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jdi_knght

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Everything posted by jdi_knght

  1. Double check the temple. If it's nobody around there, check the "camp" area with a few questgivers you were at previously (the one with a meditation stone of sorts and a guy that gave you a timed quest previously). Otherwise, not sure. You may have to retrace all your steps. I believe it's part of the entire planet chain which started on the Voss orbital station, and I don't know quite how far back abandoning the chain brings you. Good luck anyway. (if you have absolutely no luck, you could try opening an in-game CS ticket - they might be able to either figure it out or reset the entire thing for you)
  2. Force Exhaustion does less damage, has a longer cooldown, a longer range, but places a slowing effect on your target. If you pick certain talents leading up to it, it will increase the damage of your next Force Sweep. Plasma Brand does more damage, has a shorter cooldown, but is limited to melee range, and does not have a slow effect. In addition, if you pick certain talents leading up to it, it'll have a chance to finish the cooldown on Master Strike, and will increase the chance that Blade Storm and Dispatch crit.
  3. The above is quite helpful. Also, you may want to consider buying Stims and Medpacks to aid you in boss fights. The ones crafted by players tend to be much better than the vendor-ones, so you can always ask if somebody's willing to make/sell you some for your level the next time you're on the fleet station (or you can check the GTN). Make sure you've been upgrading your companion's gear too! Finally, if you find you're dying in a boss fight, but your companion was at full health, a quick trick is to send in your companion to fight first so that *they* take the first 10 seconds or so of damage. Once they start to get a little low in health, you taunt the boss off your companion.
  4. Technically, there's also the Legacy unlocks (one for having a Light V char, and one for a Dark V char). And a dark-side char can choose to show their "dark side corruption" in the game options (you become cosmetically more ugly). But other than that, not really. You're pretty free to go light, dark, or neutral without much in the way of tangible consequences (of course, you may find a few story consequences ).
  5. It's certainly possible. It starts to feel really slow as you get to higher levels. One of the biggest problems you run into is gear. There's level 20 and level 40 PvP gear, but a rather large gap in between. This can become an issue when you do your class quests (which you typically do in between PvPing). Late Chapter 1 and most of Chapter 2 can be a bit difficult, because not only are you in Level 20 PvP gear for it, but your companion typically hasn't grabbed gear upgrades from questing either. Thus, you may want to consider upgrading your gear periodically via the GTN or by doing some crafting yourself.
  6. Endgame PvP and PvE gear are separate. There is nothing to stop you from obtaining both (except time of course), though often people focus on whatever aspect they enjoy more. While technically you can use some PvP gear in PvE (and vice-versa), it's not a great idea. You generally want to carry 2 sets of gear if you want to do both. In terms of PvP gear, when you hit level 50, you can buy "Recruit" gear for your class in the class/PvP area of your fleet station (I don't remember the exact credit cost, mind you, but it's not terribly expensive). It has the expertise stat on it (the PvP stat), which will help to keep you from going *squish* instantly in PvP. As you play Warzones, you'll earn Warzone commendations which you can spend on better PvP gear (if you PvP now, you can start saving up if you'd like). For PvE gear, generally you'll start by doing level 50 "daily" quests, doing regular 50's flashpoints, and possibly buying a few other pieces of gear from the GTN (or depending on your crafting professions, possibly making some gear for yourself). Once you've got some decent gear, you'll typically move on to "heroic" flashpoints which are harder, but give better gear. If you're interested in operations (think of them as 8 and 16 man flashpoints), that option's available as well. Hope that helps.
  7. Don't really want to continue derailing the OP's thread, but in short: On Sages, in short, the highest healing output in WZ even when pressured, virtually unlimited resource pool, and despite those, still massive staying power even without a guard (don't get me started on *with* a guard). On top of it, yes we also had (have) more utility than the other healers, which kinda doesn't make a whole lot of sense given that we excelled in all the other areas. On Tracer/Grav, that's been covered way too often, but since you agree that revolving the entire build around that one ability wasn't a good move, we'll just leave it at that.
  8. I'm curious as to who was (allegedly) saying this. And what reasons they could have possibly given. It was the weakest Sentinel tree. It still is the weakest Sentinel tree. The only thing going for it is that it's easy to play.
  9. The orange gear (moddable) has it's armor-value determined by the armoring mod you put into it. The other 2 (mod/enchancement) don't affect the armor value. So with that orange vest, get the highest-level armoring mod you can find (that meets your level requirements) and put it in. The higher the level, the more armor your vest will have. --- As to the stats, I don't know how good your current blue is, but keep in mind that the green armoring/mod/enhancements probably won't make your orange vest as good as the blue if they're the same level. You might need to look into blue or purple armoring/mod/enhancements. Sorry if any of that seemed confusing (it's late and I need to get to bed). Good luck!
