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Garik-Tru

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Everything posted by Garik-Tru

  1. ^^^-You've struck gold there, my friend! Funny depiction because it is all too true. I've been through this FP a couple of times, both as a guardian tank. I now understand the frustration I felt! The invisibility was what I thought was the most annoying. I thought maybe I'd left my blast shield down! Garik
  2. Let's be as clear as possible. "Balance" is a specialization in the Jedi Sage and Jedi Shadow advanced classes. What you seem to mean is a choice of skills that significantly overlaps more than one tree. That is normally called a "Hybrid" specialization. If you are choosing skills from more than one tree like this, you'll need to be very careful. Most of the time such choices are not optimal. Garik
  3. This really is an outstanding guide. After reading it, I felt much more confident in queuing for Flashpoints, and I enjoyed them much more. Thanks DarthTHC for your insight, patience, and attention to detail. This new player truly appreciates it. Garik
  4. Thanks for the information. It's getting to the point now that I will be looking for crafted mods and enhancements that are tank-specific. The problem is that I don't have tons of credits, but I have lots of planetary commendations. Garik
  5. I get the feeling that KDY was created to serve as a DPS sink for Group Finder. Group Finder doesn't have to match tanks, healers, and DPSes for it, and it seems rather easy to complete with an all-DPS team. I don't even like to play it with my tank because everything but the bosses gets burned down so fast I feel like I can hardly do anything. The main thing with KDY is keeping all the chickens (aka your teammates) together. Once people start to scatter and aggro their own mobs, it gets a little harder. Garik
  6. I'm currently leveling a level 47 Guardian tank. This is my first character, and I've been trying to optimize my gear with modifications available with planetary commendations. The problem is that many of the stats on the modifications are non-optimal mixes. What I want are modifications that have the largest bonuses in Endurance with secondary bonuses in Defense, Shield, Absorption or some combination of those. The comm modifications I actually find on the various planets vendors (and on fleet) are things with other stats I don't care about like Strength, Willpower, Alacrity, etc... I MIGHT be able to find something with a good Endurance bonus, but then it also has Power and/or Surge, for instance. I've looked on the Galactic Trade Network to try to purchase better modifications, but I just can't find them for my level. Is gear optimization something that is only really possible in the endgame or am I missing some source of gear that allows me to optimize now? Thanks, Garik
  7. Your scenario 2 doesn't actually work very well. I thought this might be true when I was leveling my first character, but it just isn't. Planet have specific levels for which they are appropriate. If you move to a new planet to do missions you will find one of two scenarios are true. Either: a) you are under the level for mission on the new planet (which makes it tough to do), or b) you will return to finish the missions on the old planet and find you are way over-leveled (which means you get very little experience for completing them). The intent seems to be to finish one planet at a time and then move on completely. Some of the bonus series have you returning to planets, but mostly not. Garik
  8. I've been experiencing some very bad lag as well. Not consistent high ping, but basically lose connectivity to the server for 1-2 minutes. My internet is otherwise functioning well, so I assume this is a server problem rather than a problem with my internet provider. Garik
  9. I'm going to go out on a limb and say you've never been married. If you've said you were going to pick up butter on the way home, forgot, and then logged on to play a flashpoint...when your spouse sees you playing, that butter can NOT wait. Garik
  10. This is my first MMO. When I chose my class, advanced class, and then specialization I had no idea about this idea of the Holy Trinity of Tank, Healer, and DPS. Naturally, I chose a Jedi Knight Guardian Defense Specialization. When I started looking here to find out how to play my class well, I discovered that my role was actually going to be quite a challenge. I had no idea what aggro or threat was. What is a proc? There is a whole new language surrounding these games. I was stunned. I played a number of flashpoints and I did ok, but I know I'm not great. I'm still leveling my Guardian right now. At least I'm trying and learning. And then I start my alt: Telekinetics Sage. Wow! What a totally different flashpoint experience! When I'm uncertain of what to do, I don't get people typing in chat, "Ummm....go ahead. Start it." Instead I just go bash on the weakest enemy or smash whatever is hitting the healer until it stops moving. I know I'm not a top end DPS. I've done my homework on my rotation/priorities and on the mechanics of the various flashpoint fights I have access to. I hit pretty hard, judging by the fact that I can relatively regularly pull aggro from tanks in flashpoints. Sure, that's probably also a reflection of the fact that tanks in PuGs aren't always top end. But it is satisfying to be part of a flashpoint run where things die quickly and in order, with the healer able to focus their efforts on healing the tank rather than dodging mobs. So "Why DPS?" It's satisfying to be part of a team that plays well. And, as a beginner to MMOs, DPS is a great way to learn the fights and the role without having the responsibility of leadership. It has helped my tanking a lot, as well. Cheers, Garik
