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adproduction

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Everything posted by adproduction

  1. I wish they did the same thing they did with rage in WoW with the warrior where the more rage you had the more damage you do. (Getting full gauge caused you to hit harder or was it a feat that took 100% of your gauge to do increase damage? I can't quite remember.)
  2. 1) defense mods and enhancements is good until level 40 and then switch out for shield/absorb/defense enhancements for better tanking. 2) there is your problem, you need a healer or else you are going to die a lot. Make sure you player companion is well geared to help with flash points so equip them with critical/surge items. 3) If you go dps spec, the best PVE dps spec for groups or solo is Rage because of it's huge single target damage. Vengeance is good for raid groups due to it's DOTs spread gimmick. There is also immortal juggernaut with dps gear, which is good as both a main tank for CERTAIN group/raids and off tank/dps incase the main tank dies. This build is good as burst AOE damage and mitigating some of the crowd away from the tank. It's damage is not as good as Rage or Vengeance, but it can get up to 10k in a single blow. Be warn that many raids and groups may not be okay with a "dps tank," unless they are confident you are good at tanking or being able to dps without messing up the main tank ability to manage aggro. (It is easier to use Shii-Cho when dpsing and not off tanking.)
  3. The only thing that makes Juggernauts bad as I said is they don't have focus damage and priority. Focus damage is when you dump everything into one attribute to do more damage. Gunslinger and Sniper only have to stack surge and power to be effective. Vengeance Juggernaut are too thin out and the close to focus damage is through Focus/Rage, which is not very good right now. Juggernauts have very little prioritization. For example, Gunslinger/Snipers are very anti-melee and anti-caster since they can stay in one place and dps from afar as well as shut down any attempt to blitz them. In contrast, Vanguard and Bounty Hunters are anti-melee and anti-squishy because they can grab character as well as pulled them to them. They are more tankish than the Juggernaut. And what does the Juggernaut have? High damage and the ability to mitigate damage, but so can every other class. Their crowd controls like Awe is useless in group battle and Force Push sends the person away from you when YOU ARE A MELEE CHARACTER. They are somewhat anti-melee and and anti-caster, but other classes do it better.
  4. I think you misunderstand. Mara's have a lot survivability because they have the option of going in stealth and letting his opponent burn all of his cooldowns on other people before making the kill. This is the same tactic as a WoW vanilla Rogue, which is wait for his prey to be weakened. I understand all too well that a Marauder/Sentinel can be beaten one on one by a Guardian/Juggernaut as I beaten my fair share. What I am saying is survivability isn't the same as durability. Guard/Juggs are a very durable class, but they lack survivability because focus fire can kill them very fast and no means to evade such a tactic. (Our cooldowns further serve to mitigate the damage) In addition, we have a few crowd controls and a lot of defensive cool downs, but we either lack focus damage and/or priority. In being one spec, we lose out on the benefits of another. If we Pure tank, we lose dps and if we dps we lose some of our defensive measures. Marauders/Sentinels don't have this problem because all their specs are the same since they are dps advance classes with no other priorities.
  5. After 3.0 was implemented, there are no more builds, but trees. You automatically get passive and active abilities as you progress through levels. The only thing you can get to choose now is Utility skills that will do very little to set you apart. The only guides you need to look for are guides that tell you what is best attributes to use as a Rage Sith Juggernaut spec.
  6. Focus/Rage or Vengeance/Vigilance. Focus/Rage is just spike damage. It requires heavy surge and power with a little bit of critical and alacrity. Can do anywhere from 4k to 18k in one blow, but it relies heavily on auto-critical. Although, Force damage can't be easily counter, Focus/Rage does not have a specific combo since their damage is all in their burst criticals. Vengeance/Vigilance is DoT and conditional damage. It requires a moderate to high alacrity (7% augmentation to 11% with 174 gear and augmentation), moderate surge (70% to 75%), low to moderate critical chance (20% to 25%), and moderate power. (693 with 164 gear to 763 power with 174 gear) Vengeance dps is only high due to the conditional damage from DoTs, DoTs themselves, and auto-criticals. It heavy maintenance gameplay style as it requires you to keep your DoTs in order to continue doing damage.
  7. I would suggest dps geared immortal spec for PVE or Rage. In PvP, tank PvP is dead since there is a lack of healers and you easily separate a tank from his group.
