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Shockonator

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  1. Trying to get a Ratataki to 50, (Have a 50 Human Jugg) so I thought I would roll a Assassin thinking it would be more enjoyable than a Sorcerer. However I am sitting at lvl 16 now, just finished every quest on Dromund Kas and I have to say I am honestly regretting my choice. Should I give the class more time? Is the Assassin similar to the Jug in that it is a late bloomer? Or does the class play this bad consistently all the way through to 50 and beyond? Start every fight with Crushing Darkness and Lightning Surge then run behind as start stabbing hoping Khem holds agro (he does 98% of the time.) And this is basically the process of every fight. I kind of don't want to start a Ratataki Sith Sorcerer, as it would be rather tedious to finish Dormund Kas and Korriban yet again. Imo PvP is... mediocre with this class (playing as a 16 mind you, naturally I assume the PvP would be substatintally(sp) better at lvl 40-50.) And if you get targeted... *sigh* Anybody have some words of advice/encouragement/etc?
  2. Anybody else every play this Star Wars Masterpiece? It was a mod that greatly expounded upon the lightsaber combat of Jedi Knight: Jedi Academy
  3. Unfortunately pommel strike and vicious kick(unsure of the Republic name for it) are not usable against players and gold creatures. Not sure what the logic is behind that, but there you go.
  4. I use 1,2,3,4,5,6,7,8,9,0,-,=,q,e,r,t,f,g,c,mouse scroll up,center mouse click, shift center mouse click and ctrl center mouse click. My non-essentials like relics, medpacs, stims, and travel powers.. and powers that last longer than 16 seconds, and powers with a longer cooldown than 3 minutes are not bound. :\ I play a Immortal specced jug. EDIT: And there are 4 or so powers I don't have on my bars. I actively use all of the keys I mentioned at least once in a fight.
  5. Its like people have no idea there are nodes in the game that give you close to the same amount of credits, and cost nothing to mine.
  6. 2 minutes huh? Then it seems a bit odd for the Juggernauts to be at 3 minutes. :\
  7. I have been thinking of a way to tweak Juggernaut to enable them to be more effective without sacrificing balance, and one of the things I have come up with and am eager to hear opinions on is the prospect of lowering the cool down on the defensive tanking abilities like Saber Ward, Invincible, etc. from 3 minutes to something like 2 and a half minutes. Or simply increasing the duration, which I think would be more likely to upset balance. So far I haven't seen any kind of stat that would decrease reuse time, so in this instance I will assume there is not one. I was joking with a friend about how you are "forced" to keep them in reserve until your death is imminent, and then deploy them as a last ditch effort to survive 12 seconds longer than you would have otherwise. Am I the only one who sees this as a viable option? And what do you speculate they will alter, buff, nerf or change in the upcoming patches with regards to the Juggy.
  8. I was thinking about this. It had me thinking that they could set the animation according to the stance you are in.
  9. If I still like the direction the game is going on the last days I will renew for certain.
  10. Lower taunt cooldown to 15 seconds. /thread
  11. Somebody needs to have money to buy stuff so people can have money to buy stuff so people can have money to buy stuff... nothing to see here.
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