  11. Translation commencing... "Hi. I'm just wondering whether Kuat Drive Yards will be the only Tactical Flashpoint." Don't listen to ME. I'm only an interpreter! Garik
  12. I am very new to MMO's; this is my first. But I am a pretty dedicated gamer. I like to read guides on how to do things properly, mostly so I can understand what I should be considering while I'm playing. Leveling guides are definitely nice, but looking at endgame guides provides a TON of information. If the guide is well-written you can usually adapt the advice to the leveling situation. With that said, here is the guide to Scoundrel DPS at Dulfy.net... http://dulfy.net/2014/01/05/swtor-dirty-fighting-and-scrapper-scoundrel-dps-class-guide/ I am no expert on this, because my scoundrel isn't yet even level 20, but for my other classes, I've used endgame guides to develop my play to competence. So how would I adapt this endgame guide to leveling play? First, read the overall commentary on how the class is used in endgame. In this example, it compares the Dirty Fighting Spec to the Scrapper Spec. What can you learn from that? Energy management is going to be an issue for both, but it will probably be harder for the Scrapper...even during leveling. The other thing you can note is that Dirty Fighting does a bit better DPS than Scrapper, but to do so it uses DoTs while Scrapper relies more on burst. While leveling, burst is probably more important than steady DoT because mobs you encounter during leveling have pretty low hitpoints and will die before your DoTs expire. DoT (Dirty Fighting's realm) is more valuable when the mobs you fight have high hitpoints like FP bosses and endgame content. Therefore Scrapper is probably the better Specialization to use for leveling as long as you don't run into energy management issues. Next in order of importance is how to build your rotation. The commentary on all of the abilities for your chosen Specialization is still quite useful, even if you don't have them all available to you yet! Just ignore the abilities you don't have and focus on the ones that you do. Note how various talents affect the abilities you currently have and use this information to prioritize their use in combat. This analysis will also tell you what order you will pick the talents in your tree. An example: Let's say you are a low level Dirty Fighting Scoundrel. You just opened up the 2nd tier of abilities. Do you pick Mortal Wound (Vital Shot has a 25% chance to tick twice) or Open Wound (Vital Shot lasts longer)? During leveling, the DoT applied by Vital Shot rarely expires because the mob dies too quickly. Mortal Wound is therefore a better short term choice for leveling because it increases the overall average damage you do whether Vital Shot expires or not. One thing you might consider is that abilities that are NOT taken in an endgame guide might have some good use during leveling. For instance, in endgame operations, reduction in mob/boss movement speed is not usually a big deal (they are often tanked in place), but during leveling a ranged dps spec might want to limit melee mobs from being able to easily target you. Thus, while Feelin' Woozy in the Dirty Fighting Spec doesn't get any love in endgame play, you might find it very useful while leveling. Its up to you to decide how you are going to play. Just make sure your reason for doing so is based on solid ground for what you are trying to do with your class. Dirty Fighting, for instance, is more of a hybrid ranged/melee DPS so it might not be at all important to slow mob movement during leveling. So, it is possible to use an endgame guide is a leveling guide. You just need to take their conclusions with a grain of salt and use your own ideas to see how to use only part of the skills that those guides assume you have. Hope this was helpful! Garik
  13. I'm just starting a Dirty Fighting Scoundrel. It took a bit of getting used to! I assumed I would be playing at range from cover, but it is much more a mix of melee and ranged attacks. Blaster whip and Back Blast are both pretty important parts of the early rotation and they are melee range. Quick shot is also pretty limited in range. I've been DPSing with a Sage, and this is completely different! You fight on the move and in close with Dirty Fighting. It's pretty fun! Garik
  14. It rather depends on which specialization tree you choose. This might be true of the Balance tree, but things are different in Telekinetics. If you run Telekinetics, by about level 30 you'll have NO force management issues. Telekinetic Effusion procs so often that you are running on the cheap for force cost almost continuously (especially with the talents that increase force critical chance at mid/high level). Telekinetic Throw (the debris-throwing skill you mention) is actually not the best to use unless you get the Psychic Projection proc that makes it tick twice as fast. DPS without the proc is ok, but double it and you're into "very good" territory. If you mean Project, it is ok to use to finish things (because its damage and activation are instant), but it isn't a huge hitter. It is also ok to use when you need to use a global cool down to move. Just hit Project for the instance damage, then while GCD is going do your move. You are right that timing can make a huge difference. The rotation isn't so much a rotation as a set of priorities. Keep Weaken Mind up on the target as it causes the Telekinetic Throw proc. Spam Disturbance which procs the free, instant, and huge hitting AoE of Telekinetic Wave. Hit Force Potency when you