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Twerpie

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Everything posted by Twerpie

  1. No. This is what a bad tells themselves to make them feel better. You are either a bad, or you aren't. Just hitting 50 doesn't change it, getting out dpsed doesn't change it, and defending a turret doesn't change it. You either know how to position yourself based on your team and the opposing team, or you don't. You either know your class mechanics and how to use them against other class mechanics, or you don't. Here's a better list. 1) A bad puts guard on a healer then runs to the other side of the map. 2) A bad wonders why his cc won't work on that sniper with the funny graphic or that glowing assasin. 3) A bad goes up against a more skilled group of players and loses, then blames everyone else because, God forbid, the other team is just better.
  2. Again, if you're talking about going down to 10% expertise, then you are talking about switching out 4 BM pieces. Switching 4 BM pieces for Rakata yields at most 112 to your mainstat. So, using your math. 112 to the main stat equates to 75 more damage on your ambush. 3000X12.5% = 3375 3075X10% = 3382 Stop making up numbers people.
  3. I hate giving out tips, but I just can't stand to read this thread. Going to 400 expertise gets you a little under a 9% bonus, so you're losing a little more that 3.5% effectiveness. You can verify this in game yourself. All versions of battlemaster gear have them same stats without mods. Rakata gear has slightly different stats depending on what version you are getting. To replace a battlemaster piece with a Rakata piece, you are either netting 28 mainstat and 13 endurance, or 18 mainstat and 22 endurance. Mods don't count, since you can switch them out. There is less of a difference for jewelry. so, switching out 6 battlemaster pieces can yield you 168 main stat and 78 endurance, 90 main stat and 110 endurance, or some combination in between. If you drop the jewelry pieces as you suggested, the gain is even less. So, to use your example, it would be: BM Only: 12.45% expertise or BM + Rakata mix: 8.8 expertise + 110 end + 90 mainstat.
  4. There are alot of situations where the delay doesn't make a difference or may be a benefit. But, in the specific situation of fighting an assassin 1v1, it makes a difference. Most good shadows/assassins know to pop their force immunity after 2 clairvoyant strikes from their opponent. Better shadows/assassins know their opponent will do this, and delay their burst until their opponent's force immunity wears off. If both the shadow and assassin know this too, then it becomes a contest of who can time their force immunity with the other's burst. In that case, the shadow has to guess, while the assassin can watch for the animation. In other words, shadows and assassins have an ability that negates the damage from project and shock. If there is a 1.5 second animation before the damage hits, then assassins have an advantage in anticipating when the damage will come.
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