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Y-Yorle

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Everything posted by Y-Yorle

  1. Actually it's called a skill mentor, but yeah, one year playing and not knowing this. You'd think he'd at least ask around on the Fleet if there was a way to reset the skilltree, no? xD
  2. Also, the problem the OP describes have already been taken into the "Known problems" list found @ http://www.swtor.com/community/showthread.php?t=403398 That's probably also the reason they're not responding to your tickets, as they're probably overloaded with tickets and you're reporting a problem they've already officially recognized and are working on. While I can understand it would be polite of them to respond to your tickets and tell you they're already working on it, it's also something you could have found out yourself. ^^
  3. Not meant to be rude, but "demanding" a list using caps and exclamation marks asking for things that imho are easy to find even by casually exploring and isn't scoring you sympathy points. :/
  4. Yeah, they apparently said a hood toggle would somehow involve a lot of coding to get working. I'm talking about a hood toggle that makes the hood go down and rest on the shoulder/back, not disappear completely. It will probably come some day but for now you'll just have to do without
  5. I know on my commando they don't share a cd anymore and sticky grenade range didn't get nerfed on them either. I would only assume that vanguard's cd's aren't shared anymore either because of this.
  6. Lol, just crouching doesn't make you immune to Charge/Leap. Taking cover does, but then you loose a lot of your mobility which is one of the Operative/Scoundrel's biggest asset of all the healing classes I think, being able to heal well on the run.
  7. Sorry for the double post. I just wanted to show "Xerain" what the set looks like now that I've got the pants as well. https://dl.dropbox.com/u/926532/SWTOR/ElendusXenotechWeaponmasterSet.jpg I did notice on these pictures I don't have the belt on, but the stats on it aren't that great to begin with to be honest ^^;
  8. Ok, so now I only need the leggings and headgears still, though I'm inclined to skip the later as I usually have my headslot turned invisible. I can happily confirm all other drops though.
  9. 1. Only the Juggernaut gets the taunt ability. Juggernaut is the class that has a tanking tree, hence the ability to taunt. 2. Juggernauts are king(/queen) of Huttball because of their mobility. They can leap to an enemy (15s cd), have this leap reset with their force push(1m or 45s cd depending on your spec) to leap again and can also leap to a friendly target (20s cd). You can imagine being able to cross 30 meter gaps in such rapid succession really helps getting the ball into the goal. Marauders have other tools like a party wide runspeed boost they can use. Paired with their superior dps they are imho more suited on objective-held based warzone maps like Novarre Coast and Civil War, where shifting your forces between controlled points on the map quickly can be the deciding factor. On Voidstar I would say Marauders are better when you're on the attacker side (running quickly to the next door) and Juggernauts better on the defending side (being able to interrupt attackers planting bombs better with more reach), so that evens each other out. 3. As far as Im aware of Marauder survivability hasn't changed notibly compared earlier patches, so if you know about those you're pretty much up to date. 4. I'd say that it about evens out, unless you're talking about a Juggernaut in immortal (tank) spec. Both get a 6s AoE stun on a 1m cd and both have channeled Force Choke. Also Force Charge has a base 2s root as an added effect. An Immortal Jugg however gets a 1m cd 4s hardstun and the ability to drop the channeled aspect on Force choke. Juggernauts also get a baseline AoE snare with no cd which can be made to cost no resources (rage) at all and have a reduced GCD early in the Immortal tree, basically enabling you to spam it all day long. Marauders get some possible cc based on their spec. Annihilation for example has a 3s snare effect on Rupture (not a root like earlier stated). Carnage has a 3s root on Deadly Throw and a root on the Ravage channeled ability. Rage has a top tier ability that progressively snares your target more and more over the duration of the ability and a short range leap that roots your target for 1s (meant more to deal with animation delay then anything else if you ask me). 5. No, only Juggernauts get Guard, being the only one of the two classes that has a tank tree, which is only usable when you're in the tank stance. 6. I'll focus on the defensive abilities as I've already talked about CC and such above. Both classes get a baseline Saberward ability (+50% to dodge melee/ranged attack types and 25% reduced damage from force/tech attack types) on a 3m cd. Juggernauts then get Enraged Defense, this skill is a small self-heal (3% health everytime you're hit, max once per second) for quite a lot of Rage (4 to activate, then 1 for every time you're healed) but on a short cd (45s). This can be specced to also give 15% damage reduction for the duration high up in the Vengeance tree. In the immortal tree Juggs get Invincible, which reduces all damage by 40% for 10s on a 3m cd. Immortal Juggs can also spec early on for Force Scream to leave a small shield on you upon use, which blocks a small amount of damage (think 800-1200 or so) for one hit. Marauders get Cloak of Pain on a 1m cd (can be specced to be reduced every time you use Retaliation, the counter skill). This skill reduces áll damage by 20% for the duration and hits people who attack you back for a little damage. The thing to keep in mind is that the duration of the actual Cloak is only 6s, but that upon being hit it refreshes this duration up to a max of 30s total. They also have several emergency escape abilities like Force Camouflage, the ability to go invisible for 4s so that an enemy looses you as target and it also reduces all damage by 50% for the duration, should you get hit by something anyway while invisible. The other one is Undying Rage, which gives you a 99% damage reduction in exchange for 50% of your current health. Early on in the Carnage tree marauder can spec into taking a permanent 30% damage reduction from AoE damage as well. Marauders also have the Fury mechanic. When using abilities that spend rage you build up stacks of Fury. When you have 30 stacks of Fury you can spend it for several abilities: - Berserk (2s cd), which gives 6 stacks of an effect depending on the stance you're in (100% critical bleed which heal the party for 1% of max health per tick, reduced GCD on several abilities or giving AoE component to certain abilities for the duration of Berserk) until you run either out of time, or Berserk stacks. - Predation (2s cd), which gives your entire party a runspeed buff of 50% for 10s (can be upped in the Carnage tree to 80%) - Bloodthirst (5m cd), which gives the entire party 15% increased damage and healing for 15s. Maybe I've missed a few other things, but that's about it form the top of my head. Hope it helps you out .