see a Telekinetic Wave proc occur for the extra chance at a critical hit. The basic idea is this...lead with Mind Crush and Weaken Mind. Then spam Disturbance until you get the procs. When you get one (or both) hit Force Potency and then use your procced abilities (that hit HARD and fast). You can get a huge damage spike if you crit on both Telekinetic Wave and Telekinetic Throw. Use Mind Crush when it comes off cool down because it hits pretty hard. Mental Alacrity is also pretty nice as it increases the rate of Disturbance spam and, when talented with Flowing Force, it increases the chance of bonus waves of Telekinetic Wave and Disturbance. Once you get Turbulence, you are in the zone. It hits hard and will automatically critically hit on any one that has your Weaken Mind DoT on them. Just try not to have Force Potency on when you hit with Turbulence. Force Potency increases your critical chance, but you're already assured to crit with Turbulence anyway, so don't risk wasting Force Potency here. I'm new to DPSing, but I've found that leveling my Telekinetic Sage is really fun. The abilities stack so well and the rotation/priority is pretty simple to be competent with. It may be a lot harder to be awesome, but competence seems well within reach. Garik
  15. For the original poster: The Sage DPS tree is pretty decent. I'm going full telekinetics and the rotation is pretty simple. Mind Crush and Weaken Mind to open. Then Disturbance until the procs of Telekinetic Wave and Telekinetic Throw light up. Hit Force Potency to optimize crits before you unload the procced abilities, and you're doing pretty well. Mental Alacrity when you want to spike the damage a bit. Use talented Project as a quick finish ability or when you have to move. The downside to the telekinetic tree is that you are pretty immobile. This is problematic when you have boss fights that require movement as your DPS will suffer a pretty big hit. But on the upside, you have some great group utility to bring to the table in a Flashpoint. Off heals, a little bit of stun, etc... it all helps. And if you can stay fixed, you can really kick out some damage. Hope it helps, Garik
  16. Poor behavior on the part of others doesn't excuse poor behavior on our part. To the original poster...I know it is difficult to remain calm when people are insulting you but I would suggest trying anyway. If your group wipes and a member criticizes your play, just calmly ask them how to improve on what you did. That does one of two things. First, if your accuser actually know what they are doing, you are about to learn something. Second, if your accuser doesn't know what they are doing and are just playing the blame game, they will have nothing to offer and their own poor play will be exposed for what it is. At least then you know you can safely ignore them while doing your best. A couple of days ago I queued as both damage and healing on my level 24 Telekinetics Sage. Group Finder matches me with a group in the healer role. No problem. I've done it before, right? Nope! I have terrible trouble keeping our tank above 50% health and we even wipe very early on in the Flashpoint. I figure it is my fault. One of the DPS asks why it seemed like no one was getting healed. I reply that I was having trouble healing our tank, not sure why. I was trying, but didn't have time and resources to heal DPS as well. The tank laughs and quits the group, so our DPS takes over as tank and we get another DPS from groupfinder. Smooooth sailing from then on. After the Flashpoint is done, the DPS-gone-tank explains that our original tank was very poorly geared and was very soft. His words, "After I thought about it, no one could have healed that tank at this level." You might find the same sort of thing: you originally blame yourself and try to learn what's up, but then find out that it is others' poor play that is putting to much pressure on you. Groups are teams. It isn't always obvious who the weak link is, but I almost always assume it is me to start. It makes for a less contentious atmosphere and more fun. Good luck, Garik
  17. There is a mini quest for it (called something like "Advanced Training"). You can find it for sure on Coruscant. If it's also available on fleet (I recall that it was), then look for the quest triangle on a Jedi standing around the docking area. Garik
  18. I'm new. I'm leveling. All of the Flashpoints I am doing right now are in story mode. I've done Hammer Station 3 times now and Athiss 3 times. The other Flashpoints are typically new. I am also leveling a tank, so I'm generally expected to sort of set the pace. So every time I get a group finder "pop", I tell people I am new to the Flashpoint and that advice is welcome. I am so grateful when people explain fight mechanics or pause to tell describe what fights are skippable and which aren't. I don't want to skip anything just yet because every experience is valuable in developing my skills and seeing how the Flashpoint is put together. That said, I will always go with what the group wants. If they want a fast run, I'll do what I can but they have to know I don't have the experience to set the pace. I hope that's clear. There are still those of us out there who don't have the experience to do speed runs. For us, it isn't the experience POINTS that matter, but the experience of actually completing the Flashpoint. I realize new people might seem like they are in the minority to those that are already leveled up with multiple toons, however I see a lot of people in Story Mode Flashpoints that are in the same boat as I am. Those are the folks for whom "skipping ads(sic)" is detrimental. So the problem seems to be when you get an intersection between new people and those for which every Flashpoint is old hat. Cheers, Garik
