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Equeliber

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Everything posted by Equeliber

  1. For Solo content Immortal in DPS or even half-DPS gear is definitely better than either DPS spec. Survivability gain is huge, and DPS loss will not be noticeable unless it's a long fight. AoE burst damage of Crushing Blow is often better than Slam spam of Vengeance. I've completed most Master chapters on a Guardian Skank tank. Daily stuff and heroics are not much slower and you literally never need to stop to heal up, even when using a DPS companion. I tank all Master FPS in a hybrid build with 2k shield, 1.7k absorb, 1213 alacrity and 2k crit. If you know your healer, you could go for full DPS stats as well, with pugs I prefer to be a bit tankier. Just don't queue as DPS. Even with super offensive gear you are still a tank and should be playing that role. In prolonged fights even a full damage geared Immortal will be quite behind an actual DPS jugg, and you will completely mess up the tanking for the actual tank because of your super high threat.
  2. I am not sure where you found such threads. Marauder is more difficult, yes, but it is absolutely a better class than juggernaut for PvP (including survivability). It is universally agreed upon and has been like that for years. Rage is just a worse version of Fury, there is not a thing it does better.
  3. Update: Name: Corwin Server: Darth Malgus Points: 63520 Link: https://imgur.com/a/5KsZ3of
  4. I posted about this same thing in Bug Reports section a year ago... Hasn't been fixed yet. But they just fixed Telekinetic Burst and Forcequake in the last patch, here is hoping they will take a look at Turbulence as well.
  5. I guess those guys were probably supposed to be involved in this whole Cantina thing in some way.
  6. An update, finally over 60k. Name: Corwin Server: Darth Malgus Points: 61165 Screenshots: https://imgur.com/a/Ca5QjPP
  7. Well, as you are ranged, it's easier for you to pull in this case. Shadow has only one 30m range ability. Still, that one abilityis enough to start a corner pull, so he definitely shouldn't have insulted you. Hell, he could simply taunt one of the mobs, whatever discipline he is playing. As for shadows being sturdier than sages. Well, that's not really true. In terms of survival power, I would say it's Telekinetics Sage > Infiltration Shadow >= Balance Sage > Serenity Shadow. Telekinetics has tons of Damage Reduction buffs and plenty of self heals, Infiltration has similar Damage reduction levels (but lower than telekinetics) and some good DCDs but almost no self heals, Balance has very good self heals but almost no mitigation, Serenity has weaker self heals than Balance and roughly the same DCD power. Overall, Telekinetics Sage is pretty much a half of a tank. Balance Sage can be very sturdy when it can just outheal small frequent hits but collapses under big burst. Infiltration is good against burst damage, Serenity is alright against frequent small hits but their self heals are just much much worse than sage. So, in a veteran flashpoint and when having no healer, the kind of pull you have at the start of Hammer Station is better done as a Sage. P.S. Another thing to note, all classes have identical HP in lvl70 content, it all comes down to their gear. Identically geared shadow and sage will have the same amount of HP. In lvl75 content DPS Shadows have 2% more endurance due to a passive but it doesn't mean much. Also, if you are playing Telekinetics, here are some tips how to stack up Damage Reduction if you are holding aggro or pulling. Put Force Armor on yourself whenever it is available. On top of being a good Absorb shield, it also gives you a 10% Damage Reduction boost, as long as you have a debuff from it on yourself. Then, make sure you use 3x Telekinetic Bursts as soon as possible (of course, still prioritize your correct opener, but if you are tanking mobs, it's worth re-arranging your rotation a bit to get these DR stacks earlier), they give you 3x5% = 15% more Damage Reduction. That's +25% Damage Reduction, more than 2x more than your base Damage Reduction from Armor. Add a 3% damage reduction utility to it and you have around 45% Damage Reduction permanently (as long as you refresh Force Armor on cooldown and don't drop stacks from Telekinetic Burst). That's pretty much on par with tanks. I also suggest to read your passives to know more.
  8. Most likely you got lvl58. On level 58 Disturbance is changed to Telekinetic Burst. You can see it on your skill tree.
