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TrooperCam

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  1. Ask nice to CC what you need CC'd. If the player won't then you can either vote kick or excuse yourself, /ignore them and find another group. Easy.
  2. MV to get the most to agro on you. Harpoon in a loose one. Stun grenade another in. Riot strike another in. Aoe taunt to keep the group on you. Explosvie charge to finish them off. That's for solo'ing stuff. Group tanking is a different story and depends on the level of your group and their experience. If this is your first mmo I would run with dps and in groups watch the way tanks work the levels and learn from them.
  3. I'm tanking in a SuperCom set with the guard bonus and with the right healer it works ok. However the chain force lightning gang on my server make life pretty hard. They stand apart from one another and co-ordinate the attacks and you don't stand a chance and the shield does nothing against that sort of stuff. I have augmented the set with the aim/end augments for a lilttle bit of extra damage but you really need to be helping out the dps with the extra bit of damage they need to burn someone whilst guarding the healer. I would say the role of a shield spec is just that. Shield your healer and guard a node or a door. If your lucky you might be able to run in a huttball. I can definitely rack up the medals when I'm playing with the right team.
  4. Side quests as well. Slicing is prolly the best skill to have as you just pick up credits as you drive around. Crafting stuff is a waste of money unless you have plenty of it.
  5. Slicing will get you them from time to time. Otherwise they should be for sale on the GTN. The augments that I can make as a armormech require purple mats from Slicing which can be a pain to gather or expensive to buy.
  6. I have a Bounty Hunter and a Trooper and what I have noticed is that during PvP: Repub v Repub - not much if any issues with lag. Repub v Imp - lag increases a little bit not bad on gameplay. Imp v Imp - most lag and almost a slideshow from time to time. On the fleet I have also noticed that the Imp fleet tends to be a little more laggy than the Pub fleet. Just wondering if this has been noticed by other players or devs and perhaps there is something in the Imp code that is causing all the issues. It may have already been mentioned before but I thought I'd suggest it just in case it hasn't. Have a good day.
  7. A question for you all or anyone that has actually done this. I have a PvP bodyguard full BM Combat Medic set who I am trying to switch to a Pyro setup. Currently my accuracy only sits at 90% crit at 32% and surge at 64%. What can I do short term to help my accuracy while I grind out a new set of BM gear? PvE will be easier as I can probably just get carried a little through the content till I pick up Columi pieces.
  8. If you havent already read it Shield & Absorbtion thread. Go down about half way and Justcae makes a pretty good argument about focusing more on those than DR.
  9. I'm guessing it might be because of all the extra lag it might create for people on the average machine. Perhaps an area on the fleet could be set aside for it. Maybe one of the unused levels on one of the outer ships???
  10. Signed. Even if it was another Ragkhoul Plague on another planet that would keep some people busy for a bit. Perhaps HK-51 will be the next event?
  11. Make them instance for each player but put them on a weekly lockout to stop the farmers. Could also be extended to the NP which is often the cause of anguish in here.
  12. Thanks for your replies guys. I want something to do both in but PvP is probably where I spend more time. Hence why I felt more need for the faster interupt. Force Lightning from everywhere on my server and hence why I feel that the 2 points in Frontline Def is worth it. PvE wise the 31/8/2 is the build but as I am the off-tank when we do group runs I am wondering what I can get away with to just do daily/weekly HM's.
  13. 27/12/2 is what I have finally settled with. I tried running with 31/8/2 but felt that it just isn't quite right for me. I am looking for something that I can tank in yet throw some damage around in. I found Energy Blast to be a bit of a waste and the the points in Counterattack coulod be used elsewhere seeing as I can remove them and still have about 40% on both shield and shield chance. Charge also seems to be a waste for what you can do with it. I love the extra points in Tactics as the interupt on a 6sec CD just seems to be so much more helpful than without. It also helps me when the players I'm grouped with either don't have or don't use an interupt. Also having Harpoon (Tactical Tools) on a slightly shorter timer helps as well. Some of these things are possibly more to do with my PvP time and what I feel I need to bring to that game. Anyways fire away and let me know what I am missing out on. Thanks.
  14. I have switched to a 31/8/2 Shield build mentioned by another player somewhere here. With a more than half complete SuperCom set (3/5 - last 2 pieces are Eliminator). The complete SuperCom set will give me a 5% bonus to damage while guard is up. PvP - 'm having a hard time on my server but numbers are terrible even when we win, which are few and far between. The other side has about 4-5 guys all with Force Lightning which is annoying to say the least but I'm sure in time they will find themselves being nerfed as the numbers will push BW in that direction. My stats and medals can be ok if I am switched on but I am dying way to often for my liking with my healer if I have one shortly after. The rate my server is going the Imp's will be in full WH for quite some time until the Pubs either catch up or quit in disgust.
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