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benovide

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Everything posted by benovide

  1. I actually do welcome this nerf. It actually puts Scoundrels/Ops on a more even playing field.
  2. You mean the pulse from the Jedi Consular/Sith Inquisitors? NO! Only thing I'd ever want to see for the SI, is more mobile attacks like Shock and thrash. Or Maul. Jugg should not have anymore AoE abilities. It has enough. Only AoE it should have is more aggro generating abilities.
  3. Actually, 4 sorcs working together, today myself in my 55 Lightening Spec Sorc with two other Lightening Specs and a healing Sorc, we wiped the floor clean through 13 matches until we ran into a quad group of Troopers. All four being commandos. Not sure if any of them were specced as medics, but they use their secondary healing abilities to heal each other as the fights went on. We ran out of time twice, and lost the third. It was a VERY close match. But we just steamrolled the other teams. second most challenging team was a dual Assassin/Dual Op group. We stayed far enough apart to where we wouldn't get caught in any AOEs, but close enough to heal each other. Since they could never determine which of us was the healer. Since we all did healing abilities on each other. They gave their OP healer away almost each match by huddling in front of him. And with misc shots of lightening storm in areas of approach and areas we were attacking too, we kept their cloaking abilities useless. As a troll team, Sorcs are almost as amazing troll teams as quad groups of Tank spec juggs.
  4. What skill tree are you doing? What level are you? What Companion are you using? Good choice in ditching WoW BTW. What gear are you, and your companion using? I would encourage doing FPs and PVP and learning to be a healer before going SOLO if time permits it. Strive for 60+k healing per match until you really clime in level, push for 120k + healing in PVP. In PVE, as a healer, you're more dependant on your companion than you would otherwise. If you don't have Treek, I'd recommend getting treek and making her Tank. Lizardman is cool in all, but he's not as forgiving as Khem Val. Also, as you level, utilize your damage abilities. Only time you should worry about HP is when your comp is near 50%. You still have Disturbance and Project (throwing rocks) your own version of Crushing Darkness and Affliction (can't remember what Sage calls them). If you're not healing, you're fighting. Gear is also a HUGE part of the equation as well. Make sure they are geared towards willpower for you, and strength for your lizardman.
  5. In NiMs, you're completely worthless to the team compared to the Guardian/Juggernaut who is in proper spec as the Tank. In generating Aggro you come nowhere near as good in keeping it up as the real Tanks do. I've watched entire teams collapse because the tank was completely useless in keeping aggro. If the DPSer is generating more aggro at any point, you're a fail tank. Taunts hardly to jack in the larger picture outside of a boss fight. Even then it's short lived if your DPSers are DPS specced, they'll out aggro what you do, and most likely result in their deaths. You're in the group of first players to be booted from a group for bad Spec.
  6. Out of all the toons I've made and deleted over the course of time, Madness is definitely better than Rage. That said, madness is more of a solo one on one combat configuration. When leveling, you really need to know how to utilize what you have and the buffs given by it. You really don't have the room to make mistakes as you do with deception, or even darkness for that matter. I would heavily encourage NOT using Madness unless you actually know how to play that tree. For both Sorcs, or Assassins, if you don't know how to utilize Madness Spec, don't do it.
  7. For a TANK, Treek, of course! But for other tech trees, I'd go with Ashara or Xalek. I love using Ashara, especially on my Sorc for the Sorc Lightening Spec, but that's just me. For Assassin though, I wouldn't recommend ever going "tank route". If you truly wish to be a Sith Tank, reroll as a Juggernaut. That is a God tank specced right/geared right. With Treek, you'll never die. I leveled a Jugg to 55 in 29 hours just using treek from level 10-55. In PVE I never died a single time outside of FPs. Tanking with an Assassin, with Treek, it took me 38 hours, and I died at least 60 times doing the Darkness tree. Assassin as a TANK, is disgusting. Hands down the worse tank in game. But if you choose to go DPS route instead, both Ashara and Xalek are amazing. Treek is great for getting to that point as well.
