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Question for those who consider themselves really good sentinel PVP players


XxPetexX

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What ability priority do you use to bring a target down as fast as possible? (watchman). I know it's all circumstansial.... but ideally.

 

I try to set up my priority like this:

 

Overload sabre

 

Cauterize

 

Merciless slash

 

zealous strike

 

Slash

 

strike

 

Zen when approriate.

 

I have this down to close to perfection. I am fast to react but I very often find myself losing pure dps fights against Operatives by a mile....

 

SO I figure maybe that I am prioritizing wrong....

 

Is Combat a viable alternative for fast PvP dps?

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What ability priority do you use to bring a target down as fast as possible? (watchman). I know it's all circumstansial.... but ideally.

 

I try to set up my priority like this:

 

Overload sabre

 

Cauterize

 

Merciless slash

 

zealous strike

 

Slash

 

strike

 

Zen when approriate.

 

I have this down to close to perfection. I am fast to react but I very often find myself losing pure dps fights against Operatives by a mile....

 

SO I figure maybe that I am prioritizing wrong....

 

Is Combat a viable alternative for fast PvP dps?

 

1) Force Leap

2)Overload Saber

3)Cauterize

5) Zealous Strike)

6) Pacify

7) Some Ability that blinds opponent dropping accuracy by 90%

8) Master Strike

9) and whatever floats my boat from there

 

I like pacifying them to let the ticks of burn damage run while they are stuck. It works well for me. Operatives, you really need to pacify. I find that I scare them off after pacifying them and doing Master Strike

 

I am also trying to find out what other people are using. So feel free to add to the list

 

 

I

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pacify is your friend

 

Not against an op. The overwhelming majority of their abilities are tech and are unnaffected by pacify, against a sniper though that's another story entirely.

 

For the record, an op that gets the jump on me and starts bursting before I get a bubble up is a very tough 1v1 matchup, but if I get the jump on them I will almost always win. Just remember to be very aggressive about popping zen in any reasonably intense fight. That's where a lot of your burst comes from.

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1) Force Leap

2)Overload Saber

3)Cauterize

5) Zealous Strike)

6) Pacify

7) Some Ability that blinds opponent dropping accuracy by 90%

8) Master Strike

9) and whatever floats my boat from there

 

I like pacifying them to let the ticks of burn damage run while they are stuck. It works well for me. Operatives, you really need to pacify. I find that I scare them off after pacifying them and doing Master Strike

 

I am also trying to find out what other people are using. So feel free to add to the list

 

 

I

 

Pacify is the ability that "blinds opponent." Are you talking about Force Stasis?

 

It's important to know that pacify only affects ranged and melee accuracy, not force or tech. Many Operative abilities are tech and not affected by pacify.

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if you are looking for a "rotation" you are doing ti wrong, there is no way to make a sentinel a rotational class, you have to look at how much focus to have and what you can do it with.

 

 

certain abilties shift prioirty depending on the situation as well. Its not a class that can be "explained" on a forum its a class you either get or don't there is not "ok" sentinels you are either good or useless.

 

 

If you want to be added to the good colum just try differnt things, get friend to duel you constantly to find out whats best to use when. Just because one thing works on a bounty hunter doesn't mean you can do that to a sorc.

 

Also keep in mind that sentinel have more "tools" in their bag then anyone else so you always have something useful but everything is not always useful. For instance Pacify is epic against a marauder or jugg, but useless vs a sorc, interrupting tacer missile from a Bh does far more harm them interrupting his unload. Using a leap to interrupt something can be better then force kick depending on how long their cooldown is, for instance tracer missile has no cooldown so use force kick on that but unload is a 15 second cooldown so don't waste a force kick because the 4 second lockout is not used.

 

 

 

Sentinels are the hardest thing to be good at in game by a MILE the only people who do not agree with that are people who have not played or are not good at sentinels. Most classes cap out at about 6-8 skill they use in PvP some don't break 5, Sentinels if they are good will use more then 20 skills in a single fight.

 

 

Basically stop looking for a rotation because if people tell you know they just proved they are bad at the class. There are certain things you would idealy do before others, like a cauterize before a merciless slash, but only if the cauterize does not cause you to lose a merciless stack (watchmen spec). To be a good sentinel you not only have to know every single skill you have and the best way to use it, but you must know every other classes skills so you know what best to use when, no other class really has to do that to the extent of a sentinel.

Edited by Hizoka
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if you are looking for a "rotation" you are doing ti wrong, there is no way to make a sentinel a rotational class, you have to look at how much focus to have and what you can do it with.

 

 

certain abilties shift prioirty depending on the situation as well. Its not a class that can be "explained" on a forum its a class you either get or don't there is not "ok" sentinels you are either good or useless.

 

 

If you want to be added to the good colum just try differnt things, get friend to duel you constantly to find out whats best to use when. Just because one thing works on a bounty hunter doesn't mean you can do that to a sorc.

