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captianpenpen

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Everything posted by captianpenpen

  1. First, shouldn't Overloaded Strike, Dark Embrace, and Insulating Blast be passives? Overloaded Strike doesn't do what it says. Or its missing the DEV tag. Couldn't test it as much as I did on Sin, because of these problems. Corruption on the other hand; I am a proper aoe healer! That is all I have to say about that.
  2. My Sin main is Hatred, so these changes are great. The triple Eradicate boosts the damage by a lot, making Quick Escalation not the only way to add burst. I love the double Death Field spam. In ops, that would be very useful, especially if the bosses are spread out (ToS Commanders/Walkers for example). In pvp, it would give a safety net if others leave the first Field. Only problem is Whirlwind. In pvp, its useful. In pve, its not as useful. Same for Overcharge. As for Darkness, I like the fact there is more aoe on it. It changes up how I play my Sin tank, by not using Dark Ward on CD.
  3. This comes from someone who has never done anything more than vet FPs and solo content on sentinels/marauders. As for the specs: Watchman: 15: Juyo Melt is pretty good. Melting Center looks good, but the 4x damage seems to not trigger or I couldn't tell. The 10 stacks of Centering helps trigger Zen quicker and more often. Sounds good in group content for some more offheals. 20: Transcendence should be a given ability. More reasoning below. 30: Not sure how I feel about Force Lash. Flaming Wave is great. It adds more aoe, when you had to wait for Sweep to go off cd and reapply the dots before using Sweep again. 35: Force Clarity should be a given, since the gear set for it works better on Watchman. Burning Center should be something more, but like Melting Center, it does help use Zen more. Burning Zen sounds good, but wouldn't shine if Force Clarity is an option and not a given ability. 50/60: choices are fine. Need more movement in fights? Double Leap. More defenses? Take that one. For 60, Cyclone isn't as useful as it is for Combat. Jedi Adjudicator and Zealous Ward are good for soloing. 70: I would swap Guarded with Stoic, personally. Stoic is far more useful for solo sentinels/marauders than Guarded is (I have not used Guarded, but players who do use it would take it) 80: The choices are not great as the other levels. If Stoic stays where it is now, then that is the only useful option for solo players. Combat: 15: Puncture sounds great, but it would require positioning a lot more and with mobs liking to surround you, it would be a pain to make the best out of it. But in mob heavy fights, it would work better. The cd reset doesn't look appealing. If it did something more than just an armor debuff. For Driving Lance, it would work better if you had a way to track your movement speed. 20: Transcendence should be a given ability, since Combat/Carnage always lack as much defensives as the other specs. 30: I like the fact that using Blade Rush boosts your DR. Can't test Rush Down (obviously), but it has the issue as Driving Lance, but with the added issue of clarification. How fast you are moving when using it (like you need to be circling the target for the damage boost) or is it like Driving Lance? Valor Blade sounds good. But Valorous Call is not good enough to warrant a cd reduction per Blade Rush use. If Valorous Call did more than just max out Centering, it would be better. 35: I am sure others have said Force Clarity should be baseline/a given ability. I am on the opposite side. It should stay a choice for Combat, even if its just because of the gear set for Force Clarity. It is very weird on sentinels/marauders. Swiftness sounds good, but the duration should be increased by at least a second (miss one or two crits and it resets, not to mention how useful the speed boost is for Lance and Blade Rush), but not sure how balanced that would be. 50: Same as Watchman. 60: Trailblazer is good. A solo Combat player doesn't lose out on any DR boosts or defensives. But if the free swap stays, they can take Zealous Ward if needed. 70: Same as Watchman. 80: See level 70.
  4. That's tough to say. I use q,e, r, t, f, z, and x. Since Debilitate is n option (which I hope it stays as one. Makes my setup for pve better, but it is used in pvp) and Countermesures is bundled with Evasion, I would say two, if we are the same in hotkey setup.
  5. This was by designed. You're meant to follow the instructions in the sticky to get all the abilities. Otherwise, you can't get them, unless you (for whatever reason) level to 75. Its a test for the new skill tree/system and not anything else. As for my feedback: The changes are good. They change nothing about how I play. Unlike others in the thread, I don't mind a choice between a stun and a threat dump. Just keep the free switch and it's fine. I only use Debilitate when in pvp, never in pve, so the choice for that is fine. The cd reduction to Stim Boost per use of Massacre is great. Edit: I can only test Concealment, since I would need a level 50 comp to test out healing (I use a tank comp on healers)
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