  8. PVP my Sorc with Madness can dominate a DPS spec Jugg Madness is a stop-gap to hold a single target in place while your tank or other DPSers get on scene. It is a one on one head on engagement tech tree. It's meant for sustained combat. For the Assassin end-game, it is equiv to a Marauder with Rage/Annihilation crossing. For a Sorc, it's equiv to a Jugg with cross between Rage and Vengeance. Only it deals more damage than the Jugg with said specs. It's just a middle ground as a stop gap between the Sith Inquisitor ACs and Warrior ACs without being those classes. Just how the Sith Assassin in general is a better DPSer than the Marauder, but is worse as a tank compared to the Juggernaut. While the Sorc is better than Assassin as DPS, but far worse as a tank. In Melee class relationships, it's right where it's supposed to be. I'd say L2P but that would be quite harsh, so I'll tell you this instead, learn to void what the enemy player is doing to you, or his/her defenses, Sorc has cleansing abilities, as does the Assassin. If you're having issues using your CCs and other abilities on OPs and other classes, you need to figure out how to identify symbols/powers being used by those classes, so that you can figure out why XXXXX isn't working. Other abilities will buff your ability to use Madness abilities. Not including the overall buff to common attacks that you'll use in one on one target engagements.
  9. Dude, not even close. You can taunt as much as you want in pre-50 FPs, you're disgustingly horrible in generating and keeping Aggro. Atleast if the healer isn't specced healing, most often you have another player who is secondary healing as well as the healer. For example, going into a FP with a Jugg Tank, and 3 DPS sorcs, we never had issues keeping each other alive because of our inherent healing abilities. But that's because the tank keeps all the aggro. Taunts don't last work a crap. If I ever saw your non-tank specced jugg on my team, i'd have you booted immediately. on Ebon Hawk your kind roam wild, and completely ruin flash points and destroy teams. A DPS spec Jugg is worse than a non-spec healer. (if it's Sorc or Op, if it's a Merc/comando, that Merc/Commando is getting the boot unless we have a second player that has healing abilities as well) .
  10. 1. When they take ridiculous amounts of damage with minor attacks. 2. When you see them use the Impale or Obliterate, Force Crush, or Shatter. 3. When their HP is minimal compared to the rest 4. When your Madness Specced Sorc annihilates the Sith Jugg without issue. 5. When your DPS sorc can solo the Jugg and you can wipe him out quickly. 6. When you're in FPs, HMs, etc. and he's hesitant to strike first. 7. When he always dies and never lives through battles without ridiculous amounts of healing. 8. When you see them ALMOST doing the damage the Marauder is doing, but still gets wasted and cannot generate Aggro. 9. When the Jugg CANNOT gain, or maintain aggro 10. When he's dying as much or more than your Marauder is 11. When he can't take down a Sniper, Sorc, or Sage on his own without assistance 12. When a Vanguard/Powertech out tanks him/her. If you see these signs, if possible, boot them from the team, and wait for another one who is actually tank specced to join your team. Life will be easier, and the mission will be done faster. With so few tanks in game, it's lucky to be 2 or 3 minutes before a new tank (like healer) comes onto your team that is actually specced correctly.
  11. That's because the Jugg is a tank by default in one on one. You never try to powerhouse a tank. Period. Jugg will always out HP a Marauder, but in PVP and PVE, you're absolutely useless to the team. If you were Immortal Spec, It'd take a minimum of two Marauders or Marauder/Assassin group to take you down. Jugg/Guardian Immortal/Defense is a rolling fortress. They are meant to take the brunt of the beatings while their DPS is poor, the Marauder/Sentinal is meant to be the one to deal the killing blows, the Jugg/Guard is just there it hold them in place. If you want DPS, go Carnage/Combat Mara/Sent. Don't do Jugg unless you want to tank. Otherwise in PVE and PVP, you're friggen useless to the teams. I've seen more DPS specced Juggs/Guardians booted from FPs, HMs, and OPS after discovery than any other classes. Even more than Powertechs/Vanguards that are DPS specced. If you want to play DPS as a tank, go with the Powertech/Vanguard it's more forgiving, you're still useless to your team, but not as useless as a Jugg/Guardian DPS specced.
  12. Go Marauder route. Jugg specced for Vengeance is a castrated tank. Just, don't do it. If you want a Juggernaut, want it for the Tank. Not for DPS, Marauder is DPS dominant for a reason.
  13. Nah, I always keep my tank tree maxed out. Gear soly, HP is the highest benefit, you already have mitigation buffs from your tech tree. I'm lucky to die 5 or 6 times in a NIMs with high HP, than I am in NIMS with low HP and high mitigation. My Powertech has suffered tremendously with the lower HP. vs my Vanguard that is geared with high HP,. Both using the tank trees.
  14. My 50K HP Vanguard, and my 47k HP Powertech. Argues otherwise. Overall, more HP makes life a LOT easier for the Medics. The more mitigation, the less you will survive/more times you will die, and the more of a headache you are for the healers. The more HP you have, the easier life is. In NIMs, HP matters a hell of a lot more than mitigation. It almost makes Mitigation completely pointless in grand scale. When once in a blue moon a Pub Op actually comes into existance, you'll have more HP healed overall, but hardly anyone ever dying. Makes life a hell of a lot less stressful.
