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Spiderbubble

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Everything posted by Spiderbubble

  1. What I would love: - Dual/Twin Saber Throw spreads bleeds. - Have Dual/Twin Saber Throw actually reset when it gets it's damage increase buff. - A talent where you take 1% or 2% less damage for every enemy affected by one of your bleeds.
  2. That means very little when we're not talking about 60s reg PvP, which most people are. On the other hand, I do alright with my Marauder now that I spent the last 2-3 weeks farming comms on other toons and then sent them all over to my 60 Mara. I'm now full Dark Reaver so that really helps out. I get top 1-2 damage almost all games, unless I join late.
  3. Tons of medals are glitched astronomically badly: - 90k healing medal is not awarded all the time, even though it should now be at 150k, it still doesn't grant it at 150k - 360k damage medal vanished entirely, even getting 1.1m damage won't give it - 5k protection medal seems to be gone entirely - 10 kill / 25 kill medals still exist, but are awarded at the new times, but still tell you they gave you more - Reinforcement medal is about 50/50 on giving it to you (making joining losing games bullsh*t because of how many other medals are not awarded at all) It makes getting 8 medals a chore now sometimes because you have no idea which ones will work and which won't.
  4. I'm pretty sure there is some serious glitches going on with awarding medals. I just got out of a warzone that I joined late, barely got 150k damage dealt before it ended, but never got a 90k damage medal. I thought that I was just playing like garbage since I never got the 90k, but was really surprised when the warzone ended and I never saw my medal. I also still see people getting 90k healing medals, 10 kills (instead of the reduced amount that patch notes state), and other weird mixes of the new and old medal amounts. What is going on here? Anyone else experience this?
  5. I don't have a 60 now, but I did play 50s and 55s ranked warzones sometimes. I hate Arenas and will never enjoy them. I'm not going to play Ranked WZs as long as they are only Arena gametype. Bring back 8v8 or you won't see me in Ranked any time soon.
  6. I never said "Melee" attack. I said "Saber" attack. If it was a throw, it could keep it's 10m range, and then also proc Deadly Saber (Just like Dual Saber Throw does).
  7. Why is it a force attack? It is so inconvenient as a force attack because it does not apply Deadly Saber's DoT effect, which really messes with the flow of the Discipline (if there's any left).
  8. I came back to this game after about 8 months, and I've played every single tank class (whether pub or imp). I'm noticing a serious lack of usefulness on the PvP aspect when it comes to Tank Assassin. Oh man, it used to be amazing, and now I feel like a glorified meatshield with some CC. The damage is pathetic compared to the other tank classes (PT/Jugg) and the peel is mediocre at best. I feel that Wither is honestly a terrible "Ultimate"-type ability compared to any other spec in the entire game. For PvP, the slow seems negligible, the damage is laughable, and the Harnessed Darkness proc is... Well, it's Harnessed Darkness.... It's not exactly stellar since the days of having Force Lightning heal you for 12% max HP with it. A couple % of reduction in damage is nothing when other classes have this stuff passively (PT), have gigantic healing cooldowns (Jugg) or have defensive cooldowns that actually deal a good chunk of damage (PT's Shoulder Cannon and Jugg's Reflect). I'm noticing a distinct amount of neglect when it comes to this class. It's not at all in a good place, and considering I'm the only Tanksin I've ever seen at level 55 since returning to this game, I pretty much doubt that I'm wrong. Is Bioware going to do something about this? Am I just the one person on the entire server playing this spec anymore? What's going on?
  9. In this game it would just end up being a tower defense with some random mobs running around. MOBA games are way too different to work in this game, unless it's something really simple.
  10. I plan on using 32/7/2 (http://www.torhead.com/skill-calc#600rGrRrd0dGzZf00MZ0M.2), but I wonder whether 1% crit chance on Force Powers (Penetrating Light), or 1% increased healing (Wisdom) is more beneficial in PvP (ignoring the Presence from Wisdom since it does nothing in PvP). 1% more crit means 1/100 of the time I deal ~75% more healing (Surge at 75%), which gives an overall bonus healing of 75/100 = 0.75% bonus healing while Wisdom gives a flat 1% increase (which I am unsure if that applies before or after Surge). If I'm correct, then Penetrating Light isn't really worth maxing. In his build, he goes for the 1% reduced damage (Jedi Resistance) over the 1% extra healing crits (which give about 0.75% bonus healing from my calculations). I'm not sure which ends up being more beneficial there, though.