  9. Stormwatch on Telekinetics looks pretty terrible. There are no blue bubbles. You just get a small rock thrown at the target. Yes, it looks as bad as it sounds. Literally just a small rock.
  10. Well, she was a healer, originally, those were all with a single blaster.
  11. Mako uses a single blaster, she is not dual wielding.
  12. It's a good DCD but only if you've got a healer healing you up while you are in the bubble. When you are by yourself, indeed, it is only good for buying time when defending nodes in PvP. Ever since they nerfed the utility that heals you under Force Barrier, it has been a pretty crap DCD. It gives you some time to get some cooldown back but usually it's just a mild annoyance for the enemy.
  13. I have not seen "Energy Lodes building only 20% of the time" thing, though.
  14. I think if you load into an instance when having *some* energy lodes, this bug happens. The way it bugs out for me, is that, for example, it shows 4 lodes but in reality there is just one and it literally never ends. Until I click off the buff, it just gets stuck on one Lode. Firing the skill doesn't even consume it. If only it got stuck with 4 Lodes... Hehe. Infinite Energy Bursts would be sweet! I bet it would get fixed in a week, heh.
  15. What is this bunch of condescending crap? Nobody uses this tactical on a single target. If you are, you are not even close to the top performers of this class and have no idea what you are talking about. Show us your amazing parse without Energized Charges tactical. Provide some proof instead of idle chatter.
  16. Can't help but wonder, why are you trying to make such a build?
  17. You have no idea what you are talking about. Have you parsed merc after CF nerf? Arsenal barely hits 22k. IO can still consistently hit over 23k. On average, there is almost a 1.5k DPS difference. Where the hell did you get the 1.3%? There is easily a 6-7% difference. Arsenal is almost 1k behind Madness. Madness! The meme spec.
  18. Except now Arsenal is over 1.5k DPS behind IO. And is the worst DPS in the game by far. The nerf was too much for Arsenal.
  19. It's simple, you are not supposed to have every single ability keybound if some of them are not even used by the spec. I don't see where the problem is. Do you just want all irrelevant abilties hidden by default? Thing is, I am not sure that devs are on the same page as players when it comes to rotations. Also, point me at anywhere I mentioned that I use Vicious Slash or Assault as Rage? I am well aware that they aren't used in Rage, so I listed all other use cases of those skills on juggernaut. And well, Sweeping Slash is quite obviously not a part of any single target rotation, just like Sweeping Gunfire or Force Storm isn't. But not having it on your quickbars just means that you have never engaged a pack of Elite mobs or fought 2 bosses at once on your Rage jugg (basically, any operation). It has a very clear place in your AoE rotation, sebakonkol even shows where it's used in his post, it replaces Retaliation when you can hit at least 3 targets (2, if you have +25% damage utility taken) and replaces other skills as well, if you can hit 4 or more targets with it. On 5+ targets your rotation consists purely of Smash, Obliterate, Sundering Strike and Sweeping Slashes.
