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TheTbone

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  1. Right now when I send out slicing missions, usually two come back with "Mission Complete" with no items in them. Not even regular mats. Level 55, 450, maxed affection on everyone, using HK - turns back nothing. At the very least tell me it failed so that I know you just have the fail rate up to high. It looks like a bug where the missions aren't giving what they are supposed to give.
  2. According to that graph, the DR hits around index 600, or 25%. If you add that to the base 50%, that's 75% crit multiplier, which is what has always been recommended for surge. I'm not sure where you got 270 from that.
  3. I think it's less about Sentinels specifically, and more about how people just don't seem to realize that Huttball is a passing game. It seems like most of the time I get the ball, my teammates just kind of stand around me, as if their presence will confuse the enemy on who to target. Get ahead of the traps so I can pass to you!
  4. Hmm, I hadn't thought of that. That's true. It does help interrupt people in cover. And in PvE it is useful when there isn't anything else to contribute when AoEing down adds (most of the time I find it more useful to keep single target going on the boss when adds spawn and let that AoE classes deal with them). I haven't noticed it applying an AoE burn. I'll have to test that. So it sounds like ranged AoE damage outweighs the less than powerful movement debuff from what I'm hearing. That's a fair point.
  5. For augments it is all about the trade off. It used to be that the crit from STR kept might augments on par with Overill - it was a matter of preference and what you wanted more. However the crit gain from STR has been nerfed in 2.0, so now you get slightly more bang for your buck with each Overkill augment.
  6. I'm interested on thoughts on this new ability. My initial impression was that it looked really cool and seemed really useful. However, the more I use it, the more I feel it is underpowered. In PvE it is nice to have a decent cone attack, but the damage is pretty minimal. It's a very small dent compared to the other classes' AoE, and almost seems like time better spent doing what we do best (as Watchman/Combat anyway) and single target, especially when mobs are CC'd. I suppose Focus might get more out of it, since they focus more on AoE, but I assume they'd have more powerful AoE abilities to use. The movement debuff is pretty useless in PvE. In PvP the damage, again, is negligible. I use it more for the 50% movement debuff, but it doesn't last very long, and I feel like my Force Leap is always about to come off cooldown anyway. Maybe it's spec-specific since Watchman can leap from short distances as well. Compared to every other class's new ability, it just seems very tame - ESPECIALLY in PvP. Force Barrier is super useful in PvP and PvE. Smuggler's stupid rolly polly is way OP in PvP right now and I imagine is very useful for quick dodges in PvE. The guardian in my guild can't help but declare his Saber Reflect out loud every time he uses it because he's so excited. Electro Net is a real pain in PvP, though I imagine pretty useless in PvE unless there's another benefit I'm not aware of. Teleporation?? Whaaa! I think our new ability could certainly be worse, but I think it could also be improved to be in line with the other abilities. I think in PvP it should be a root that isn't broken with damage instead of a movement debuff. For PvE maybe put a small DoT on top of the initial damage? Not sure. What do you guys think? Do you love it? Is it perfect for your Combat or Focus Sentinel? I loved the animation and the feeling of hitting multiple targets with a saber throw. I'm just getting more meh about it as I find less practical uses for it and see it compared to some of the uber abilities of the other classes.
  7. PvP Warzones are objective based. All warzones have been designed for combat around objectives to secure that objective, especially at the beginning of a match. The rolly polly spam breaks this design. It eliminating the initial contested combat for objectives in Alderaan and Novare Coast. It eliminates contested combat for all objectives after the initial objective in Voidstar. It provides very close to a free score in Huttball. Warzones were not designed with this amount of burst speed in mind (timers and such). To solve this issue, there should be a cooldown on the ability. It should be the put on the same cooldown as other gap closers of other classes (15s). If they want to roll around every 15 seconds, be my guest. It's a useful skill for evading melee (I'm a Sentinel, so I'm seeing the intended purpose..grr). To add to all this, when it is spammed, it creates graphical glitches. It appears the player is just lag-teleporting around the map. This is especially noticeable in Huttball, when you watch the ball just teleport from spot to spot to the endzone. Needs a fix and will get a fix, I'm sure.
  8. Matrix cube is sad face dated. Pretty sure it'd be in the patch notes if they were adding an additional leveled version, but it's essentially leveling gear and useless at end game.
  9. Challenger is a better starting point. Min/max from there.
  10. I have Conqueror Mainhand and 4 pieces of Partisan gear. I was spreading out the mods and enhancements over my gear to keep min/maxed as best as possible. I went from 2018 expertise to 993. ....
  11. Ok, I'm FINALLY starting to get a handle on the expertise crystals. This was not explained well at all. So once I have Partisan or higher weapons, then I should use expertise crystals, correct? But I'm still in War Hero/EWH, I should remove expertise crystals? And the reason they don't make a new tier of crystals is that crystal customization is one of the most sought-after and hard-earned customizations in the game. Making all those hard-to-get color crystals suddenly inferior would cause a huge stir. I know that me and my 41 white expertise crystals that I bought for 2.5mil a pop a year ago would not appreciate it. Ironically, the new screwy system has done just that - made the 41 expertise crystals inferior and no longer BiS. IF this isn't the case once you get Partisan weapons, then at least it's temporary. My guild used to be a mainly PvP guild until we moved to this game and PvP was treated like a red-headed stepchild (see "Ilum").
  12. I did extensive testing on the PTS. I found that going too far into crit OR letting crit dip way low would hurt DPS. Note that this was before the patch that buffed crit rating a bit, but from what I've been told, they didn't change crit much. I got my best parses with roughly these numbers with Arkanian-level gear: Accuracy: 98% Crit chance: 23-24% Crit multiplier: 72% Alacrity: 0 I wasn't augmented for my PTS testing, but once you hit around those numbers, I'd just stack power. Bringing crit up higher than 24% seemed to lessen my DPS, but if I dropped it to 20 I was hurting as well. This was 5 minute parses. Alacrity is useless. All of this is for the Watchman spec. If anyone has updated information, please share, as I know things change from the PTS. With Underworld gear, you might could get ACC and Crit Mult up to 100 and 75. I'd keep crit around the same, though. Note: My numbers are roughly this on the live server, and I'm still out-DPSing the rest of my raid group by a decent amount. I'm probably a little better geared than them and knew what I was aiming for with min/maxing, though, so that may not be a clear indicator. In any case, even if they catch up with me, I'll be holding my own and certainly not slacking off on DPS with the numbers I listed.
  13. I'm getting 993 in Partisan/EWH mixed gear... So I should be PvPing in my Arkanian/Underworld mixed gear because they automatically add the expertise to my gear? That's better than my Partisan/EWH mixed gear? And apparently my white expertise crystals are now useless? Yeah, that's not broken.....................
  14. TheTbone

    Force Barrier

    Force barrier = 10 extra seconds of uncontested protection on a door/point. Completely changes the dynamic of capture/defend PvP Spam rolly-polly move - Guaranteed cap/ball grab/door arm. Negates the initial fight over a point and makes it very hard to prevent Void Star steam rolling. Both abilities need to be balanced a little better for PvP.
  15. TheTbone

    lol bolster

    This. Is. Stupid. I've been min-maxing my PvP gear as I go. So now all my gear just has an expertise mod here and an expertise enhancement there. I went from 2018 expertise to 993. And everyone is telling me it's better to just use my PvE gear now? And I'm still confused about my expertise crystals. Does this follow ANY amount of logic?
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