  10. TBH they could have probably used a tiny damage nerf (Shadow tank). Watchman Sentinel (which I play) could have used a tiny nerf too - we have the best anti-caster ability (6s cd on interrupt, a slow tied to our staple ability, 0m min-range forceleap as a backup interrupt w/o lockout), and with Zen in Juyo often pushed out 75k+ healing. We didn't really need to be beating out the other 2 specs in damage on top of it. Combat could have used a small buff. Focus definitely needed a buff (or utility, or something to make it worthwhile). Healing Sages (which I also play) needed a nerf, which we got, but I don't think it was really in the right area. I'm still ridiculously OP, and yet others are pulling their hair out trying to cope. Tracer/Grav-round spam needed a nerf, which it also got, but I don't know how they came out over-all (hopefully buffs to other stuff kept things even).
  11. When 1.2 came out, one of the Tionese Sage pieces (don't remember if it was part of the Force-Mystic or Force-Master set) had defense rating on it. So I'm guessing it's an oversight.
  12. Only sometimes. But sometimes may as well be all the time as far as we're concerned. Nerf Shadows!
  13. Looks like it's called "Intimidating Roar". It might be a class-wide ability for JK/SW (Juggs and Guardians might get it too - don't remember for sure). Edit: late (already answered)
  14. Assuming he was referring to Awe (and whatever the Mara equiv is called). Isn't a stun, but is an AoE disable though it breaks on damage.
  15. AFRAID, AM I? My Sent topped the DPS charts pre-1.2. Still does. My Sorc topped the healing charts pre-1.2. Still does. (edit: note, these are in VS when trustworthy people are at the doors - other WZ vary) AND YOU WANT TO NERF ME? THE AUDACITY!!!! My Sentinel's always been strong. It's now stronger. If it's nerfed I really won't care, as long as it plays the same and is still viable.
  16. Yep. I'm not as mad about it as you (my current rage is at the game's inability to re-establish a connection if the connection drops out for 3-4s or more, leading to a kick-to-server-select-screen), but I agree.
  17. So glad you posted again, in case somebody missed your exact-same-post yesterday.... http://www.swtor.com/community/showthread.php?t=423965
  18. Yes, synch is a problem. But the explanation itself was fine. At least we know how it's *supposed* to work, and can attribute the times it doesn't work that way to bad sync. Before, when it didn't work properly it just caused confusion for some people as to where they should try to throw.
  19. Impressive pre-patch numbers. Perhaps as you say, Op/Scoundrel was less forgiving (more forgiving now). And considering that, maybe Sorc/Sage was previously too forgiving. I'd agree on the commando bit - don't see them as a "burden", but from what I've seen, they used to do better than the average operative (meaning, somebody worse that yourself), and now they seem consistently at the bottom. On Maras and Sents, I tend to disagree a bit. My Sent (Watchman spec) was perfectly fine before the patch, and did not need any buffs. But I got buffs anyway - for starters, free kicks means more focus for damage! I wouldn't say it suddenly made me ridiculous, but I don't think overall buffs that affected me was necessary. The other specs admittedly needed buffs, though I haven't played them and don't know if it was overboard or not. The only difference I see from the other side (my Sage) are more Master Strikes.
  20. Assuming you're referring to the shield incapacitate & knockback pin? There are just so many poor talents you have to pick up to get those (won't help your damage a whole lot without the other DPS talents to build on) . I suppose if your hybrid were built around primary-dps (instead of heavy in the healing tree) it might be more palatable, but then you'd be missing out on some of the best dps talents. I mean if you really like it, then by all means, have at it. Don't get me wrong - that extra utility is awesome (and fun). But keep in mind that trying to "heal when encessary and dps when necessary" doesn't usually work so great. Both just end up being somewhat lack-luster most of the time. But try it. You can always respec a few times and play around. If you find something that works for you, and you're having fun with it, you may as well work with it.
  21. To be fair here, your healer's a merc. The healing mercs I've played (beta and a lowbie on live) never gave the feeling of "turning the tide". Very strong in smaller skirmishes (a 2v3 or 3v4 situation) where the single-target strength comes into play, and decent huttball-carrier support, but... that's about it. This is pre-1.2 anyway so maybe they don't fare as well in those situations as they did before. My sage on the other hand - often get the tide-turning feeling. The IA healer... don't remember since I didn't play one seriously since beta (wasn't a fan of the playstyle). But they got some much-needed love this patch - don't know if they get the "turn the tide" feeling or not though.
  22. Edit: Whoops. Definitely misread, focused on the ******, thought it was a complaint about needing to trade in in general. If it didn't require BM gear, nobody would buy the BM gear (just save for WH) and at that point they may as well just remove it. We'd basically have Recruit, WH, and whatever-you-had-before-the-patch. Not really a lot in terms of gear progression.
