Jump to content

KALELSAB

Members
  • Posts

    108
  • Joined

Everything posted by KALELSAB

  1. Ok, I am writing this because of a not so nice person complaining about tanks in solo ranked. He felt the need to tell me that tank gear isn't viable in ranked. I could use my 248 tank gear for my shadow, but opted for a high endurance set that gives me 165K health and about 800 alacrity and 1000 crit. I am not in "tank" gear really so he may just be crazy. I have the 248 armor and a mix of high endurance mods and enhancements with the old high endurance augments. So I get 165K health to guard you all with and I can do some damage. Not a lot of damage, something like a hard pillow in a fight, but I am a shadow tank and I don't know how to improve on that. I stun, pull, push, stun, taunt, slow, slow, slow everyone I can get to. I swap my guard to the focus of the attack and throw stuns at the healer whenever their white bar is gone. I pull the ranged into AOEs when I can, I taunt everyone on cooldown and focus taunt those hitting on someone. I toss as much damage as I can and I slow everyone down. What else can I do in ranked to make you happy?
  2. Hi folks. I am curious if anyone knows a source for the 231 endurance enhancements beyond random drops in command packs. Thanks for any help.
  3. I have been gone from the game for a few years and got back into it a couple months back. I started a new character and the pvp start mission tells you to go checkout the Tatooine PVP area. I went and nothing changed out there that I noticed. I didn't remember the mission being there 5 years ago when I started so I was curious if this is new. And if this is new, then why is the mission there? I would enjoy going into a pvp que and finding myself out there in a death match.
  4. I appreciate the feedback. In your skank build are you using Shadow/Assasin? I am curious how the alacrity fits in that you mentioned. The cooldown is the only thing I see that could benefit so I am just curious if there is another thing going on.
  5. So, I have a shadow tank with full 248 gear and new augs built to "optimal stats" per Bant's guide found on the forums. That puts me at around 130K HP and all the stats set to what the guide says. I have a second set of gear that has 166K HP. The stats on the two are obviously different and I can provide if anyone is curious, but my question is which one is better. I am looking to survive longer and do most for pvp. I prefer a build I can use in ranked. I have never done the skank thing so I have no clue about that. I am just looking for stay alive longest and best for team build.
  6. Ok. I am trying to get the developers attention. Yavin 4 exploit/hack needs to be fixed and the people doing it needs to be dealt with. The two doing it were from the same guild. Guild name believe it or not is: Dark hackers of the bedroom on Star Forge. Just did a Yavin 4 fun WZ and I ran to help west and there was a peron IN the turret control. He was capping and we couldn't get him out. He capped it and we were finally able to pull him out and kill him. I thought it was a mistake or something. It happened again and again and again. They were stealth shadows or assasins, I don't know cuz it was Yavin and they were able to get into the turret control and we were not able to target them. Couldn't interupt the cap and they did it over and over. I am just trying to get attention cuz reporting it in game doesn't seem to do anything.
  7. So, I ran into a group then a single who will wait in stealth the entire match and let acid kill us for a loss. Does anyone know what is doing the damage on the final death acid? What stat is saving them? The group was two assasin and two operatives. The solo was an operative. I have heard several conflicting ideas. One person said it was a percentage of hp so hp didnt matter. I heard it was alacrity. I wanted to see if anyone actually knows.
  8. Naboo because I would like to hunt Jar Jar and his kin.
  9. Thanks for that info. 1000 is better, but that is still a lot. Just impressed is all.
  10. So, I am not saying anything bad here. I am actually amazed and impressed, but how the heck can a guild get 147 million conquest points in one week? Isn't there a limit to 300 members? That is 490,000 points for each member. Over a 6 day event, that is about 90,000 per day. That is A LOT of conquest points. Just curious is all.
  11. Just looking to see if I messed up three times or if this is a bug. I use a commando healer and during huttball, I throw kolto bomb by clicking friendly player and double click the kolto bomb to throw. Three times now when I am holding the huttball and throw the kolto bomb by double click, I pass the huttball. Yup. I throw that darn huttball and so far it has gone to the wrong guy. I thought, maybe I messed up once, but I have done it three times now. I can't really practice this so I figured I would ask if this is a known bug that I found.
  12. Just trying to get the devs to answer so I am bumping the post.
  13. Where is that info coming from. Currently there is nothing as a reward. Is there a link where the devs talk about only tokens ?
  14. Just looking for an update on the lack of rewards for solo ranked. Is no rewards the default going forward or is this just a bug we have to deal with until fixed?
  15. I think it is more since 3.0 that the lack of care started. That release was full of everything wrong.
  16. To answer your question directly the numbers are very similar for healers as they are for dps. Keep crit around 25% if possible. Post 3.0 you may get away with more, I have not tested that much. Surge should be around 75% if possible. Not sure if you said what kind of healer you are, but some healers will get a crit bonus so make sure to take that into concideration when looking at the numbers. Main stat will give you a plus to your bonus healing and crit. While power will only give bonus to your healing. So if you crit is around 25%, then go with power over main stat. Alacrity is a funny one. Some healing classes will get a pretty good bump to alacrity with certain buffs that happen during healing. With that said, it is really a comfort level for you. I have my scoundrel and commando between 5 and 6%. My Sage is at 4.5%. The difference in alacrity makes a slight change to numbers as you go up. Not a lot, but some. Test alacrity and your comfort before really investing.