  15. Since game launch and reorgenization of the classes, Operatives and Assassins have been geared towards completely different roles. The Assassin is, and was never meant to be the equiv to an Op and vice-versa. The concealment is purely defensive, to go in, and ****. Hense the stun abilities that allow you to recloak quickly after distancing or escaping from a situation, and then allowing you to go back into it. The Deception Ability is to gear up the Assassin to close with and begin battle. The Concealment Ability tree is to allow movement into position to harrass/skrimish the fight. Either drawing the idiot player who chases him into Snipers/Marauders/Mercs, or to drag them into an ambush between other Ops. Operative is a Skirmisher, not a Brawler. If you can't understand the playstyle differences between Ranged and Melee DPS Classes, and the relationships between Melee DPS classes and relationships between Ranged DPS classes, and the relationships they have between Ranged and Melee, you need to learn how to actually play the game. This argument is as stupid as a Jedi Guardian crying how he can't DPS like a Sentinal, or why a Marauder can't do crap against the Sniper. This is a huge lack of knowledge of gameplay mechanics.
  16. I have Concealment Spec on my Operative, Focusing on Melee with the Operative is, and always has been suicide since the tree was finalized. It's purely defensive in PVP for when Melee players get in close to you. It isn't meant to be the main mode of attack. The purpose is to aid you in getting into a better firing position. And defending yourself when you get zergged. Nothing more, and has never been intended to be equal in offensive ability as the Assassins Deception Ability.
  17. Assailent dual saber has 31-46 base damage before buffs Assailent Saber has 26-38 damage before buffs Dual Wield gives 30% bonus to overall damage. Total damage for Marauder wielding two light sabers deals 60-71 damage at level 10 Assassin deals 60-71 damage at level 10 with dualsaber staff Cathar War Staff deals 60-71 damage for the Assassin. Commando wielding Blaster Rifle, level 30 No mods Mantellian Peacemaker Weapon Damage 63-75 Correllian Bunker Buster 64-87 Per hit, hit for hit, in DPS, that isn't even enough to justify the use of one over another via investments. Commando Level 11 Correllian Bunker Buster 41-61 10.3 damage bonus Mantellian Peace Maker 35-56 10.3 damage bonus level 11 Mercenary Single pistol 41-61 damage Secondary pistol damage 7-13 Sniper 23 Unmodded weapons Mantellian Peacemaker 105-117 Tarisian Head Hunter 114-121 No segnificant boost in damage between either weapons.
  18. My Cathar Honor Sword vs Ancient LIght Saber Begs to differ My Cathar Saber Staff vs my Primordial Dual Saber begs to differ. The damage difference between same mod dual saber vs same mod single saber, is 5% And BTW, my Marauders stats with same modded Cathar Honor Swords were identical to with same modded Primordial Sabers. Cathar Saberstaff is identical to my primordial dual saber. The difference between blaster pistol, and blaster rifle is less than 5%. The difference between Cannon and rifle, is less than 5%. Two blaster pistols do not do equal damage. the offhand weapon is a fraction of the damage the main hand weapon does. They already have NPC Warriors on Taris for example equipped with dual sabers. They already have NPC Knights on Belsavis that can go between single bladed and dual bladed sabers. They already have NPCs that can rotate between ranged and non-ranged weapons. SPend time actually paying attention to the game and the weapons in it.
  19. What you need to keep in mind, and this is the real kicker, Force Speed. It takes 2 seconds to cover 30 meters with it, if you discover a cloaked Shadow/Assassin, you'd best CC him/her ASAP, without question, or they will be on top of you, and it'll be WAY too late to do anything once they go full rotation on you. Too many Snipers/Gunslingers never put the force speed runs in consideration, just like the leaping abilities of Knight/Warrior Classes. When I play my Sniper, both my CCs are on hot keys, they are the only two moves I have on hot key for this exact reason. It's recommend not to use suppressive fire unless you KNOW someone is going to be coming up near by, the reason for this, is if they know you're paranoid about the rear, they will either A. Time you on how often you do it, or B. come at you from the side. When I roll with my Assassin in PVP, I queu up with two operatives and another assassin. We always hit the healer first as Assassins, then the OPs open up on the Sniper/Gunslinger if applicable, or the Marauders that are typically in it, then the tank last. Snipers in higher levels are paranoid about this, for that very reason. All myself and the other Assassin do is move to the sides, get within 30 meters, and force speed. Once we make contact and start pounding the Operatives decloak and do their rotations. We've wiped out a 3 sniper 1 operative team in less than 30 seconds doing this. When we get into regular WZs like HuttBall etc. we do the exact same thing, stick to the back areas of the nemy team and just kill them off over and over.
