective 4 jumps. For Sundering Assault, I just don't find the need for the extra rage. Saber throw generates 3 rage, then force charge generates 3 more, and then force choke generates another 3, pretty much filling your rage bar instantly. Juggernaughts also have a 1min cooldown instant 5-rage generator, all of these combined mean that you don't really need the extra rage. You could always force push your target, saber throw, and jump to him again if you need more rage. Retaliation can be used ever 6 seconds if procc'd -- it costs 3 rage untalented, 1 rage talented. It procs often enough if you have focus, which will probably happen once the enemies realize you are guarding/taunting for the healer or whomever. Without the points in Lash Out, you would require more rage generation. Your main rage spenders seem to be Vicious Slash, Smash, Obliterate, and retaliation (Force scream will usually be proc'd to be free). the rage reduction imo is more worthwhile. You could easily take out the blade barricade, though. realize though that you can only force grip every 50 seconds, so there will be some lulls in your combo. 31pt ragers get their additional ability that procs the increased damage on smash, so it's no issue there. You could go a 10/0/31 build for more damage, while still being able to guard and taunt, but your CC and survivability would be reduced greatly (No 4 second stun from backhand, you ahve to channel your choke (can now be interrupted)). It does give you a nifty speed boost to obliterate, though.
  19. You realize you have to be within 10 m to use force push yeah? I mean, you can still get out that extra jump off, but it's kinda situational.
  20. use them to purchaes black market boxes from pvp vendor, in order to get heal and expertise consumables. Sell the gear in them for credits, use the consumables. Extra consumables? Send them to your alt. Whups, negate this. I thought you were talking about wz comms. Reading comprehension fail.
  21. Take a look at this juggernaut build. http://www.torhead.com/skill-calc#101fbGbkr0ozZZGr0rkbM.1 Pros: Extra Defensive CD - Invincible, +40% mitigation. 4 second stun - Backhand No channel force choke (CC is better when you dont have to channel it) Free AoE slow (this is insanely useful for voidstar and huttball) Still has burst with force charge/choke/ravage/smash combo. Cons: You decide them.
  22. /say. People who complain at this feature really just need to disable it rather than complain about it. It's not like its blocking out any necessary communication.. the only reason it's used is for cross faction chat.
  23. You got beat by a drunkard?
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