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Rebel_Guy

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Everything posted by Rebel_Guy

  1. What gear are you at? When gear first reset I was having problems with the boss also despite doing the flashpoint for years. Depending on the tank, some are so good at using the cooldowns it feels I don't even need to cleanse/heal for 90% of the fight and I just damage. Other tanks who both used no cooldowns AND get hit by the droids aoe damage felt impossible to heal. Once I upgraded the gear enough though I've even been healing some groups that have fake tanks. Other than that what the previous poster said is great advice.
  2. Ahh sad. Also, just tried the volt rush tactical. I think it's a nice with a surprisingly decent heal attached to it (it looked to be numbers similar to a dark heal), but it seems gimmicky: 1. The range is very short (I think it has to be a target 4 meters from the enemy you hit with volt rush otherwise nobody gets healed). 2. It doesn't prioritize people with missing health (it kept hitting a melee dps that was at full health instead of the tank who was standing next to him needing heals) 3. when volt rush gets resisted, the heal doesn't go off, which is kind of disappointing. I tried it in one flashpoint, so I could be wrong about something but this is what I've noticed to anybody wondering about it.
  3. wasn't there supposed to be a tactical that gave roaming mend another charge? I can't see it in vender, and it's not dropping in any content I've seen.
  4. /spit on people. Half the time they'll get mad and try to kill you.( seriously)
  5. are we only talking about specific contexts like only group ranked, or all pvp? And aren't you forgetting about the explosive fuel cooldown of powertechs on your active mitigation part?
  6. sooo much this, people just refuse to believe they are fallible even for a second. If somebody actually good shows any sort of modesty then apparently they are just gaming the system and don't deserve their rank. If they try to show that they are a credible source, then all of the sudden they are ego inflated. Lose/Lose situation.
  7. heh rarely if ever see them NOT queue syncing though, and they never seem to queue when the queue is going healthily anyway so I wouldn't actually worry about them too much so long as the queue is going. Just don't keep queuing if you keep getting the same team against the same republic premade is all
  8. I saw on a few occasions recently on the shadowlands where pug teams would queue just for the 10 group ranked rewards... they were even friendly to allowing pve geared players just to increase the player count so that people could get their bronze reward. I saw this on more than one occasion and i'm sure it'll happen again before the season is over. If you really want the crystals I would suggest setting another one up on the server forums if you can only play at specific times. Another alternative would be to queue as a tank. I can tell you from my own personal experience that there is very little competition for tanks in solo queue on the shadowlands and even being halfway decent should get you AT LEAST 1350, so long as you avoid that republic premade that takes advantage of the lopsided population... you'd probably do well even if you just switched to the tank discipline with your dps gear.
  9. If somebody spent hours gearing people for PVE and spent hours trying to kill HM PVE content but couldn't get anywhere because they just weren't good enough, would they be entitled to getting the achievements, gear, and titles, just because they tried? Wouldn't that devalue the efforts of people who were actually good enough to earn those rewards? Is that much different of what you are asking here??
  10. Yes generator for sure. Shield isn't even remotely useful unless in tank stance because shield chance is reduced by a lot, and there isn't much use in being in the tank stance without being in the tank discipline for powertechs at least, because you'll lose your ability to reset your rail shot among other significant dps losses.
  11. unrelated to the original misunderstanding by the OP, but I think they messed the tooltip on coolant up when they buffed kolto overload slightly... it still gives 35% defense/resist(like it had since 3.0) but in the discipline tree right now it says it gives 40%
  12. Yeee it's pretty useless except for tanks in pvp when there's no healer. In that one scenario it's very good. For every other situation for all bounty hunters its pretty bad. Sad for it being a 3 minute cooldown as somebody else pointed out. Changes to it would be great but who knows if it'll actually happen.
  13. Different playstyles, but if that doesn't matter to you go powertech tank. It's great in pvp and pve. it's also easy/forgiving to play as far as class choice goes
  14. I could be wrong, but this is what I think the confusion is: The patch notes say the talent in the discipline tree has been redesigned, but they mislead with the word "redesign" because they just ADDED the aoe portion to heat blast while the 2% damage reduction has been there (I remember checking when these notes were added to the pts because at first I thought that powertechs were getting an additional 2% DR at all times also, but that wasn't the case) The 2% additional DR you found after using heat blast comes from the set bonus i'm guessing because that is the 2 piece setbonus that tanks get.
  15. Had a few people like this in some pugs calling me bad when I used it as a tank. It was hilarious when I explained how unload does about x2 as much damage as 2 flame bursts, at LESS heat cost, and oh it also builds heat screens as a tank which is very nice. It's not the end of the world losing it, but it was definitely a very good ability for tanks to use, and I suppose you can make the argument for other specs but I don't play those. Sometimes you should REALLY think before you speak and call people bad
  16. As far as melee dps goes they are decent. My guild runs with a jug dps and a marauder and the jugg usually does as well or better on most fights. So far we are 4/5 TOS and 3/5 ravagers with the melee dps making it extra painful (but we tend to stick with our favorite classes anyway rather than consatnly reroll, so that's the price we pay.) As far as viability goes melee makes fights soooo much more difficult, and a saving grace for juggs was that they could reflect some aoe damage, but it looks like they are removing this so that's a big hit to them sadly. Our kill of hm torque our jugg dps did 6k dps because they were able to reflect the fire from the floor vents! Chances are most serious groups would turn away a melee dps if we're being completely honest here. Their damage isn't really a problem, their damage is fine if you are only looking at output. It's just the desgin of the fights that make it so a group is pretty much shooting itself in the foot with no clear benefit.