  8. I have 91% Accuracy, 75% Surge, 25% Critical, 9.96 Alacrity (Going to end up with 11% when I am done), and 700 worth of Power mods. Great dueling build and extremely good one on one, but it has a poor damage output despite doing 6k to 9k on nearly every excluding master strike. It never misses, yet you can't help but to notice it's rather low damage.
  9. This. It video with little to no deaths on of the players, show how awesome their build can be.
  10. Marauder/Sentintels have more surviviability than Guardian. In fact any class that can either go stealth or heal spam/bubble has more survivability than this class. Guardian can migitate damage better than most dps classes, yes, but they can't out last a good healer or person who goes into stealth. Guardians, whether Focus/Rage or Vengeance/Vigilance, have to be carried by their team. A Marauder/Sentinel does not have this problem. If you want to play a class with high survivability and bust damage then play class any stealth dps class like the Marauder/Sentinel, Assassin/Shadow, or a gunslinger/sniper.
  11. As for utilities (Speaking to the poster), there is... (MAKE SURE TO READ THE DESCRIPTIONS OF THE UTILITIES IN GAME BEFORE PICKING THEM) 1. Saber Throw utility (3rd Tier. Whisplash which is a long range snare) 2. Master Strike Utility (1st Tier. which snares the opponent during the full duration of channel ability) 3. Force Statis/Choke Utility (2nd Tier. Reduces the cooldown by 15 seconds) 4. Force Defense Utility (3rd Tier. Reduces the cooldown by 30 seconds) 5.Anti-CC utility. (1st Tier. Same as Force Defense) 6. There is also a utility that reduces the cooldown per hit you receive. (1st Tier) 7. There is also Force Charge/Leap utility that immobilize the opponent too. (1st Tier) All these utilities are to keep your character mobile and keep your enemies immobile. For the most part, the Vigilance/Vengeance and Focus/Rage have no problem keep Focus/Rage energy up. You (as a vigilance or rage) just want to create more opportunities to stay close and yourself mobile WHILE DOING DAMAGE. That's pretty much it.
  12. 1) 5% Alacrity doesn't work because I used a 5% Vigilance prior to 7% so please don't mislead the guy. 7% which is even what Dalfurend uses. In addition, higher Alacrity means DOTs will go off faster. You can go higher on alacrity if you stop at 70% Surge. 2) 68% Surge is around where your PvE Vigilance/Vengeance build is out and it's not very good. It's 70% or greater to 75% on surge depending on how much he wants. I guess I should suggest him to your PvE Vigilance/Vengeance which was garbage unless you made modification. 70% to 75% Surge and ignore Accuracy as there aren't many tank characters in the game. Most of the time, you'll be fighting non-tank characters like squishy healers or squishy dps. 3) You need power. Notice that Grand didn't mention that because he was being his usual pompous self. You need power for Vigilance/Vengeance build as well as the Focus/Rage build. When you've met the goal of critical and/or surge as well as alacrity, just dump everything else into Power. For the poster, Don't mind Grand he just wants to take credit for what someone else said because he likes stuff coming out of his mouth. You may notice that a few of garbage suggestions are identification to this link such as the suggestion to lower 68% surge. http://dulfy.net/2014/12/11/swtor-3-0-vigilance-guardian-dps-guide-by-rydarus/ You may notice that Grand says 5% but if you put 14 augmentation worth of Alacrity, you'll get 7%. He wants you to lower your Surge to 68%, but he can't explain why. The guy is argumentative and combative , he can't even get his own facts straight. (Also be prepared for a several page troll rampage as they guys are hot tempered) Now it is worth mentioning, you can switch out Alacrity augmentation for Power if go Focus since most of that spec's attacks are more force based in nature. So your Vigilance/Vengeance Surge/Critical/Alacrity/Power while your Focus/Rage should be either Surge/Critical/Alacrity/Power OR Power/Surge/Critical. BTW, almost forgot. If you do go Accuracy be careful as it will hurt Surge rating, Alacrity rating, or Critical rating if not all three. Nothing wrong with Accuracy, but playing a less than 100% Accuracy Vigilance Jedi Guardian doesn't affect your damage no matter how much raise it so it is a give or take with this attribute. It just prevents you from missing tanks who invest heavily in Defense/Shield&Absorption more often than none. If you aren't going to invest in 100% Accuracy then in my opinion, don't invest in it at all.