  19. I was running my level 24 Telekinetics Sage last night. Now I'm relatively new to this game (and this is my first MMO), but I do my homework and try to play well. So I am pretty sure I can queue as both damage and healing. I do this every time (for now, until specs really make a difference), so when I get to play my Sage as damage I give a little internal whoop of joy. This happened last night for Athiss. So I check out our group and see a Shadow tank, another Sage dps, and a Commando healer. Shadow is a bit on the low side of level for the Flashpoint, but it's story mode so how hard could it be with 3 group members quite capable of healing? The Flashpoint is mostly smooth, but our Shadow tank is pretty clearly inexperienced. We Sages are looking to crush things with our Area of Effect skills (Telekinetic Wave), but our Shadow tank repeatedly uses Force Wave to scatter the trash mobs to the four winds. I chuckle a bit to myself, but I know this is going to be harder to deal with in the upcoming fights with lots of adds that will push our healer around. So I ask our tank to stop with the Force Wave stuff. The other Sage quickly chimes in that it is also hurting his ability to smash things with AoE. Instead of getting defensive, the Shadow tank immediately stops and asks why it makes a difference. He says that he is using Force Wave to generate aggro on multiple targets. Ok, we say. Not a bad idea. But we Sages can kill those trash mobs faster than he can gather them up anyway. Apparently it makes sense to him as we continue without incident. We had a couple of accidental pulls of multiple Disciples in the temple due to auto-targeting issues, but there was only one death (no wipes). A fun run, and a better Shadow tank. Plus I got to refine my single target rotation on mobs with higher health. Finally a chance to DPS! Garik
  20. I can't remember if it is an Area of Effect attack or not. I am pretty sure it isn't a "red puddle", in fact. I just remember that it hurts, and that at the level you see him you don't have a reliable interrupt ability. Garik
  21. I'm currently leveling a Guardian (defense tree). He's at level 43 now, so I was in your position not too long ago. First of all, general things to think about. When you are choosing skills in your specialization, generally you want to choose things from only one of the three trees. Focus your choices so that you do one thing really well. A Guardian working in the Defense tree is all about taking hits and defending against damage. The damage YOU are dealing will be lower, but you'll be able to take a licking and keep on ticking. If you choose skills from the Vigilance tree (middle specialization), you will instead be focusing on doing lots of damage, but you won't be able to take hits as well. It's a trade off. Second, at your level how should you be using your skills? You should be using a lightsaber stance. If you are Defense spec, you should be in Soresu at all times . Soresu form will increase your defensive capabilities (but makes it harder to generate focus). If you are in Vigilance spec, Shii-Cho is probably what you will be in at this time (unless you have unlocked Shien form already, which I doubt). Building Focus: Your two main skills with which to build focus are Strike and Sundering Strike. Sundering Strike is the big one to use at the beginning of your fight. It builts a lot of focus, hits your target for decent damage, and reduces your target's armor. Very nice ability. If you are low on focus (check the focus bar near your health bar) and Sundering Strike is on cooldown, use Strike to build up focus. Doing Damage: Your big hitters for damage are Blade Storm and Master Strike. Riposte is also very nice to use because it can't miss and it can be used even during the global cooldown! These generally cost focus (Master Strike is free), so you need to have enough focus to use them. Force Sweep is also a nice ability to use because it can hit more than one enemy at once. Defending Yourself: If you find that your health is getting low, use Saber Ward. It increases your defensive abilities for 12 seconds. It has a long cool down, though, so you can probably only use it once per fight at this level. Finally, how do you beat Tarnis? I would try a combination of tricks. 1) Buff yourself. Throw Force Might on yourself. Use a stim pack to buff your endurance so your health pool is bigger (buy these from the medical droids you see around). 2) Use your companion. If you are a Defense spec Guardian, use Kira. She probably does more damage than you do at this point. Send her in first and let her take some hits for you. Stay out of range of Tarnis until you are ready to jump in. Don't let her die, but be sure to use BOTH of your health pools to beat this guy. 3) When deciding when to leap in to help Kira, look at Tarnis. If he is channeling his big lightning attack, use Force Leap to jump into the fight. This will interrupt his attack, give you some early focus, and make him start looking at you instead. Now put the hurt on him. Sundering Strike to debuff his armor and build even more focus, then Blade Storm him. Now go into a rotation that keeps your focus up while still doing nice damage. Use Riposte whenever it becomes available. Master Strike should also be a priority because it hits so hard (but don't forget to let it finish hitting! It takes about 2.7s before all 3 hits from it have landed). 4) When your health gets a little low (like below one-third), put up your Saber Ward for extra defense. Hope this helps. Garik
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