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Morniel

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  1. Before Ossus I had never played a single GSF match (despite playing since beta and rank 95 valor on my main) and was not a big fan of this aspect, but admittedly the timed weekly seems to have had the desired effect on me. I just returned to the game a few weeks ago so, in order to "catch up" and get as many crystals as I could, I put in a serious effort to do GSF and am actually enjoying it. The 25,000 fleet requisition from the starter quest helps a great deal. That being said, there are typically multiple means of obtaining most other currencies in the game like UC. Even if you enjoy GSF, the queues pop very rarely and one of the other quests to kill the Geonosian Queen on VM is out of the question for all except hardcore raiders with a regular group. That leaves only the 2 world boss quest for a single crystal a week. Maybe this is Bioware's intent. If you are not engaged in various aspects of the game then we have to accept that gear progression will be slow.
  2. It was removed and it was intentional - otherwise Marauder Rage would have a significant advantage vs. Jugg Rage. Bioware is just terrible at putting up accurate patch notes.
  3. yea he was giving you very friendly, constructive advice, all of which i agree with 100%. the things that he mentioned are not characteristics of "perfect" play - far from it. they are standard practices that every sentinel should try to follow.
  4. as the poster above me stated, swelling winds also gives 3 second reduction to Force Sweep cooldown. so the loss of quick recovery is offset by swelling winds, as far as the cooldown is concerned.
  5. That's not an orange chest, it's the Rakata Weaponmaster's Chest - only obtainable by beating Soa in hard or nightmare mode. pics of my 50 sentinel in a mix of Battlemaster, Rakata and Aspiring Knight's Vest http://i269.photobucket.com/albums/jj43/sso311/Sorsha2.jpg http://i269.photobucket.com/albums/jj43/sso311/Sorsha1.jpg
  6. Sentinels have more defensive cooldowns than just about every other class in the game, on top of that we have a talent that grants passive 30% damage reduction to ALL AoE. if you're really that "challenged" and need the DR from old Force Fade to survive, i suggest you put 2 points into defensive roll instead - which will give you 30% reduction 100% of the time, plus 80% reduction whenever you use force camo.
  7. the play was pretty good (not amazing) but the commentary was absolute gold.
  8. Depending on your gear/spec, this isn't true. I only need Doc for soloing Champions or groups with 1 gold +2 silver elites. Everything else it's faster for me to use Rusk (his DPS seems the highest). I have no problems taking on groups with just 2 silver elites or 1 gold with Rusk. The healing provided from watchman is more than enough. I might have to meditate a bit after the fight, but that small downtime is made up for by the faster kill time. I have no problems with Scourge either but I prefer to kill things faster even though I take more damage. For the record, my Rusk is geared in almost all crafted purples and some centurion. Scourge is in full Champions - so they are admittedly very well geared.
  9. Sentinels can also solo champions, at least the ones from the Belsavis heroic daily quests ("A Lesson is Learned" and the stasis generators). Granted, your gear has to be pretty good, Doc's gear has to be pretty good, and you have to be watchman specced. Even then, you have to play well and use all the right abilities and cooldowns. If you do all this, the champions are actually somewhat 'easy.' I tried them as combat as well and couldn't kill them, though I came close - the healing (and perhaps extra damage and defense) from watchman is too good.
  10. No, it's not game-breaking. Yes, we can adapt. But why should we have to adapt to something that is clearly annoying for many people? Bioware, just give us the option to go back to the original setting.
  11. I more or less agree more with the OP. While not game-breaking, this stupid change is incredibly annoying as a sentinel. At least give us an option in "preferences->user interface" to use the original cooldown setting. The problem is when the bar gets close to the bottom, it's very, very hard to distinguish whether an ability is off cooldown or not. So we end up wasting a few GCDs pressing abilities that can't be used yet. In PVP this is critical and it certainly doesn't help in some of the DPS races in hard mode operations.
  12. It's a little harsh to say the thread is "wrong." It's just incomplete. The onus lies with guilds to submit their kill information. Without such, the OP has no way of making an accurate list. It seems to me he is very actively encouraging all guilds, including Republic, to submit their progression info.
  13. If you're looking for dual wielders you'll have to look to the extended universe. There are a lot of dual wielding scenes in the Clone Wars animated TV show with Asajj Ventress and Ahsoka in recent episodes with her off-hand shoto.
  14. One of the devs mentioned that this option might make it in for launch. Can anyone in the game confirm?
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