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Astares

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Everything posted by Astares

  1. Tank comps just don't scale up with content progression. You can drop a main stat increase onto a healer and immediately see an upgrade to their power, same for a DPS. Do the same for a Tank and the main stat does jack for their role, best you can do is try and find high endurance and tank stats which aren't that easy to find. Other companions don't need special stats on gear to keep them up to scratch, they are just gravy. Tank comps can do fine till 30 but the game is designed to step up a notch in difficulty from then on, mainly with mobs hitting harder. This leads to a noticeable drop in Tank comp survival, micromanaging can overcome a bit of it but for some fights they just won't cut it and a healer comp is needed. If you are set on using a Tank and not a healer spec then the best situation is to outlevel areas for questing. Upside is you shouldn't have taken much, if any damage while using a Tank comp, so you can instantly heal them with a vehicle mount/dismount or if inside a dismiss and resummon. Annoying to do but it doesn't really equal any more downtime. It's a pity that they aren't the most effective to level with because I think some of the tanks like Blizz, M1-4X, Scorpio, Khem, etc are some of the coolest comps to have around.
  2. His DPS stance is just like when you turn a tank in DPS stance, lacklustre. It's just a cool feature to the character, being a were-rakghoul has to make him the most interesting out there.
  3. Multiplayer 3D space combat, especially something like 4v4 battles.
  4. PvPvE. If faction A > B, then let A players take control of NPCs and play as them (like LotRO) till some balance is obtained for that zone. Player A doesn't earn rewards for themselves but earns points to upgrading their NPC and NPCs don't give kill rewards so no points trading. Have a vote kick system to get rid of people controlling NPCs that aren't active. Yes they could be used to spy but so can any player with a character on the other side. Also change the number of objectives that have to be held by a side based on their current number of players in the zone. If faction B still has to hold 3/5 objectives to get benefits against faction A that outguns them by 200%, then it is pointless even with NPC support. Faction B should only need to hold 1/5 objectives, it forces the larger faction to actually defend a lot more objectives then just zerging the few held by the other faction spread thin.
  5. Take it off your hotbar and use F to take cover or Shift+F to setup where you are, it will ignore any possible cover points. That's the default keys change it in preferences if you want. If they just got rid of the roots stopping setting up cover in place then I'd be very happy with it. I can understand it stopping you from rolling off into cover but it's a poor way to handle it stopping all use of cover.
  6. Aim isn't better then Cunning but it can be an alternative choice sometimes. Primarily if you focus on ranged attacks and the Aim is much higher amount then the Cunning on the piece it would replace. It does give more crit per point to ranged because it is usually lower then total Cunning and crit DR affects each separately. An important reason you stick to Cunning outside the things like +dmg and crit for everything is the +9% Cunning skill. No matter the spec though +Tech damage is always useful.
  7. I've found Lokin is the best for Sniper MM, he even tanks a few hits at the start on packs cause of heal aggro and then pull it off him with damage before it drops him too low. Hell even my ship droid with some reasonable parts is better then any other companion except Lokin. Lokin is the easiest to gear while leveling too, direct hand me downs even sometimes equal gear to me all his armor is mod gear either commendation or PvP. Just have to get a modable pistol.
  8. Medpacs like warzone, self or self and companion share a 90s cooldown. The warzone one has 180s cooldown, but that doesn't stop you from being able to use your own after 90s. Adrenals (warzone and others) are all on a 180s cooldown, only one at a time and doesn't stack with the warzone powerup. Just depends on HP whether the warzone is better then your reusable. Reusable is probably better if they are close because I think they can crit and are affected by any healing bonuses from own skills or buffs on you. That means they are probably affected by the Trauma debuff from PvP, so -30% healing to take into account plus any expertise you have to minimise it. Have to just test and see how it goes for you. Bonus is saving a hotbar slot if the reusuable comes out on top. You can send spare warzone medpacs to an alt. Relics have their own cooldown with the relic itself, 120s I think and a cooldown across all relics which I think is 60s. You can use a different relic with the same type of stats after that cooldown but identical or very similiar will still share the 120s cooldown. As mentioned combine your adrenal and relic to get maximum effect. You can use your other relic after the 60s cd and then your adrenal and other relic will line up after 180s.
  9. 2+ with mostly droids can be done sometimes, since we can long CC a droid and they are usually ranged giving a bit more protection against them. Just have to interrupt things like the missile barrage most like to do. Some ACs have a bigger advantage on heroic soloing since they have a wider range long CC plus those ACs tend to have heals. A heal spec with long CC can do heroics that Snipesr can only dream of doing.
  10. I used my ship droid, dropped 20k on parts and became a decent healer. Pity it's carbonizing spray doesn't work or it would make the fight real easy. That 8 sec stun helps a lot if used properly. Also the droid actually stayed up unlike other two. Just took him head on as Sniper Mark, setup right under him after pet pulling off platform and used everything to shut down 90% of the casts. I didn't DoT him so my Flash Bang wouldn't break early and it gave more time for stuff to come off cooldown and chance for droid to heal more. Basically it isn't a blow everything and burn him fight but a control one, time your abilities especially the interrupts and the fight becomes a lot easier. Biggest challenge is getting him into LoS without your companion getting wasted and positioned right to enable every interrupt ability.