  20. What the heck is a "Melee Operative"? Seriously if you're depending on your Vibroknife as being you're primary mode of damage, don't do any FPs or PVPs. Assassin Deception is to get in close to cut down the enemy, they do not get heals, they are glass cannons. In prolonged fights, they are as good as dead. Operatives however can engage at 30m, you can relocate into better positions to attack unseen and survive short-medium length confrontations, Assassin's can't. Vibroknife is a last resort. If you're a "Melee Operative", just go Assassin route and level that instead.
  21. Sage/Sorc end game in level 55 PVP is largely useless, if you're not skilled and have your stuff down to the "T", you'll be the worse player on any WZ team you ever join. In OPS however, that's a different story, in PVE Sorcs are nearly Gods in their healing and lighting trees. Shadow/Assassin is burst damage dependant. Marauder is slow-long term DPS, the Assassin is short term DPS, the Sniper is middle to long term DPS, and the Sorc is Long Term DPS. But more along the line of support styled DPS. Sorcs cannot really work well on their own without support or a tank to take aggro. Just like the Sniper they are glass cannons. I would encourage you pursue your Shadow first, get it under control/understood/learned, before going onto any other class. Shadow/Assassin is more of an "EASY Button" in PVE thanks to its cloaking (like the Scoundrel/Operative) Sorc is my favorite class in game by far, but if PVP really is more of what you're into, go Shadow.
  22. On my 55 Jugg, it's not even worth getting the new 78 armorings. You'll be completely wasting your time. The bonus' for the 78 armorings are not worth it at all. Even in PVP the bonus' aren't even noticable. You'll still die, or take the same beating you did before.
  23. You'll love the Sith Inquisitor storyline, leveling up another Sorc. in PVP end game Assassin and Marauder reign supreme. in PVE, it's up in the air between Sorc, Assassin, Jugg, and Marauder. But Marauder is by far the most common class I've seen in game. Storyline storyline storyline, well, the storyline of the Consular, After I finished the ending DS, and LS, both to me felt like I really wasted my time. Class wise in playing in PVE and PVP, both are identicle, only thing changing is the make up of most teams. On my server (Ebon Hawk) it's all dominantly Sentinals or Vanguards. I love my Troopers, but TBH, I really dislike republic side on my server, almost no one is ever on Republic Side, for example on quesh, for three hours I was the ONLY pub on the planet, while Imps had atleast 60 people. On Hoth, pub side, I was the only one there today when I was doing the quests. Jump on my Sorc I'm leveling now? 140 imps. I've seen as many as 3,000 imperials online at one time, while pub side is lucky to have 600. Get into a FP, well, I've been on flashpoints as being the one of two commandos and two Vanguards. as most people are typically ignorant, they pick up tank classes, and don't level up the tank route of their tech trees, making them completely useless as tanks, and of course you get that one command who's leveling combat medic, which is completely useless, teammates may was well stick to medpacks in that situation. On Athiss a while back with this config, we couldn't even get past the first Boss. Pub side at least on my server, is a total waste of time, and space. If you really like a pub storyline cool, play it for the story, but as far as team play and working together, good luck. In two pub guilds I joined, both Heavy RP, required to have Galvanized Infantry Armor, or full suited battle armor with helmets for vanguard/commandos, cool, I had all that. On my own Shadow, required to get Valient Jedi Armor, cool, on sale in the CM and I got CCs, cool. Jedi heavy RP guild played as "Sith" RP wise, and the Trooper guild RP wise acted more like smugglers/pirates. Leveling up is nice to have someone to play with at your side, do any guild mates ever come on? When they do do they ever assist? Nope. Empire side is total day and night in both the type of player base you have, and the guilds alone are worlds different. Only reason I keep any pub side classes is for my last trooper I'm leveling. After that, I'll probably end up deleting him, my Shadow, my Sage, and my Vanguard. Because ultimately, pub side is a waste. Long-term, storylines pub side actually irritated me, especially the end of the trooper missions. And the end of the Guardian missions when you finish DS. Rant aside, Go Assassin.
  24. I had no idea. Playing this game going on since near launch, and I never knew that. OMG I'm going to make a LS OP to become a member of the SIS FY!
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