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PantherShade

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  1. I appreciate the notations of things that I can't unlock, but I don't really play often enough for most of that to be an issue. I've been saving my CC, and I just wanted to see how many it would take to pretty much retain (what I can of) the service I already have. You know, trying to be cost effective and all. THANKS! I may decide to stay a subscriber, but it's nice to know what my options are. Now, I need to see how many CC I have accrued.
  2. I was wondering if anyone had already researched this topic. I looked for it on the forums, but my 'search-fu' may be lacking. On a per additional character basis, how much would it cost in cartel coins to open up all regular options currently enjoyed by subscribers? In specific, if I wanted to transition from being a subscriber to FTP, how much would that cost in Cartel Coins? Presume that one has not spent any Cartel Coins to open races or special bonus, and that one is not concerned with limits on mission regularity. How much would it cost to bring each of my 8 characters (1 of each type) to the status they enjoy now?
  3. Like many other people, my guild is being forced to relocate to a new server. I'm glad that they're making accommodation to transfer our guild bank slot(s), but... Why aren't they refunding the 5,000 credits it costs players to reform their guilds? I didn't ask to transfer; so why do I have to pay for the privilege? No, the "gifts"/bribes don't count as compensation, because they are being given out to everyone, whether they transferred or not. Guilds who have to reform will have paid twice as much to form a guild as everyone else!
  4. I'm not sure what the "official" 0/21/20 Carnage/Rage build would be, but I took a shot at my own hybrid build. I'm hoping that it captures the acrobatic fun of Carnage with some bare bones increases from Rage. I'm hoping that the (mostly) Carnage hybrid will provide me with an interesting mix viable in PvE play. http://www.torhead.com/skill-calc#100bZhGMRRrrzZGr0rz.2 So, how bad does it look? Do I need to stick to a 5/31/5 Carnage build?
  5. So, I guess that there's not much in the way of AoE options for a Marauder. I can live with that. I was hopeful, but there it is. As for Annihilation versus Carnage, it sounds like Annihilation might be slightly better for solo PvE (longer battles), but Carnage might be slightly better for group PvE (more burst). Does that sound about right? So, I guess a deciding factor might be: Just how "acrobatic" does a Carnage build look & feel?
  6. I recently made a Sith Warrior to play while online with a buddy of mine. (He's a Sith Inquisitor.) Although it will mostly be the two us us, I'm sure that I'll be running around solo sometimes, and we might find people with whom to group at others. Either way, it will be a strictly PvE experience. Right now, I'm hoping to get some build advice for leveling up. I combed through the Marauder guides I could find online, but they weren't very guidey. (Although, I found several offers to sell me actual guides.) I did manage to read up on different build possibilities, but they only listed builds centered around actual builds for Annihilation, Carnage, and Rage, without mentioning which concentration provided best results for what play-style or desired effect. For example, I hear that Carnage builds have an acrobatic form, but it's not clear how interesting that ends up looking. Also, and more importantly, I couldn't tell which concentration, if any, had a better AoE focus. Here are the main goals I'm trying to cover, as well as a couple exceptions. I chose to play a Marauder for the dual wielding lightsabers, so I'm a fan of style over elite effectiveness. I learned in other games to be a big fan of AoE effects, and I prefer to use them. I want to have a single build from level 1-50, as opposed to switching tracks while leveling. Although I'll surely do every raid once, I'm not building this as an end game raider. I can get pretty current stuff to equip through my guild, but I don't obsess. There will be NO PvP for me. I have nothing against PvPers; I just prefer PvE. I'll be rolling with a Sith Inquisitor (of undetermined build) most of the time. I want to contribute good DPS, but I recognize the advantage of healing as needed. I would prefer to have a fun & interesting build, even if I'm a little less effective. So, I was hoping that "the Marauder experts" could advise me on which tree would be the best choice (or a hybrid?), and maybe even point me in the direction of a good build. I welcome any and all insights.
  7. I'll be keeping my Eng/Leth hybrid build, made to be a PvE grenadier. I just don't get into worrying about a couple points of damage from min/max.
  8. While examining the little stats windows at the bottom of my character window, I noticed that the Ranged window seemed to list the stats that would be used by my sniper rifle. However, I thought that the IA abilities were all Technology. The only reason I care is because the Range modifiers seem to use a formula involving both Aim and Cunning, while Technology doesn't use Aim at all. So, which Sniper attacks are based on Range, and which are based on Technology?
  9. Thanks for all the help! With your fine advice & assistance, I think that I'm going to use the build suggested by Shadowsdarth. I think it'll give me a fun niche to fill. The Static Group PvE Genadier Now, I just have to figure out what to get first and actually level up.
  10. Also, in what order would people recommend as a progression? Should I focus on one side and then the other, or are there certain key elements that should be gotten quickly from each side?