  17. Disclaimer: Just pointing out what experience I've had with a build trying to go for more damage as a tank, not a guide/nor am I claiming to be all knowing on this sort of thing. I can't speak for group ranked (and admittedly I am on a PVE server), but for solo ranked and regulars I've seen it work fairly well. I'm currently trying a build where I go for endurance >power>other stats. I use fortitude augments, the shield/absorb implants/ear and the high endurance aim/power mods. Right now I still use the high endurance shield/absorb enhancements but i'm considering using the high endurance power/surge ones.. I consistently deal much more damage than the other teams tank (most of the time at least twice as much, though I have no proof it isn't simply a difference in apm) while doing similar protection. I've found that most teams won't focus you, and in the few cases they do they won't even focus you properly (as in just enough to make you pop a cooldown, then switch, then rinse/repeat until you are out of cooldowns then go for the kill) As for going for full damage gear (not focusing on high endurance) I don't think the increase in damage is necessarily worth it, because when I go against tanks with a full damage build they don't do noticeably higher damage than me (once again I can't tell if apm is making up for the difference or not ) So I personally believe the focusing on endurance would be best because it does make you more survivable as a tank, and it will even discourage teams from trying to tunnel you (unless they know your gear before hand, they'd have no way of knowing you have less absorb when they see your 50k+ health vs your 40ish health that you'd have in full dps gear.) If you are just going for regs or if solo ranked is as serious as you go for pvp you'll probably do fairly well. Just remember that this will never be more than a poor man's dps build and that you are a tank so guard swap/taunting is your job over dpsing
  18. Is it the bosses or the trash pulls you are having trouble with? Really I don't think they are too bad once you know all the tips and tricks of what's going on, and every pug group I've been in listened to advice when given (though try not to be condescending about it). There are a lot of subtle things that can be done to make things easier for trash; and bosses are mostly don't stand in things. Is it the 2nd or the last boss on mannan that is giving your trouble and what role/class are you?
  19. both of those pulls it's the guys who throw grenades at you (they have a cast). Force shroud will stop this for assassins, you can also interrupt one of them at least easily to half the damage at least (if you are quick you can interrupt one, electrocute the other, this'll buy time for some of the mobs to die by the time they are ready to throw them again. ) So you can use force shroud for one pack, the other pack use overcharge saber, and If you're lucky your healer will cleanse you. A lot of pulls have subtle things like this that will unbelievably tone down the damage you take. Cycling cooldowns is very important for the more difficult pulls. Also for rakata make sure to kill the patrols every time first... those elite jedi really do add more trouble than they are worth. Pretty much all of the HM trash will have an answer something along these lines. the most annoying one I've seen is on mannan where you get whirlwinded for 8 seconds (must cc break obviously) then get grappled across the room... then carbon grenaded twice, and then on the far side of the room two snipers will destroy your healer during this time... I usually try to set things up to go smoothly even if the team doesn't know what my plan is for a pull, but for this one I would guess having to los or ask for cc on the elites i'm rambling sorry
  20. Agreed, this is very annoying especially because of the difficulty of the newer flashpoints. I just had an entire group rage out because somebody was learning to tank (they leveled as vengeance jug) I politely told him that the 60 hm fp are a very bad place to learn from scratch on how to tank. He responded by telling me that he did all the tacticals available to him, but was not able to do any other flashpoints to practice more. He also made it clear that he didn't want to go back to leveling because he really liked his character (he even came in full yavin tank gear showing he was actually trying to be prepared) This is annoying because there was no option in-between for him to actually learn through the group finder, but the trash was destroying each of the dps and myself (the one trying to heal) within seconds of a pull, and he was hopeless on holding agro outside of his taunts. I felt really bad when we both finally decided to stop trying (We went through four different dps who each raged out). I really like the newer flashpoint difficulty, so I'm not complaining about that to be clear... but there really needs to be something in-between for people. The old 55 hms would've been perfect for him
  21. I love how this thread just slowly diminished to everybody turning on the OP.
  22. I couldn't find a topic on this, so sorry if there is one. Has anybody looked at the logs and seen how much threat thermal sensor override does as a tank with the heroic utility? Do we know if it's a flat threat increase on all mobs regardless of they've hit you? I ask because I'm wondering if It's it like saber reflect where it pretty much does no threat if the mob hasn't taken a swing at you (did they ever change that? I can't remember exactly how it worked, but it was annoying)?
  23. Canon is only so that people can't yell at continuity problems in the new movies if they want to bring a dead character back etc(doesn't have to be so drastic, just an example) without giving some bs explanation(so some idiot won't be able to walk in and say "nooope this happened in this book and it contradicts what happened here!")... Any EU book or comic still exists and much of the EU was never going to make it into a movie anyway... If you enjoyed that it's still there for you to read, re-read, make fan fiction... Whatever.. Given that the entire star wars universe is fiction there is no reason to get so butthurt that they just want to cover their possible continuity issues with the new content disney wants to make. (And btw canon is whatever the owner says it is sorry to break it to some of you, because that's all it is for anyway: continuity) If you want to get all worked up on what's real fake, and what's fake fake fine, but I felt it necessary for somebody to outright say all this... This is more directed at some of the very avid doomsday sayers of disney scrapping eu than to the OP of this thread though.
  24. I haven't really been up to date on this thing, but have they mentioned Kyle Katarn at all? I'm just dying to see him played by Hugh Jackman because I feel like it would be a perfect fit! He's basically a Jedi Wolverine lol
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