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FearlessXIII

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Everything posted by FearlessXIII

  1. Well, some of what you say makes sense, but there is something you might be overlooking: You assume the poisoning is the only viable way to end the uprising, just because some run-out-of-the-looney-bin Sith Lord says so. I disagree. It's just bloody messy. Why not kill their leaders and see if the rest surenders if they are promissed to live. You can still make them work harder as punishment. Or you use a non-lethal poison to take them down. It would end the rebellion and preserve them as a working force. I never said, I don't like the quests. I only say, the strikt light/dark karma meter does not make sense for the "black and gray" and sometimes even "black and black" morality of the agents storyline.
  2. I only played the Sentinel mirror my self, not the marauder it self, but yea, it is pure DPS, as in "egshell with a sledgehammer". It is not "burst" in the sense that you are not entirely screwed if there is an enemy still standing after the first 5 seconds, but you may run into some troubles with elite enemys who have the HPs to simply absorb what you can dish out for a while.
  3. Is it only me or ist the light/dark system for the agent's storyline completly screwed? I just about startet an agent but allready started to notice a pattern: Here I stand, killing people left and right, murdering countless slaves by poisoning their water and making shady deals with people I would rather just shoot in the face (and I would do the galaxy a favor doing it) and I find my self drifting steadily torwards the light side. Most "light side choices" I make are in trouth only "not quite so dark side" choices. Like for example poisoning slaves for a relativley quick death instead poisoning them for a long and slow death. So why do I get rewardet with light side points for doing things that, in any sane society, would get me locked up in a super max prison fo the rest of my live? And then there are choices where the devs seem to have gotten the light and dark points mixed up entirely. Why is ordering a rebel leader to turn himself in so he can be tortured an publicly executed in the most horrible ways the light side choice, while mercykilling him gives me dark side points? I don't think light sied/dark side is realy relevant for a field agent of the Empire anyway. An agent has to worry about getting the job done with no biger mess then absolutely necessary, not about his karma. So why did the devs insist of crowbaring the karmameter in anyway? I mean, it is ok for the force user classes, because for them the whole light side/ dark side of the force thing is essential, but for the agent it fits in about as well as a rinoceros in a supermarket.
  4. If I understod you correctly, you want a Tank with it's own decent damage potential. And it has to be Imperial. That last condition of course cuts your choices in half. The obvious choice would be the Sith Warrior Jugernaught (light side mirror class Jedi Guardian). The Marauder is the mirror to the Jedi Sentinel: Pure mele DPS. An alternative would be the Bountyhunter, but I do not have personal experience with BH.
  5. 35 meters, I think. It is a litle on the short side. makes me wonder why they even botherd putting a sniper rifle in the game, if it has a max range equal to the effective range of a pistol in RL. That's actualy an issue in almost all RPGs. The range advantage of ranged weapons is minimal at best. The reason for this ist the same as why modern armed forces binned the swords in favor of assault rifles: Unless you invent some game mechanic that seriously hobbles ranged weapons, they will be far superior to mele weapons in all but a few very special situations.
  6. Shame on you. A Jedi should be above such trivial things as fashion. In all seriousnes, Jedi apparell can be a litle bland. Bioware even lampshades this. On Nar Shadaa Kira said something along the line of: "Did you see what the sith are wearing? It seems all of the Republic's fashion designers defected to die Empire." On the other hand, fashion sense still seems to be an underdeveloped trait among the inhabitants of the SW Universe. Maybe its their equivalent of the 80s. Everyone is wearing leggings....
  7. Well, I have to take your word for it. this is my first adventure in the dark swamps of MMORPGs so I don't know my self. Guess it's a matter of taste. So far, I just don't like it very much.
  8. Press X to not die. like in Call of Duty Modern Warfare, when you have to hit the mele attack button at the exact right moment, to prevent an attackdog from tearing out your throat. Or in Uncharted, wenn in the midle of the game, without warning, you get a cutscene an you have to hit a certain butten instantly or you fall down a pit.
  9. well, to his credit, he realy gave andvice on JK fights in a nutshell. It IS a chalenging class. When I die, it is often because I did not use what I have right. There is no secret to winning a bossfight as a sentinel. I defeated Angral simply be trying again and again, as frustrating as it was.
  10. I didn't kill him "easy peasy". The bastard killed me about a dozen times. He IS a tough enemy. One of the reasons I lost so often was probably because I didn't pay enough attention to my gear. The inconvinient truth is, as JK you simply have to be good to win bossfights. You have to use a sensible rotation, and, especialy as a sentinel, you also have to get your interrupts right. why two? With a CD of 90 sec. it's unlikely you get a chance for a second dose. Or maybe that's just me, because I usualy don't use a medpack before I'm not about 3/4s down. Mistake?
  11. monkgryphon's answer may, at first glance, sound unhelpfull and arrogant to the point of being offensive, but I am afraid he is essentialy right. It ist (unfortunatly or not, that is open to debate) advice on all TOR bossfights in a nutshell. Use a strength Stim to boost your DPS, use your defensive spells right and don't forget to call on the force, even though CoF has an attrociously lang CD. You may have figured this out by your self, but I include it anyway: It is important that you spread Angrals damage between you and your compannion. Send Kira in first, let her get aggro, then come in. Take over Angrals attacs when Kira's health goes down und then turn back over to her once your health hits aprox. 1/3. Also, while I am very much opposed to the concept of interrupts in TOR's gameplay because they carry the unplesant stench of a quick time event, they are actualy a key to winning bossfights. So, whenever you see a blue bar filling under Angral's healthbar, force kick or force stasis it.
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