  11. Personally I'd stick with Shield Tech till 27 then go Pyro, you can fill out Prototype Particle Accelerator skill then which is the heart of a Pyro build. Tanks (or any Powertech really) can get an easy 4 medals just from guarding and taunts and the extra bit of survivability will help. Or you just keep with Shield Tech till 30 for Jet Charge and then start building up Pyro. Lower level players guarding and taunting, covering the healers or high dps, can often make more of a contribution then their DPS, the margin of DPS difference between any spec before 20 is small. Tank stat gear is lacklustre in PvP, just build a DPS focused set (with Shield Generator) then you can swap between the specs. Since it's your 3rd Alt guessing you may have some credits lying around, so keeping mods up for your 20 and 40 PvP reward armour and items won't be hard. Best profession for PvP is Biochem, reusable medpacks etc make a big difference, especially if tanking. Since you will be PvPing a lot remember the cap for commendations is 1000, so convert them to Mercenary if you are close to cap, you'll want them capped to when you hit 50.
  12. Power > Tech Power. Tech Power only increases tech classed attacks/abilities (check your abilities page in game to see what each is classed as) plus healing. Power increases ranged damage as well, which Rail Shot is.
  13. Alacrity is a waste on Mako, all except one healing ability (Med Scan) are instant casts. Personally better off going for Power, Tech Power, most of all then Critical and Surge for secondary stats. Since she is cooldown locked being able to cast a 2 second ability a bit quicker which itself has a cooldown leads to no real gain. It isn't like she can spam heal the same ability which is where faster cast times mean something.
  14. Maybe the cast time it is to discourage trying to DoT stack and gain multiple de/buffs. I don't know what benefits the lesser classes get from stance dancing except the tank buffs, so unable to compare. If they do get similar advantages from their stance changes then sure why the hell do we have to be stuck with cast time.
  15. Eliminator is the set aimed at Commando DPS if you go by the set bonuses. However if you don't like the set bonuses there is nothing stopping you from mix n match to what you want. The 4 pc bonus for Combat Tech is great for Vanguard DPS. The 4 pc bonus for Eliminator is great for Assault and okay for Gunnery. Accuracy is important for Commando DPS, the base Accuracy for Ranged attacks is 90%, that's at least 10% chance of missing not even counting the 5% or more Defense an enemy could have. Missing a Grav Round isn't a good thing in PvP, it could make all the difference. Where as several powerful Vanguard attacks are Tech attacks and its base Accuracy is 100%. The most confusing thing of all, is the set name for the tanking set, Supercommando, nice work BW.
  16. It seems to be the price shown is the current respec price, if you don't have the weekly free one. I did it today and it said 5k but after accepting it came up with the message and said 0 credits.
  17. This happens regularly for me but it is mainly in Huttball (which is about 80% of warzones I've had so far) and seems to be mostly if the target is above me or mid air. Which really sucks when trying to pull a ball carrier down.
  18. Power Generator is simply for DPS/Heals, it is itemized for DPS/Heals focused stats compared to Shield Generator. For example for same level generators, the Power might get Aim and Crit over the Shields Endurance and Defense.
  19. It used to be the case but they changed it so one primary stat affects both, which is Aim for Troopers. The underlying system is still there though, so Cunning still increases Tech bonus damage and critical chance.
  20. Make sure the Tank has Guard placed on you, it reduces your threat by 25%. The only mobs that should be hitting you temporarily are any adds that turn up during the fight. They usually aren't that dangerous and able to survive several hits from them but the tank should be taunting them off very soon after they appear or DPS burning them down. Heals generate x0.5 threat compared to damage, unknown if over healing generates any threat, my guess is that it doesn't.
  21. 100% Accuracy doesn't mean you will always hit a target. Assuming it is equal level, then 100% Acc will remove any miss chance but it doesn't overcome any Defense on the target. Any Acc beyond 100% applies to the targets Defense. So if you have an equal level target that has the standard 5% Defense, then you would need 105% Acc to always hit them under normal conditions. It isn't really known how it works in end game (at least exact values that I know of), the bosses etc might be considered higher level and like in WoW there is additional miss chance or defense that has to be overcome. Of course you have the other problem of Tech/Force attacks having 100% base and Ranged/Melee being 90% base, so how far do you go to get the best return.
  22. Balmorra I think it is for Elara Dorne's kit. Haven't seen any others except one on Illum but didn't see any Troopers companions there.
  23. Only makes you immune to purely interrupts like Quell from a BH Powertech which is still very important because it will lock you out of using that ability for 4 seconds, nasty if it is something like Medical Probe. It won't stop physical interrupts like knockback/down and stuns. A very useful PvP skill to take, especially for 1 point.
  24. If you are Gunnery, when you get Curtain of Fire skill filled out, M1-4X or the alien guy becomes very useful. Mobs simply don't live long enough because of the ridiculous DPS output but you need to have no threat to avoid incoming damage so you can get full use of Full Auto. Open up his skill bar and always get him to attack with Flameguard, this puts up his 20% armour boost immediately and causes a ton of threat. He will not use it against purely ranged targets till he pulls them in, same with EMP Blast. You can follow this up with his EMP Blast, if not using CC. At start of tough fight with multiple mobs, use his Deploy Shields for the 25% damage reduction as this will be the time he takes the most damage. Companion abilities don't affect your GCD so with hotkeys it is very easy to do 2 commands at once. If he continues to stand in a continually AoE'd spot which companions are stupid and do, then you can set him to Passive, wait till out of the AoE area, switch back to tank and harpoon the mob to him. Only needed for some really tough fights.
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