  13. Focus/Rage or Defense/Immortal with damage gear aka DPS tank for solo and Flashpoints. Focus/Rage and Vigilance/Vengeance for PvP as pvp is mostly damage anyway. Also you can be a pure tank Defense/Immortal for PvP, but most pvp lack healers so putting a guard on someone is getting to get you killed faster if a healer isn't present. (Unless you pvp with a friend) Tank PvP is pretty much dead, though the most here won't admit it. For PvP as a Rage or Vigilance Your Critical should be 20% to 25%, your Alacrity should be 7% (or higher if you like) through all 14 augmentations, your Surge should be 70% to 75% (Your choice) and everything else should be put into Power.
  14. Then quit...EA who bought out Bioware are not interested in fixing this game. In addition, this game is on it last 8 servers with the server you are on losing all of it's players.
  15. Get all the Strength and Endurance Datacrons. Surge - 70% to 75% Critical - 20% to 25% Alacrity - 7% or greater which is 14 augments worth of alacrity. You should blend the PvP Power-mods with PvP Critical/Surge-enhancements. You can't wear just any gear, but gear with expertise on it. Then there is Accuracy, but I PERSONALLY don't think need to invest in it since you don't need meet many tank players who have high defense/shield/absorption. (30% to 40% is the highest some tank get in either shield/absorption or Defense) If you do decide to invest in Accuracy, get it to 100% and low your Surge to at least 68% or negate Alacrity altogether.
  16. Root/Slow and DOT removal as well as CC. Force Push gets ignored by shields and not just diminish returns. Ditto with Force Statis/Choke. Overall, I think certain classes, not necessarily this one, could benefit from a buff-removal like the Warlock or Mage of WoW.
  17. Play a Pure Tank, a DPS tank, and Vigilance as well as Focus. Pure Tank lives the longest, a DPS tank is barely under a Pure Tank even when focused on (I was able to hold off 6 people on pylon before dying), Vigilance dies when at 2 people jumped him and there was no difference in this survivability when I played Focus Spec. Tanks get better DRs than Vigilance even when playing in DPS gear.
  18. Vigilance is like any melee based build where it is not desired in raids because it makes healing the team crazy. Unless you join random group (which is what I do) or you have cool guild mates, most raid groups don't want dps melee classes in their raid group besides the tank. If you are put in a raid or group, your job is to do damage and spread dots. In PvP, they are good dps, but no different from any glass cannon as they don't last long when under fire. Their job is basically the same as PVE, but you put more emphasis on one on one battles. Vigilance has no real problems (other than class imbalance) except not being able to take damage.
  19. http://www.swtor.com/community/forumdisplay.php?f=349
  20. Wrong forums. I think you meant to post it on the suggestion forums.
  21. Vengeance in general is good one on one. It's against other high damage players and group battles they do terrible in without a healer. BTW, you are not the only high alacrity build here as some people have admitted to taking alacrity to the Eth Degree. Frankly you don't need accuracy unless you are going up against a Pure tank which is rare.
  22. 3k to 9k is what you get for PVPing. I get more money doing GSF, bruh. In fact, I get more money from a non-daily GSF than a daily FPs which gives you 14k. Best thing about GSF, you aren't paying for repairs, if you don't die and it's short. (FPs are long even if you take shortcuts) So unless this change since last Wednesday, you don't get much.
  23. Yeah I have off tanked as a Vigilance on explosive conflict operations on nightmare mode after the tank die and later left.
  24. So wait you where there when I was playing my FPs. Holy ****, you can be in two places at once? What you an in-game Blink? 1) I died because the healer was a poser healer meaning he was a damage dealer who selected healer to get in more group, the person was undergeared, or had little experience with the FP in general thus dying first because they didn't listen as to what to do during a boss battle. Vigilance didn't make it better because not only were you dealing with incompetent healer still, but a incompetent tank. So I stopped doing PVE altogether unless it was OPs. 3k to 9k is what you get for PVPing. I get more money doing GSF, bruh. In fact, I get more money from a non-daily GSF than a daily FPs which gives you 14k. Best thing about GSF, you aren't paying for repairs, if you don't die and it's short. (FPs are long even if you take shortcuts) 2) They are okay dps and off tanks. You're not expected to do anything but attack attack attack attack and attack. That is why I play vigilance now. It is pretty lazy and easy money.
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