Jump to content

RendValor

Members
  • Posts

    558
  • Joined

Everything posted by RendValor

  1. The thought of getting Dread Guard armor from PvP made me chuckle
  2. Melee DPS companions = best single target damage Ranged DPS companions = best AoE damage
  3. A melee DPS companion will always be the best bet for a healer, they surpass the ranged DPS companions by a considerable margin and match the tank companions' survivability
  4. It is worth mentioning that the 2 mercs mentioned in this thread (Rake and Wyrd) are healers, crafty ones at that.
  5. Depends on your server and even which planet instance you are in. In my server there are always at least 4-5 people looking for the parts during peak hours in every planet. Just because the quest is difficult doesn't mean it's poorly designed
  6. The mechanics are there to encourage teamwork (and grindy timesinks, MMO players love grindy timesinks)
  7. Ashara's main stat is strength (aka Might gear)
  8. Greetings! I am a level 50 Powertech and I am looking for a good, active, friendly, PvP focused guild. I want a guild that is both good in PvP and not full of elitist snobs, a guild that feels more like a group of friends playing together rather than a job, a guild with laid back players who realize they are playing a videogame, but are respectful of other people's time. A little about myself, like I previously mentioned I am a level 50 Powertech, I like both tanking and DPSing, I'm geared in full tank BH gear for PvE and full DPS WH gear for PvP. I consider myself experienced in both WZ's and Ops and I have a team-player mindset, always looking to coordinate with other people in order to ensure our goals. So, is there a guild for me out there? or am I out of luck?
  9. Denova/Asation is just the Dread Masters being d!cks for no reason. Just like every other planetary storyline (with the exception of Taris/Balmorra) who wins depends on which side you're doing the mission on. If you're Imperial then The Empire controls the baradium deposits and all the other valuable resources from Denova, and the Gree make an alliance with them for driving back the Terror From Beyond in Asation. If you play Republic then it's the same but with the Republic winning
  10. Fun is a relative and subjective term, what is fun for one man is hell for the other. As for easiest... stealth classes usually have an easier time since they have to deal with less trash in order to complete missions, and you can decide wether killing 40 enemies is worth the extra 1k or 2k experience you get from the bonus.
  11. Mercs are only bad specifically as DPS in PvP, because of how easy it is to shut down their damage. A well played, guarded Merc healer is pretty much an indestructable fountain of green numbers. And in PvE they are very competitive as both heals and DPS
  12. Power increases damage and healing done Surge increases the damage done by a critical hit for both attacks and heals
  13. One extra comm or two PER match... adds up over time
  14. Guard damage split comes after armor mitigation AND damage-reducing cooldowns, that's why most tanks would prefer guarding a Commando rather than a Sage
  15. Stop right there, we're talking about endgame gearing. At lowbie levels it's pretty much irrelevant what you do
  16. When you have a choice between Strength vs Endurance, you ALWAYS choose Strength. That means you should have a full set of Might armorings and a pair of Power crystals. That at least will help you with the god-awful threat that Guardians/Juggernauts have
  17. Magenta font is a little uncomfortable to read. A Juggernaut get his Soresu form (tanking stance) at level 14, and his single target taunt at 15. At low levels, NO class is proficient at anything, they all start maturing at around level 30'ish
  18. 1.- Create a Jedi Consular 2.- Hit level 10 3.- Pick "Jedi Shadow" at the Advanced Class Trainer on the Fleet
  19. High strength armorings also help with threat generation.
  20. Doubt it, he's not wearing the iconic Serevin robes. It's just a generic looking sith pureblood
  21. Kill order is weakest to strongest. The person responsible for the interrupts is whoever has interrupts (that means everyone). If more than one attack needs to be interrupted (Pilgrim's Dog, Minefield Droid, Sorno, etc) then people should previously agree on who's getting first and who's getting second, and it's usualy PT's and Juggs (because they have the shortest CD's)
  22. The encounter isn't different, you're just teaming with baddies (and/or are a baddie yourself)
  23. Each basic class could have an AC that's entirely dedicated to CC's and replenishing energy/force/etc.
×
×
  • Create New...