  10. You could also consider buying the new Logitech G600. It's basically the same as the Naga but with more options (and for me a better grip). The software seems a bit more user friendly and allows for more complex keybindings. It also has a third mousebutton on which the ringfinger rests called the G-shift. When that one is pressed all the thumb buttons can be programmed to have whatever function you'd like outside of the regular assigned buttons to them.
  11. Very helpfull post, using it a lot this last week. Too bad the RNG hasn't been kind on me with my Marauder. Still only have the chestpiece so far.
  12. Maybe the Jedi Battlelord set they use in all of their adverts (the one with hood down and slightly altered colored accents on it) xD!
  13. Not entirely. On my end I bound the slot to a different key from default. Still when I right-click an applicable target the skill is used. As far as I know it's hard-coded in the game that right-click uses the first skill on your first bar with no way to deactivate it. Would be nice to have a toggle for it in Preferences or something (and if there is, please tell me where! xD)
  14. Sadly there isn't, as far as I am aware of at least. I know I had to reconfigure my keys on all of my 8 characters.
  15. Taugrim's keybinding and strafing guide has worked wonders for me if you're looking into effective keybindind possibilities. It took a few days to get used to, and will for anyone unfamiliar with it, as I was using traditional WASD for my movement where now I'm using W (strafe <-), E (forward ^) and R (strafe ->). In the end you'll have more keys for skills around your movement keys which are also better accessible and do not rely on you having a advanced mouse like a Razor Naga or Logitech G600. I'm not saying using these mices doesn't improve Taugrim's keybinds though, but if you're looking into trying out effective keybinding without having to buy an expensive mouse, should you not have one yet, then I can recommend Taugrim's very much.
  16. I think the Mary-Sue factor on all class stories mainly comes from you eventually becoming extremely important to the galaxy one way or another at the end of each of the stories. Someone who is well known for their extreme skill and abilities, able to do what no one else can. Everything else throughout the story as you go (read: lv up) sometimes seems to scream "you're very VERY special". Some of the stories use plot twists, personal setbacks and other tricks better then others to hide this, but from what I could tell having played through 6 of the 8 stories fully your character is always able to overcome any obstacle in his/her path and never looses in the end. I think this is the reason most people seem to like the Agent story best and the Consular story worst, because the Agent story uses very good 'camouflaging tricks' and the consular story doesn't. The latter does it so bad that in your very first conversation you're already told you're so very special and strong. While of course this makes the character very nice to play (feeling of one's importance), it does do away a bit with the ability to fully identify with the character which in turn causes a feeling of disbelieve making a character very uninteresting. For example: *Spoiler alert on class' endings* *End spoiler alert* However, I do think that if you're playing this game for strong, believable characters, that you're also likely to RP or at least appreciate RP and as such (partially) ignore the class stories to make your own character. I know I did on all my characters. I did however made several characters have more of a Mary-Sue factor then others purely for the sake of my legacy story, which revolves mainly around my Jedi Knight. Their increased Sue factor serves to contrast or point out the believability of my Jedi Knight, who obviously sometimes wishes he had some of their treats. Anyways, just my two cents on it.
  17. As far as I'm aware of, only sorcs and sages can pull friendlies. But yeah, it's my favorite warzone as well, on all my characters.
  18. As mentioned above, it's indeed the top skill in the Infiltration skill tree, which you can only reach at lv 40 (because of the amount of skillpoints you need to invest). The emergency pass you mentioned is usable more or less only at the moment you got it (in between chapters I reckon) and disappears from your (mission) inventory if you travel to Tython yourself. It's not an item you get to keep permanently much in the way you don't get to keep specific quest items.
  19. I want to be able to summon my alts as my companions. I mean with the entire family tree and all it's weird that they're never being *ahum* in-game at the same time despite being married and having a child for example. xD
  20. Yeah, strafing "around" someone isn't very effective. If for some reason I need to be in your back, I'll walk through instead. xD
  21. Imho it's of utmost importance in warzones as it basically allows me to hit an enemy 'behind' me while I'm strafing away from them. I've noticed that if I run straight my game tells me I need 'to face my target'. If I strafe I can get just these 5 to 10 degrees of being turned around in that I need to be able to use skills. Also, I can see my target very well because I can turn my camera more towards them while strafing. In my previous MMO I used jumpshots a lot (hitting someone while your char is in the air). However, in this game jumping actually slows you down which means you're basically throwing out of the window the entire reason you're trying to strafe-hit in the first place, namely kiting.
  22. I believe you can see, and compare, the DFHKNWTFBBQ name on your character list past the pop-up so you'll know who you'll rename.
  23. Gore gives you 100% armor penetration on all your abilities, and since Force Scream is kinetic damage based (with kinetic damage being reduced by armor) it actually does affect Force Scream. It sure has gotten me 3,7k critical hits on occasion in the 10-49 warzones.
  24. Aren't these lv 50 skills for said medic classes?
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