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Jkjklkl

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  1. Lightning Bolt / TK Burst The cast time is 1.5s baseline. The GCD is 1.5s baseline. Any alacrity you have will decrease both by the same amount, so that the cast time is always equal to the GCD. Using Force Speed on cooldown for the instant procs will increase your APM but do nothing for your DPS
  2. I just want the pre-2.0 Dark Ward animation back. The current one is still hideously bright pink. And while they're at it, they should also tone down the color of Phase Walk
  3. Whoops. It's something I heard way back in December and I just have never actually tried taunting during Scatter Blaster.
  4. Yeah, you guys are taking a lot of damage. Try to keep your Sin and PT tanks at 10m away from Bulo. This keeps the minecarts away from your melee dps and makes it harder for them to cleave each other. Neither tank has any healing. Jugg's Enraged Defense and Sin's Overcharged Saber are powerful defensive cooldowns. Make sure they're using them. I'm fairly certain you don't have a PT tank (Close and Personal) but if you do, the Shoulder Cannon healing utility in Heroic can be picked up to help ease the burden on your healers. Scatter Blaster hitting for 20k is normal when it's neither shielded nor defended. Your tanks should be using cooldowns for this. Taunting during Scatter Blaster keeps Bulo from switching to the other tank, so don't do that. Whoever is running barrels needs to be ready to pick one up as soon as the adds spawn. A tank can aoe taunt the adds to keep them off healers if the barrel runner is a bit slow with the barrel. Make sure your dps and healers are moving out of Mass Barrage and Volley. Try to kite Load Lifters away from the group if you notice it's on you. Don't plant Mass Barrage or Volley on or in the way of your team. Pro tip: You can place 2 Mass Barrage circles in the same spot before you start to take damage from either one of them. As long as you move immediately after the second circle is planted, this should help increase your dps, and give everyone more safe space to move around in.
  5. The main aspect that leads me to think that this is a bug is the 9. All group content in the game requires a multiple of 4 people. Warzones are 4 or 8 people per team. Flashpoints are 4 people. Operations are 8 or 16 people. GSF is 8 or 12 people. Open world bosses (at level) require up to 24 people. Under 8 people is understandable - people have real life issues that come up, or maybe they just get frustrated with how the game is going. I would never claim that a 6v8 is a bug, for example. Again, all of the games I posted started out as full 8v8s. Maybe, just maybe, it was supposed to be a 12v12 but 4 people on each side declined the pop. But the game was still flagged as a 12v12 so the matchmaker was still letting people in. I don't know. But the likelihood of 8 people all quitting the same queue on Harbinger of all places is unlikely.
  6. I've never seen this mentioned, so I thought I'd just let you guys know. These are almost a year old. I would have posted them sooner but I was not a subscriber at the time. No, they didn't start out as 12v12s that lost a lot of people. Just something to look out for http://imgur.com/a/Ei0Ar
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