 

Also keep in mind that sentinel have more "tools" in their bag then anyone else so you always have something useful but everything is not always useful. For instance Pacify is epic against a marauder or jugg, but useless vs a sorc, interrupting tacer missile from a Bh does far more harm them interrupting his unload. Using a leap to interrupt something can be better then force kick depending on how long their cooldown is, for instance tracer missile has no cooldown so use force kick on that but unload is a 15 second cooldown so don't waste a force kick because the 4 second lockout is not used.

 

 

 

Sentinels are the hardest thing to be good at in game by a MILE the only people who do not agree with that are people who have not played or are not good at sentinels. Most classes cap out at about 6-8 skill they use in PvP some don't break 5, Sentinels if they are good will use more then 20 skills in a single fight.

 

 

Basically stop looking for a rotation because if people tell you know they just proved they are bad at the class. There are certain things you would idealy do before others, like a cauterize before a merciless slash, but only if the cauterize does not cause you to lose a merciless stack (watchmen spec). To be a good sentinel you not only have to know every single skill you have and the best way to use it, but you must know every other classes skills so you know what best to use when, no other class really has to do that to the extent of a sentinel.

 

Yes, Sentinels are a priority based class (especially in Combat) and there are no set rotation, but can you please stop acting like you know *** it is you're talking about? lulz

Edited by PantsOn
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if you are looking for a "rotation" you are doing ti wrong, there is no way to make a sentinel a rotational class, you have to look at how much focus to have and what you can do it with.

 

 

certain abilties shift prioirty depending on the situation as well. Its not a class that can be "explained" on a forum its a class you either get or don't there is not "ok" sentinels you are either good or useless.

 

 

If you want to be added to the good colum just try differnt things, get friend to duel you constantly to find out whats best to use when. Just because one thing works on a bounty hunter doesn't mean you can do that to a sorc.

 

Also keep in mind that sentinel have more "tools" in their bag then anyone else so you always have something useful but everything is not always useful. For instance Pacify is epic against a marauder or jugg, but useless vs a sorc, interrupting tacer missile from a Bh does far more harm them interrupting his unload. Using a leap to interrupt something can be better then force kick depending on how long their cooldown is, for instance tracer missile has no cooldown so use force kick on that but unload is a 15 second cooldown so don't waste a force kick because the 4 second lockout is not used.

 

 

 

Sentinels are the hardest thing to be good at in game by a MILE the only people who do not agree with that are people who have not played or are not good at sentinels. Most classes cap out at about 6-8 skill they use in PvP some don't break 5, Sentinels if they are good will use more then 20 skills in a single fight.

 

 

Basically stop looking for a rotation because if people tell you know they just proved they are bad at the class. There are certain things you would idealy do before others, like a cauterize before a merciless slash, but only if the cauterize does not cause you to lose a merciless stack (watchmen spec). To be a good sentinel you not only have to know every single skill you have and the best way to use it, but you must know every other classes skills so you know what best to use when, no other class really has to do that to the extent of a sentinel.

 

I know mate that's why I said priority and notrotation=)

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Not against an op. The overwhelming majority of their abilities are tech and are unnaffected by pacify, against a sniper though that's another story entirely.

 

For the record, an op that gets the jump on me and starts bursting before I get a bubble up is a very tough 1v1 matchup, but if I get the jump on them I will almost always win. Just remember to be very aggressive about popping zen in any reasonably intense fight. That's where a lot of your burst comes from.

 

Welcome to: "It's all circumstantial".

 

The usefulness of, say, Pacify does in large part depend on who you're fighting - what class, their specific build, and so on.

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Here, I'll even be helpful, as a change in this thread. :)

 

 

Master Strike - The first two hits of Master Strike are always awesome and fast, and hit hard. Also, Master Strike is freeeee :) Cancel the channel as fast as you can with another attack. As a fun fact, if you look at the code for Master Strike it has the 'IgnoreDualWieldModifer=1' on it. Meaning that your off hand hits are hard as a main hand, for this oddball attack.

 

Look under 'Effect Details'

 

http://www.torhead.com/ability/abYCO7E/master-strike

 

Force Sweep - Always fantastic damage for 1 focus cost. Also hits behind you, and has a little bit further range than a standard melee strike. As a pro, if you aren't force leaping on a target, you can Force Sweep when getting close to the target, hit with that damage, and then hit with a melee attack. It's flat out just free damage you wouldn't have otherwise.

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Pacify is the ability that "blinds opponent." Are you talking about Force Stasis?

 

It's important to know that pacify only affects ranged and melee accuracy, not force or tech. Many Operative abilities are tech and not affected by pacify.

 

He might be thinking about Awe, that's the only skill we have that could be considered a blind...though IDK why you'd use that and then continue to attack someone. Either that or he is just confusing skill names/terms.

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I played a Marauder before rerolling to a Sentinel to help out with the population issues.

 

 

Some things are hard to let go though. I will almost always call 'Pacify' a blind, will call 'Force Sweep' by the name of Smash, and will forever refer to Force Statis as Choking a MF'er out.

 

 

 

Sorry man, but the Sith really DO have cooler names on their abilities. I will say that I heart both Blade Storm and Force Scream equally though.

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