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Psychedelicvomit

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  1. I've been healing as a sage in Pvp when sages had to stand still to channel healing trance (before force mobility came along). I remember being shut down by vengeance juggs who interrupt, force choke, backhand, mezz, push then leap or a combination of those. Also remember being killed repeatedly by operative dps who would burst you to death when you could only get off a heal or two before dying (ie before force mobility came along). Healing was difficult as a sage. Operatives healers were king then with their mobility. Now the roles have been reversed. Sages are king and operatives get shut down too easily as healers. I'm enjoying pvp now a lot more as a sage healer than as an operative healer now vs before. These things go in cycles. Eventually sages will be nerfed and operative healers will be king again. To the OP, Stick around and take the good with the bad. Or just go play a fotm yourself. It's always good to try all the different classes.
  2. Remove the damn one time password thing! I dont want to wait 10 mins just so I can log into the game! And its happening very often that I need a one time password.
  3. Experimenting a little more, its the same bug on both my gunslinger and sniper! And the covered escape also is not usable when stunned. Then the question is when does it work? Only when rooted or slowed? Blinded? All things that need more people to contribute their experiences.
  4. Hey guys, For those that took the skill 'portable bunker' in the marksman tree, anyone notice that after covered escape it doesnt always have that 3s entrench. The roll will always work but the entrench for 3 seconds only works half the time. Am i missing something? Thks.
  5. Hey guys, For those that took the skill 'portable bunker' in the marksman tree, anyone notice that after covered escape it doesnt always have that 3s entrench. The roll will always work but the entrench for 3 seconds only works half the time. Am i missing something? Thks.
  6. For all looking to the future, its better for everyone to stick together. The harbinger is now the unofficial apac server as BW has said it will eventually move everyone who didn't volunteer there. Also, returning players who did not know about the move will all be moved there if they re-log in after the merger. The minority who moved to other servers will find their population dwindle eventually as people naturally go play other games after a while, or have other real life commitments to attend to (kids, work , studies etc). Eventually there will be less and less people to raid with and recruitment will be ineffective as new apac players will always move to the server with the perceived higher apac population community (which is harbinger). If all you do is flashpoints and pvp then it doesnt matter where you move, you'll always be able to find a grp. But if you want to raid with others in a similar timezone (ie apac), all should stick together and move to harbinger. You'll also be able to preserve your communities at the time that you normally play at.
  7. One question, how much of a stat difference would it be from a stock set to a min max set? But thanks for the info. Very useful and a great help!
  8. Ok thanks all for your insights. I certainly have a much better perspective now. Key message: Dominate mid! Cheers.
  9. Ok thanks all for your insights. I certainly have a much better perspective now. Key message: Dominate mid! Cheers.
  10. Thanks guys. I realise that in huttball there are so many LOS obstructions that its actually more efficient to just be stationed somewhere and try to pick people off and not chase them if they try to run (like jumping below into the pit). Problem is that in pugs you see one group of teammates just fighting enemies on one side of the map while the ball carriers (whether enemy or friendly) in another area running to try to score. That leaves you with the un-ideal job of trying to run with the ball carrier, peel off them, etc. And we're not exactly very mobile.....lol. Sometimes when it comes to that and the pug team doesn't bother about objectives in huttball, I just think 'what the heck' I'll just go for my damage and kills medals myself, rather than try to do the melee's job of running around. But the dilemma is that thinking logically I should still try to peel of ball carriers. Hence the questions. One other thing. If there is a sorceror behind you at the goal line and a ball carrier in front of you trying to get to goal , and you're alone, which should you run to kill first?
  11. Hey all, I've been PVPing for a little while now and come to realise I do better at warzones like ACW, AH, Voidstar than at huttball. I know in huttball, snipers should not be ball carriers but are they supposed to run and try to chase down enemy ball carriers? Some of them pass so quickly its hard to keep chasing them. Should snipers be following team ball carriers and trying to peel attackers off them? Or should they be trying to dominate the middle and let others like melee classes fulfill the objectives? And where should snipers be positioned? TY
  12. If you're referring to sniper I normally i open with a round of SS - CG - CD - WB - Cull - EP - SOS - Cull This for elite and above. Then i follow that rotation except replacing WB or EP (when they are on cooldown) with a filler like rifle shot or a snipe with the laze target crit. I also refresh SS at the start of every 3rd rotation as it normally expires after two rounds. I use orbital only situationally as i find using it consumes too much energy and I have to break the rotation to let energy regain to a level above 60. And then of course takedown whenever its up. For strongs, I normally do Ambush - EP - SOS and lastly takedown if the are still alive.
  13. I was just doing some dailies and decided to try out some of the legacy abilities. They aren't usable if not using a companion but very useful when trying to solo some of the heroics dailies. I was in the black hole area and decided to test out legacy orbital strike only on the hypermatter sentinel droids (just to be consistent). These are single target elite droids. Did a total of three fights. My lev 50 sniper has a tech bonus damage of 924.4 and a surge of 77.4%. No debuffs were applied (ie I did NOT use my shatter shot) When legacy orbital strike ticks, it did a damage of between 3498-3632 (6 ticks in 3 fights ) yellow damage. When it crits, it did a damage between 6206-6240 (3 ticks in the 3 fights)yellow damage. Over another 4 hypermatter sentinel droids, I experimented with the regular orbital strike. Each tick of orbital strike did exactly 2199 damage and 3900 when it crits. Moral of the story, legacy orbital strike did approximately 60% more damage than the regular orbital strike!! That's a **** load of damage and makes it very useful to try to solo some of the heroics.
  14. Hey there, I'm in the same situation where the time zone difference really makes it hard to raid with my guild. I recently had an alt join this guild called 'Imperial Weekend Raiders'. Its in the building phase but the main draw for me was that when raid timing would be from 1600 GMT to 2200 GMT in the weekends. Its still in the night but at least we could play a while before going to bed. And its weekends so that helps also. If you're keen to give it a try let me know. Look for Mereorin on the sith side. I'll refer you to guild leader. If you're on jedi side I have chars there also and can do something as well. Cheers.
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