  11. Thanks for responding, Shadowsdarth! Hmm, interesting. Since I'm so very new to SW:TOR, I have a few questions. Hopefully, you will see this and answer. I had originally avoided trying to buff my DOTs, since mobs have been going down pretty quickly with a group of 4 players. However, we only did the starting planets so far, so I don't know if mobs get more difficult in scale as level increases. Will my DOTs be as useful as front loaded damage in a team of 4 players later in the game? Or, will an increase in the ticks of DOTs mean that they'll be more useful that wya? (Consider that our completing of everyone's missions may keep us on the high side of the level curve.) I'm used to MMOs where the mobs may start out a bit bunched up, but they spread out a bit (often by some of them charging) once combat begins. So, I thought that the area slow effect from Adhesive Corrosives would keep them together and help prevent the melee NPCs from reaching me/us. For TOR, are the slows only really useful for PvP, meaning that I don't need them? If not, then is the single target slow of Inventive Interrogation Techniques better than the AoE slow from Adhesive Corrosives? I've mostly been staying at range from my targets, and then frequently don't get within 10m of my position. So, I haven't used Debilitate much. With that in mind, will Slip Away be more useful to me than Corrosive Microbes? Will I find enemies get closer to me as the game progresses? I put the points to Marskmaship for the accuracy buff, since hitting a mob that one extra time often does more than hitting them a little harder the rest of the time. Also, I read somewhere that accuracy over 100% helps to reduce their armor (or something like that). Will the PvE mobs be easy enough to hit that the boost is unnecessary? (That would in turn make the accuracy buff only useful in PvP.) I partly had the EMP Discharge in the build to have the instant recharge to Adrenaline Probe. I haven't had any energy issues at the low level, but I hear that it can be a problem with a hybrid build. (I also know that Update 1.2 reduces the energy for Cull a little.) Will the 30 second cool down for Adrenaline Probe (via Lethal Purpose) be enough to keep my energy in check? Will I crit enough with poison effects to compensate? I adjusted my build using the points you mentioned, and it now only differs from primediusx's Grenadier Build by a switch to Adhesive Corrosives in favor of Lethal Purpose. Is Lethal Purpose that much of a better choice? http://www.torhead.com/skill-calc#400ZrI0bRobZG0rkrbhd.1 Thanks again for helping me out. It can be difficult to know when something seems great in the theory of the Skill Calculator, versus seeing how it performs in actual combat. So, I really appreciate the insights.
  12. I combed through the Sniper guides, Sniper's Handbook, and various threads & websites, but I didn't find much that centered around my specific (and probably odd) situation. I started a Static Group with 3 friends of mine. We each chose a different Imperial class, so we could see all the storylines progress without repeating anything. There will be NO PvP for our group. We are strictly PvE, and we're fairly casual as a group (as opposed to 1337). This is the makeup of our Static Group: Bounty Hunter: Mercenary (DPS build, with a little backup healing) Imperial Agent: Sniper (me, the MEGA-noob) Sith Inquisitor: Sith Sorcerer (Healing build, with some DPS) Sith Warrior: Sith Juggernaut (Tank build, with some DPS) I've been reading up on different build possibilities, but most builds focus on at least the inclusion of PvP, if they are not actually PvP centric. (There will be NO PvP for our group.) Additionally, as I read further on the builds I've seen, they seem to be focused on the Solo player. While I fully understand this tendency, it doesn't quite suit my specific needs. One of the builds that caught my attention was Quorra's Lethality / Engineering AoE Hybrid Build, as outlined by Fentanyl on his blog. Even though that build still has inclusion of PvP elements, I really liked the AoE focus. After searching through the Sniper forums, I did find some other, similar builds that made AoEs the focus, most notably the Grenadier Build by primediusx. However, I felt that those also made point sacrifices to be PvP viable. So, using everything I found as resource material, I created a build that I felt would better suit my particular situation: The Static Group PvE Grenadier. Here are the main goals I'm trying to cover with this build, as well as a couple exceptions. I prefer to have a single build from level 1-50, as opposed to switching tracks while leveling. Although we'll surely do every raid once, I'm not building this as an end game raider. I'm not a crafter, and I don't pay much attention to loot. I equip the best stuff that comes my way, but don't spend time searching. There will be NO PvP for our group. I have nothing against PvPers; I just prefer PvE. As a group of 4 players, we will never have to rely on NPC companions. Since I'm in a Static Group, so I don't actually have to be self-sufficient. I want to contribute good DPS in the group setting, as that seems to match the Sniper's role. I may not always get the chance to take my time to setup, so I want to maintain a little mobility. I already checked the patch notes for Game Update 1.2, and it doesn't seem to really affect this build that much. So, I was hoping that "the Sniper experts" could look over my build and make any comments or suggestions. I mostly want to make sure that I'm contributing well to my Static Group, but I welcome any and all insights.
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