  11. I think that both are really great specs in PvP. Annihilation has better survivability and has great single target pressure (you can interrupt extremely often with charge and an interrupt on a 6 second cooldown) but does not do as much damage/burst as Rage overall. Annihilation cuts through Sage/Sorc healers (well, so does Rage, but you can't interrupt them as easily). I often find myself switching between these two specs. I run this game at like ~4 FPS in Warzones, so it's easier to play Annihilation because a lot of damage comes from bleeds. Rage is still better, but sometimes I just get bored of playing it, and then I respec to Annihilation. I'm not a fan of Carnage (especially considering my framerate issues), so I can't comment on that one much.
  12. Honestly, I can't say that the 1.4 Pyro changes hurt too badly. For TD it doesn't even really matter, but for IM it does hurt a bit. It used to be the best way to open on the target, and now I often find myself running towards a target Rapid Shotting them to get the CGC proc so I can go RS>ED (usually get in range by now) > Mash buttons randomly because let's face it, it's Pyrotech, the tree is pretty faceroll.
  13. I used /stuck ONCE without actually being stuck. It was pre-1.2 Hutt Ball. The opposing team had us 5-0 within literally 2-3 minutes and was just farming for medals. I played my tanksin. I wanted the game to end as fast as possible at that point. I wasn't going to let our team get farmed, that's no fun. I managed to get the ball, run to my own endzone, Force Pulled an enemy to me, and typed /stuck, instantly killing me, giving the ball to the enemy, and ending the game. Needless to say, I got a good few MVP votes from teammates for doing that. I wasn't aware of people using it to actually get an edge in PvP though. That's fairly surprising.
  14. How about: Let me only play Hutt Ball. As far as PvP goes, it has the best layout of any map in the game. The other maps are way too zerg-heavy. Hutt Ball allows skirmishes, the other maps only allow for giant mosh pits.
  15. I haven't noticed the Smash bug with my Marauder. Is it only for Juggernaughts? I haven't played that much recently, but have yet to really notice it.
  16. I was on Bastion. Had a character that had to be renamed while I stayed on the Bastion... What sense does this make? Please fix this. I'm not renaming the character whose name has to be changed. The other people who came on the server need to. I was here first.
  17. I know you can get the Armoring 27 from Cybertech, but where do you get the schematic to be able to make it? For that matter, where do you get any of these schematics? Lastly, is getting Dark Ward (The 8 stack thing that increases shield chance) worth getting in the 23/1/17 spec? For a single point it almost seems worth it, considering you get a little extra defense against a Marauder/Sniper/Sentinel/Gunslinger. On top of that, it's cost is low and it pays for itself in force (due to shielding giving 2% force).
  18. Outlaw's Den should be made a bit bigger, and then you can put in extra things to make it a more common area: 1) More lootable chests 2) Boss mobs that drop good gear or give a temporary Expertise buff: All mobs in Outlaw's Den should count as "players" for the purposes of Expertise - as in you deal more damage/take less damage from these mobs the more Expertise you have. 3) Resource nodes that yield more resources for taking them 4) Outlaw's Den quests/dailies
  19. This is the only one I actually approve of. The rest are really not good ideas, if you ask me.
  20. I almost have my third Imperial 50 character, and still have never done the Alderaan, Voss, Hoth, or Corellia bonus series. Usually by the time I hit ~40ish on a character, I'm ready to hit 50 ASAP, and tend to just skip over stuff. In fact, Alderaan has always been the planet I skipped over almost entirely on all three characters. I'd rather level on rested xp and repeated BP/Foundry runs at that level. I don't really like Alderaan, travel's a b-tch. The Killiks are also quite lame (See a particular Agent companion).
  21. "I know of a few more.. interesting ways to keep warm, Lieutenant" (Female talking to an Imperial Lieutenant quest giver on Hoth). Alderaan, playing my Female SI, after an intimate scene with a random sith: Something along the lines of "Ugh, your voice irritates me, keep it closed from here on out". I laughed quite hard. My SI is the definition of b-tch. I like her
  22. Using Bloodthirst too early is a great way to steal aggro from the tank. I've caused full on party wipes before because I used Bloodthirst instantly upon the start of the fight. Wait around 10 seconds, build 30 Fury, then use Berserk>Frenzy>Bloodthirst, and go all out. If you still pull aggro after that, the tank is doing something very wrong. Besides, Bloodthirst can still be used twice during the fight if you wait ~10-15 seconds after initiating combat, so why take the risk?
  23. Power all the way. Power scales the best with DoTs out of any other stat, because it applies your Power bonus on every tick. Unless you're insane and actually using Retaliation, Defense is utterly useless to you.
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