  17. I am going to say something that I think would make life harder so hate me if BW does it. Don't allow someone to heal others unless they are in healing spec. Don't allow someone to taunt or guard unless they are in tank spec. Now I will say the same thing everyone would say. Do something with the CCs. Fix the resolve bar or do something different. Some classes are not affected by them and others are overly affected by them. Let me be CCed once per life or frozen in place twice per life. Or something crazy like that. Example: Knockback freeze in place, 3 seconds, knockback freeze, 3 seconds and not a tick of white on the resolve bar, then a follow up with a CC, 8 seconds, and another, 8 seconds, when that one wears off. That is 22 seconds of doing nothing. What is the intent of that being normal?
  18. I don't remember all the details about Illum world pvp area, but I remember goals and objectives that if your team was leading, you would get a buff that would help you in other areas. Have something like this again. Add a buff reward for people playing in open world pvp. The buff could then be used during operations or other PVE events. Have it on a timer so you have to redue the open world PVP. Also, add a world or area that can only be accessed through a PVP portal. Give that world unique PVE quests and items that can only be won by going to this area. With the full understanding that PVP is going on and you must participate to get rewards.
  19. Thanks for the reply. I assume that the devs didn't have this bug when balancing classes then.
  20. I agree spaceship stats (not PVP) shouldn't have anything to do with hit, but did the devs have the numbers available to them that included the bug? If they used the numbers that included the bug, then they used space pvp as part of the balance to the classes. And I assume increased damage accordingly to deal with such high hp.
  21. The bug I am referring to is the bolster bug dealing with the ship parts. Did the Devs rebalance our classes with this bug in place or without? I ask in part because of the new damage levels that are out there. They are higher than pre 3.0. Sometimes really high and not as balanced as would be expected. Is part of that balance higher HP from the bolster issue? Did the Devs intend for us to have that high of HP? Did they adjust the damage accordingly? And if they "fix" the bolster issue and reduce our HP, will that make the classes even more unbalanced?
  22. Do you mean middle tree or bottom tree? Sorcs are fine for role 2, but for role 3, I find Sorc bottom tree unable to kill players, easily, that have heal support. They do tons of damage, but not a lot of burst. Their damage can be easily healed through. They also don't really have a lot of interupts and stuns compared to a sin or jug so they aren't that great at role 1. Don't get me wrong. I agree Sorcs do tons of damage and with enough of them they over dps any healer, but they aren't really made to finish someone under 30%.
  23. So here is my take on DPS roles in PVP (IMO). My intent is to get input on who does what best. DPS: There are three types or roles for DPS in a WZ (two if the tank takes the first role). First role is the initial contact. Those are the folks that stun, slow, knock back, lock in place, apply armor/damage/healing debuf, interrupts, etc. This group will hopefully slow the other side and make them burn cooldowns with the intent that the DPS will take it next. (Not too many rewards at the end of the match for this group) The second role is the sustained damage group. They will apply DOTs, keep debufs going and slowly damage the other group. (This is the high damage group at the end of the match. They don’t always kill, but they can do damage.) The third role is the burst damage group. They will finish off players that are not at full health. (Medium rewards for this group at the end.) I think certain advanced classes and certain specs do things best so here is my opinion. First role: Assassin/Shadow in bottom (previously right) spec. They have stealth stuns, slows, group knock backs, group lock in place, several debufs and can start to apply DOTs then get the heck out of the area or stick around and interrupt as needed. Second role: Sorc/Sages in bottom (previously right) spec. These are the folks that do lots of damage. They can damage groups and keep damaging over time. They can reapply debufs and keep damaging. Third role: VG/PT in bottom (previously right) spec. This bunch can apply burst damage on an unhealthy opponent and end them pretty easily.
  24. Examples: 800K damage from a Sage in one match and NO kills. 800K heals and 800K damage from two different Sages in same match. 1.6 million damage from VG and 1.9 million damage from Sage in same match. 2 million heals from one sage, 1.5 million from another in same match. Everyone talks about balance. What should the balance be? Honestly. I would expect a pure dps class, like Sent/Mara or Gunslinger/Sniper would put most damage out. I would expect dps/tank class like Guardian/Jug. Shadow/Assasin, VG/PT would be harder to kill and put out near pure dps level damage, but not more. I would expect dps/heals to be balanced. They would do medium damage and medium heals or high damage and low heals. If someone is in tank spec, they should be really tough to kill and do low damage. If someone is in heal spec, they should do all the healing they can and low damage.
×
×
  • Create New...