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Mittomain

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  1. It's true that a dps geared vengeance vs a tank geared immo would easily win, but if the immo would wear dps gear too (except the offhand ofc) than I'm sure venge would be easily beaten. There are two main reasons why it's so atm. 1 - The defensive abilities of the immortal jugg are way better, lot of the venge's attacks are white damage which gets mitigated by the 50% damage reduction from armor + stance. Just being in soresu gives 25% shield chance and 20% absorb amount which means an other 4% reduction. And there is Invincible too, a really strong defensive cooldown, also endure pain being 20 sec is easily duel changer. 2 - Enraged defense: if the immo is in dps gear it has the same effectiveness on him as on the venge, the only difference is that he has no dots. So if the immo sees the venge using enraged he can just stall the duel for 10 sec (there are many ways to do it), or even if he attacks all the 10 stacks won't be consumed. The other way around this is not possible, the fast ticking dots of venge will consume all the 10 stacks in a matter of seconds, the immo just have to wait for the right moment to activate the ability. Atm due to the dots + enraged defense combo venge is the worst dueling class if we talk about jugg vs. jugg. Ofc vs other classes probably venge will be the best from the three trees, but that's an other story...
  2. I think 95% should be enough. Most classes have 5% parry/dodge except inquisitors/sages, who have 10%. So going for 95% means no point is wasted vs anyone. Accu above that can also help depending on the situation(accuracy reduction stuff, or vs defense increase abilities).
  3. Actually you have a really small time interval to charge snipers when they use the roll.
  4. As for warzones I suggest you either go full dps(vengeance/rage) or full tank(immortal). It's much better for your team. On the other hand if you are looking for an 1v1 build, and you really like vengeance 11/35/0 might be better than full vengeance. Just remember to use vici slash instead of shatter. Here I made a bit of a change on your build for that purpose: http://www.torhead.com/skill-calc#101GMoMzZfMrRrhddGh.3. For wzs I'd suggest one of these builds: dps http://www.torhead.com/skill-calc#101RMoZfMrRrhddGGoZb.3 http://www.torhead.com/skill-calc#101MMZfMrRrhddGhoZf00z.3 http://www.torhead.com/skill-calc#1010MZcMRZfrMkrGkRcfz.3 <-not sure about this I never play rage tank http://www.torhead.com/skill-calc#101RrRbddrRbdGzZcMrZo.3
  5. Would have been also good if they added a mod vendor, who "sells" near partisian lvl mods(around 98% the stats partisian mods have) for free. This way ppl could even optimize their starting gear and augment it too(actually augments were the bigger problem with the gear gap between recruit mk-2 and WH gear, I mean was there anyone who spent money on augmenting recruit... I doubt it). Still hope they would do something like this, way easier solution than bolster, and I'm sure no1 would whine anymore cause of the gear gap.
  6. If you mix pvp and pve mods in your gear you'll lose expertise. It's thx to the new bolster. If let's say you put a partisian pvp armoring in your ewh gear the game will consider that a pvp item and won't bolster it, so you will have a total of 50(not sure if armoring gives this much) expertise from that slot. So either go full pve or full pvp mods. In full partisian/conqueror you'll have 2018 exp.
  7. Pls stop saying this 8 sec unremitting thing. It's still 4 sec as it was before, just try it once and you'll see. And I don't think you should be able to spec it with your new passive that can reduce the force charge cd to 9 sec. All in all I'd aggre with a skill high on defense tree that gives 3-4 sec protection from knockbacks/knockdowns after force charge.
  8. Also you might want to check http://theprogenitor.com too.
  9. Looks good, I might try it. Maybe I'll put a point from sundering throw to either ruin or improved sundering assault, but other than that I like this build. Not entierly sure how much rage I'd lose without deadly reprisal considering the overuse of aoe specs nowadays(smash ftw )... probably wouldn't be a problem, I'm bearly ever rage starved during wzs anyway.
  10. Never had a problem with that so far(my first build had 2 points on it, didn't feel much of a difference). But you could reallocate 1 point from pooled hatred on it, if you really want it... I'm not really sure which would be more beneficial. Edit: Could you also post your build Andrew? I'm interested in what you are using.
  11. Here is mine: http://www.torhead.com/skill-calc#101RrZsMrRRuddGoZM.2 I think free smash can be useful, I use it instead of assault when my other abilites are on cd. Also good to interrupt capping, or when lots of ppl are around, or if enemy uses some parry/dodge ability. Think something like this is the most popular build btw: http://www.torhead.com/skill-calc#101MMZsMrRruddGoZMM.2
  12. Thx for the effort for making this video, there was already a skill calculator on http://www.swtor-spy.com, but it's quite buggy, so at least now I can be sure what the different skills actually give.
  13. Actually alacrity helps our resource regen, since you can use your resource generating abilities faster(less gcd)+more often(less cd). Well I'm not entierly sure if it lowers ability cd too, but it'll surely help with assault spamming. Ofc I still don't think it's the stat we should aim for.
  14. Mittomain

    1 vs 1

    Well in my opinion the guardian's only chance versus a skilled operative is if he goes soresu form, and uses some kind of tank hybrid spec(maybe 11/28/2 could work). Smashers would be easily destroyed by the operative.
  15. It's still the same as it was before, they completely negate each other. Here is the math: 1.6 * (1 - 0,375) = 1 (well that was quite short lol)
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