  20. Well, unplayable is a bit of an overstatement. I've been playing regs on Balance Sage for a while after 6.0, because it's always been one of my most favorite specs to play PvP with, and I've been doing fine-ish. If I played the same way but in Telekinetics, I would have gotten even better results, I am well aware of that. Balance can't really 1v1 anyone, had an encounter with a Hatred Sin recently and still barely managed to get my solo kill... Probably just because the guy didn't seem to have shroud on cloak utility taken. Most other specs - no chance. Any burst spec just blows me up as they have never ending 50-60k crits that I can only somewhat mitigate for 6 seconds with Blockout utility taken... There is no outhealing burst on Balance sage. DoT specs are somewhat easier to fight but most of the time they are just tankier than me or have better self heals than me or have DoT cleanses while I don't. AoE-wise, it's alright, I guess? I had games where it was just Voidstar damage spam at the door with no progress forward and I was number one in the group by damage in the end (Slow Mercy tactical is pretty legit). Something like 12.5k DPS the last time I had such a match, pretty good, I guess? But again, I definitely felt like as Telekinetics I could have done even more. And it's only a "good" game if I am not getting focused down. I can kite 1-2 melees for a while but it's really frustrating and if they are stealthers, I can't really damage them (when I play Balance, I often ask myself a question - is DoT cleansing on <1 min cd really a fair thing? Especially when they have it on vanish as well...). But if there is no healer around, Balance's squishiness really shows. If someone even sneezes at you, you need to run. You can heal up later and get back into the fight but there is no outhealing incoming damage while fighting like it's done on Lightning or on merc... So, anyway, playable? Yeah, definitely. Is it a good experience? Can be. Can be the opposite. Does it need improvements? Definitely. I agree that the main thing Balance needs is a raw DR increase. These days there is no spec that is below 25% DR besides Serenity and Balance. Most are above 30% most of the time. And having such a low DR as Balance just kills you whenever you actually take damage. The self heals it has are not enough to cover such low passive defenses. I don't want a self heal buff, seems like finding a good middle ground with self heals is pretty hard. I don't know what kind of DR increase it needs exactly, not sure I would agree with the crazy DR stacking that Lightning got. But bumping it to at least 30% consistent DR is a must. I like the passive that increases your armor when Rejuvenate heals you. It's just too weak, 4% or so. Bump it up to 10% raw DR or something like that. Or add a DR buff from dealing DoT damage like on Watchman. Or just a raw DR increase like on Vigilance. I don't really care, as long as it's available in some shape or form. But it seems like Bioware is really scared of buffing defenses on Serenity and Balance due to their self heals. Or they think that they work fine enough? Hell, I'll gladly take another nerf to our self heals if that's what I need to give up to get some DR. But Bioware devs, if you happen to read this thread, the self heals on both Serenity and Balance are just way too weak to cover the lack of passive defenses and any relevant DCDs. Low DR isn't even the only problem, besides kiting and 8sec bubble, your only actual mitigation defensive is Blockout utility. I am 99% sure that even if you buff Balance's passive DR to be at around 30% without taking anything away, it will still be in the bottom half of DPS specs in PvP.
  21. Pretty sure it is still bugged and doesn't actually reduce it's cooldown properly?
  22. I agree with this, to me GW2's map selection system is just perfect. If there is no randomness, premades could try to force certain maps, so I always liked the combination of voting and roulette that GW2 has.
  23. Vicious Slash is the main filler skill for Immortal spec and is occasionally used as a filler in Vengeance. It can't be removed from juggernaut. Assault is needed during early leveling, later it could be hidden, sure, but how is it different from you just ignoring that skill once it becomes irrelevant? Sweeping Slash is needed in every single Sith Warrior spec when you have to do sustained AoE damage. Just because you don't use it during story or dailies because enemies die too quickly, doesn't mean it's not useful in many other places.
  24. One of my main characters is a Rage jugg. I have every single skill bound to a key. Even Guard for PvPing. Hell, on healer classes I have all offensive skills on keybinds as well, so I can off-DPS effectively. That's on top of all defensives and heals. The problem isn't the ability bloat, it's the lack of keybinds you can currently use. I used to click half of my skills when I started playing this game. Could have been worse, as it was my first MMO ever but I had some experience with a quickbar from Dargon age Origins. Over the years I started using alt and shift modifiers, F1-F5 buttons, got a mouse with a few extra buttons (currently, I just have 2 extra, that's pretty much a standard these days. I have never felt a need for something like Razer Naga). These days I only click stuff like Quick travel and health regens. I even have a Random mount summon on F6 and I can press it just fine. The only time I can agree with removing a skill is when it barely does anything. Like, Shatter Shot (or whatever) on Sniper - just move the Trauma to something else and it's fine. But class rotations in SWTOR are just fine. Removing attacking skills would dumb down the specs too much. There is not even one spec that uses more than 10 rotational skills. Majority has 6-7 of them, that's very little. 99% of all defensives have their purpose. Some of the self buff skills might be questionable but mostly they just add variety to your rotation. Alacrity boosts are especially fun to me. P.S. I don't see you mention using ALT and/or SHIFT. That would literally double/triple the amount of keybinds you have.
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