  23. It's not terribly long (you'll see their character model have an effect on it - it's fairly obvious). But most of them use it at good times - when walking across a fire zone in Huttball, when trying to escape, when at low health if they really need to survive, etc. Basically the times you'd really want to stun them are the times they're most likely to use it. They're predicting that a stun is going to come, so they use it proactively. Just watch for it, so you don't waste a CD.
  24. jdi_knght

    Sage Healer

    Ideally, you should be pre-shielded all the time (only reapply when it's about to fall off), and after they eat through that one, you can pop another on right away (or very soon-after). So you should get at least 2 shields out of the skirmish (though generally more). Don't use stun immediately (it's a waste since you're at full health - a good sent/mara won't even bother to waste their CC-break on it either). Wait until you're in a pickle AND have them in a good position to follow it up with a force lift or really bone them with it in another way (stun/sprint when leap is on CD, knockback/stun, stun/pillar-kite etc). Weakened mind's slow is pretty worthless (I wouldn't spec into it, and certainly wouldn't waste the GCD on it). One of the first things any decent mara/sent does is stick a slow on you - either their spammable 50% slow, or if specced, the 30% from their burn/bleed. That 20% slow you can put on them is nothing more than an annoyance. It's the larger slows that really pain a Sent/Mara. If you really want to slow them at least use your "real" slow instead (though timing is everything here since it's only 6 seconds, you have to make sure it's at a miserable time for them). Again, I never use these while tanking a Mara. It's too hard to reliably jump-spin-cast while running from somebody in this game, and the rest of the time I find it to be a wasted GCD. If you're using Force Sprint to run away, try to use it when their leap is on cooldown, and go to the FURTHEST obstacle possible that you'll reach, and LoS well around there (don't use it to run around the obstacle you're standing beside - it will take 3 seconds for them to catch up). Often after getting the heals off, you can juke them for a while too, while getting off all the instant-casts you want (and sometimes a tick or 2 of Healing Trance before you have to move). If you're truly stun-locked (remember, leap is an immobilize, not a stun), you have more than 1 on you. If one of them's a sent/mara in the 1st tree, and they're good, you just plain won't survive. But you're not supposed to be able to tank 2 people when one of them is your counter-class. ...and at that point, you need a guard, or a peel. It takes under 2s for one of the other classes to swap to the Mara on you, throw a slow on them and/or a stun, (and a taunt if a tank) then go back to whoever they were on. And if they're not doing that, you don't have great players on your team - in that case, make sure you're positioned in the direction your team's spawn will come from, because bad players will attack the closest person to them and you can ensure it's the sent/mara. Stims shouldn't be needed. It's not enough to be a make-or-break thing. If you know you'll have to sprint at some point, don't wait until you're under 50% health. Because if you're at low health and go barrelling across the screen, you'll attract the attention of every other DPS. Shield always pre-applied (don't apply new shield until the current one is worn off). You should be using this on *someone* nearby very frequently too (even when you're tanking a Mara - if you're moving, you should be casting). Rejuv, just about every cooldown. Doesn't have to be on you if you're not pressured too hard yet, but on somebody to prime your bonus if nothing else. Healing trance very frequently (2-pc PvE bonus is best for reduced CD if you don't mind swapping expertise mods in) and especially when you're "caught" and have to stand still. Anytime you're immobilized, use the channelled/casted heals, because once you're free again, you'll get the chance to use those instant-casts. Healing trance virtually always gets you 1 tick, and If they let the other ticks go off, follow up with one of the other heals (big or small), to bait an interrupt. Follow through immediately with the *other* (not locked out) heal while their kick is on CD. Then you can start moving again. ...and that's one other key thing. If they've used a kick, your next move is almost always to immediately cast the other heal. ----- Honestly, the best way to learn how to deal with Sents/Maras is to play one. Pick on healers. Some will give you huge trouble, and by watching what those healers do against you, you'll learn what to do on your healer.
  25. But then people take the path-of-least-resistance to get the gear. PvE players who can't clear a raid start doing PvP to get the gear. Many of those don't like PvP, aren't good at PvP, and won't even try. It's infuriating when you have one of them in your PvP group. Conversation goes like this: YOU: Why didn't you grab the ball?! You were right there. THEM: I'm just here for my raid gear. I'm just killing stuff. **** YOU. <later> YOU: Pass the ball! THEM: I don't know how. YOU: There's an ability called "throw the huttball". THEM: Oh I took that off my bar. YOU: Well put it back on! THEM: Better idea. Stop passing to me. I don't even want the ball, remember? <next game> YOU: We don't need 3 people sitting at that node. THEM: I'm playing poker in the background. Don't worry I'll see if somebody comes.
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