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Kadjunga

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Everything posted by Kadjunga

  1. you are level 17. no class has a viable pvp spec at level 17. once you reach 30-40, then your spec starts to matter in pvp, but until you level up. You are basically nothing more than a classless smuggler. As for more mobile spec, then dirty fighting is the high mobility, high sustained damage spec in pvp but it only becomes that at 51+ when you get your roll. Before that... go with whatever spec you like the most.
  2. that bug has been out since 2.0 arrived and they have done nothing about it for more than a year. Bioware very rarely fixes bugs, that are not game breaking or dont happen often enough for them to care. Maybe the patch of 2.8 might fix it... when it's touching the "100% defensive abilites" but doubt it.
  3. too used to scrub tanks that cant hold agro at the beginning of the fight, and having to "ease in" your damage, otherwise you pull off within the first 10 seconds.
  4. very solid comparison newts, but i have to disagree on dirty fighting having the worst survival cooldowns there are. Dirty fighting is a hard counter for almost every melee class there is. Combine your knockback + legshots to keep em at a distance, or just "time" your rolls well and you leave em stuck in the mine and they cant chase after you. Not to mention the very quick CD on shield probe + increased amount absorbed. if you play it right, it's a very lethal class in unranked. for ranked... i'd strongly suggest learning saboteur. Much bigger burst if done right + a long range stun.
  5. concealment operatives are the highest parsing dps class in the game at the moment. Excluding the "in place" rollbanging engineers. + they bring a self cleanse, quick switching hard hitting burst and if need be, combat rez or offheals. only downside, as was said before, is squishiness and the need to be behind the target at all times. On some fights, where you have to kill an add yourself solo, you can not stay behind them all the time and lose dps. And those fights are quite rare ( only corruptor zero and draxus )
  6. what cheesebandit said. until you start doing progression raiding in NiM ( or HM ) then using dps gear while healing is fine and vice versa. Once you reach a point that you have to get the absolute max out of your class, then is when you want to get a set gearset for that. personally, i just carry around my heal gear and just respec around if need be. Sure, i lose a chunk of dps from missing but for sm ops... who cares?
  7. Neither. If anyone does that often and pulls agro, i let em die. Repair bills stop jump monkeys cold.
  8. Easiest way is just to talk to the other healer (healers) and see what they think. Since they have already done this a few times before, then it's very easy to notice if you are under a lot more strain to keep everyone alive. That is... assuming that not a lot more stupid is being done at that attempt. hps, ehps, absorbed... they mean jack **** if you still wipe. You can not use those to compare healers ever. Those stats are there only for ePeen stroking.
  9. After doing an extensive test with my sniper, within a timespan of 10 minutes, only 4 ticks of damage were missed. 2 ticks of series of shots (rapid shots) and 2 ticks of cull (wounding blast) for a total damage loss of 3000 damage. That is a whopping 0.6% miss chance on attacks. that was with 91% accuracy, in a duel on oricon against an operative. So in that sense.. 1 or 2 pieces with accuracy will be more than enough for pvp. Probably good enough with none (and you can use the 3 skill points elsewhere for greater benefit) However... if you want to reach high enough acc. with your offhand, you would have to stack so many pieces... that you will be gimping yourself too much.
  10. Scoundrel healers, if played right are comparable to mando healers in effectiveness. But then again... in the hands of a skilled user, all 3 can be more or less counted as equal in the current content. As for learning difficulty... It's got a slight catch to it. Healing on a mando or sage is more about reactive healing. You see the health drop, you throw a heal there. On a scoundrel, it's more proactive. You anticipate who might be taking damage, you apply your hots and throw in some bigger heals if needed. Most of the time, in pve you already know who is going to be taking the brunt of the damage, so it's not that difficult to master.
  11. i answered the same question, in the other 4 topics on the top of the page which all had pvp listed in em. If he really cant be bothered to even read the titles of the top page then... yeah. Im out
  12. 1)Take the veracity for sure, as long as you do your rotation correctly and remember to taunt during the first minute or so, you will not lose agro. 2) The health lost is not that big of a deal. When we were working on some of the progression content, my sin was only rocking 33k health and we were clearing it fine. Health is only there to be a buffer. Nothing else. in comparison... the difference between full arkanian vs full underworld is ~100 mitigation points. soo... the +160 mitigation you get is more or less like a full gear upgrade with a slight loss in health. as for relics, get rid of the old world pvp ones and just do a bit of warzones, you can pick up the obroan relics for just 700 comms and they are almost equal to dread forged relics. Well worth the 1-3h spent in warzones.
  13. for a more "controlled" environment, tried out a 10 minute parse with an operative friend. In the time span of 10 minutes, used 650 abilities and only 4 ticks of damage were declared as miss (2 partial cull ticks, 2 ticks of sos) which would of dealt about 5-8k damage total, if they had hit. which brings the miss chance to 0.62% percent. So i stand corrected. However due to the very insignificant amount of damage missed. I still would say that 91% accuracy (or maybe 1 enh) is more than enough in pvp. Especially since it saves 3 skill points that you can use elsewhere.
  14. so you didnt care to read any topics at all, that are on the first page at the top of it, and expect us to tell you everything since your lazy? good luck with that.
  15. After checking some parsec logs in nim and warzones the shield probe absorbs as full lethality, pve : 6-6.5k (with 78 gear) pvp: 5.7-6.7k (with +10% shield probe and dampers from marksman) which is more less exactly what the original formula would suggest. Taking into account the ~1.33x multiplier from 2.7 patch
  16. http://www.swtor.com/community/showthread.php?t=728685 with brutalizer gear your average bonus healing is around ~1170-1200 (if i remember right) which including that formula, would bring it up to around ~4.3k absorbed per defense screen. Not a whole lot. From last few hours of pvp on the operative, the average absorbed by the shield probe ( combat log in parsec ) was 4.6k-5.0k (with the +10% shield bonus) which is pretty much in the ballpark of the equation. Edit: Double checked the heal received when shield probe ends, is exactly the same amount as shown in the skill tree tooltip. Meaning, the effective "shielding" is 5.8k-7.4k health. The shield probe heal can crit.
  17. Lately, been playing mostly lethality and the key to doing it right, is knowing when to run, and when to burn with def. cooldowns. Offense: cor grenade -> dart -> weaken -> (tac-adv) cull -> exp. probe -> takedown -> sos -> cull -> takedown if the target is not dead, repeat from step1. Always interrupt their heals or if they have a casted attack, that instead. If you don't think your burst will be able to take down the healer or if you have managed to reach a third rotation, apply your armor debuff. Reduces their healing received and provides a slight boost to dps. Your dots will do the same damage on em even if they are not armor debuffed. Defense: roll makes you resist all damage for 1s while rolling, use that to escape and leave melee trapped in the cloud. If you know their a keyboard turner, roll through em. If not... roll away so they have to go through all the gas. Panning the camera will determine roll direction. Always try to keep shield probe up and save evasion for dots applied or if you have targets in melee range that are about to ravage. If melee get in range, your first defense should be to either push em back or roll away. Never let em beat on you. Pushback is preferred since it gives time for their resolve to drop later but dont waste it on a jug/guardian that is in the middle tree that jumped to you. take the ravage with a evasion and then roll away. whenever you start a fight, go into cover and use entrench if you think they will try to go for you. Gearing: Get 2 piece professional + 2 piece field medic (if you play leth) or 2 piece enforcer for +1s evasion. 150-200 crit rating for "optimal" sustained damage. You can go as high as 300 for energy regen, but your dps will start to drop slightly past 250 in pvp.
  18. Depending on the skill level of the user, each spec is viable in warzones. However, leth is the easiest to play well in a unranked warzone. Their decent in ranked as well, but engineering is much better in ranked, if you know how to play it correct. For comparison the pro's and con's of most specs in pvp: Lethality : high mobility, constant mediocre damage even while kiting, high defensive cooldowns, very good burst cons: easy to counter with cleanses, high setup time Marksman : quick target swapping and very high burst, movement speed buffs for kiting. Easy energy regen. cons: constant cast times, easy to los / break. Good healers can outheal your dps - surprise burst required.. Hybrid: Higher burst than pure lethality, one more ranged dot, mediocre-high dps while kiting. cons: more energy intensive, less def. cooldowns than full leth, as easy to counter as leth Engineering: Supreme burst if target is close to a wall, long range stun, high burst. Good node cap interupts cons: very high skill cap, takes a lot to play well,
  19. if you are using lvl 50 blues at 55... then you are going to have a VERY rough time to do anything at all. go back and do dailies in section x / black hole to get classic comms + money and get your 4 piece set bonus from the classic comm vendor. Afterwards, either buy the mods / armorings etc or run some tactical flashpoints to get the gear. Or... go the super easy way and just get a legacy bound gear set from any reputation and use any of your other 55's to get a decent level55 set for em.
  20. bump 63 armorings + 66 mods, or 69 / 78 armoring and pvp mods? Or full pve set pieces, for the pve set bonus item?
  21. thanks for the response. So that's actually 7 alacrity enhancements and 3 surge then, to reach that amount of alacrity. Unless you went with 6-4 + 1 ala augment? Even though the shield probe was buffed a lot... i'm not seeing a huge difference than before. It absorbs on average just 4.5k damage and a +10% for that feels kinda weak still. Going to stick with the +dps set bonus for a 1s evasion increase. Especially since if your focused, the CD for shield probe and evasion are pretty much the same.
  22. You did ask for help in pvp gearing for snipers and the only thing i do with my sniper is pvp. I've run multiple tests, parses and tried out different situations for a long time. I do not miss with 0% accuracy in the build, the only misses i've had we're against operative or scoundrels that used +100% defense chance. :Last time i tried out a long parse was 2.6 and in a 6 hour session, parsec showed i had missed 3 attacks which i remember i had used against a scoundrel healer in the last match. force shroud negates your application of dots and grenade, showing up as a "miss" on the parsec page. However... if you are only willing to listen to biased and unproven facts, then go right ahead. If you are unwilling to even try then... well... Good luck
  23. concealment or lethality? if you go conceal, get ~150-200 crit rating and the rest you can dump into power. You need 0% accuracy in pvp, since you only miss if they use defensive CD's full surge enhancements. 2 piece enforcer, 2 piece field medic (or 2 piece pve)
  24. high hp mods / enh, get rid of almost all defense in your gear and use endurance augs. If the tank is being focused in an arena, then there is something wrong with the other team.
  25. do you even pvp on your sniper? the only attack that is pure white damage, is rapid shots. How often do you use rapid shots in arenas / warzones? as i said, dont believe me... run parsec, take a 4h pvp session and check how many abilities you missed. I've done it multiple times to check on proc counts, damage intake, etc and rarely, if ever do i see more than 3 missed abilities. And all of them i can account for against an op / scoundrel healer using evasion or sin/shadow using shroud/resilience.
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