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Stogan_Strongbow

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  1. Last night, on alderaan civil war, was playing on my warrior in a lvl 50 premade with my guild. We had them stomped, and that one marked healer was sitting up on the ledge at their spawn refusing to drop down. So I jumped up, forcepushed him down before taking my insta death, and my team jumped all over him as he landed on the ground....he barely lasted 10 seconds....I thought that was pretty epic.
  2. I also noticed a couple of bad habbits and things to keep in consideration for as you level up and get additional abilities. For starters, it appears you rely on shadow strike as your main attack, which is a major force hog. Better to save shadow strike for when you get a charge of infiltration tactics up which grants 50% armor ignore and halve the force cost. Double strike is your bread and butter (clairvoyant strike if you go that high in the tree) to build 2 charges of Circling shadows (talented) and then follow it up with what I feel to be your main burst rotation which is Project(upheaval talent in balance tree is a good talent to look into for really pumping up your burst damage) followed by a shadow technique force breach, and then repeat. For your opener, you will eventually get spinning kick, which is low damage but plants their face in the dirt for a short amount of time which really lets you get your dps rotation and charges built up to get into your burst faster. Other then those suggestions (all of which can be found on Powerrs guide in the consular shadow forums by the way http://www.swtor.com/community/showthread.php?t=165927) the video was good, and a decent start!
  3. Untill the newb shadow manages to pull off a cc-burst combo with another noob shadow and take down that 19k hp battlemaster healing sorc
  4. I disagree with this, at least from a non healer persepctive, playing my shadow, I, as I said, got the implants, ear pieces etc first, and felt that I was targeted less because I did not have the obvious pvp gear, and as such I was less of a threat, till they realized I had a decent amount of expertise and could put out numbers when I had to, which they initially discounted because I was still wearing visibly level 40 pvp gear...then again the imps on my server may just be bad...
  5. Another thing to consider is to buy gear tactically. When I hit 50, I got my 6 bags (right after the bag change too so got the 15 and 7 comms in them) and use those comms to buy the ear piece, implants and a shield generator (tanking shadow) to add to my expertise, which between orange gear with lvl 50 purple mods (I saved up and made my own from cybertech) and tearing 25 expertise enhancements out of the lvl 46 weapons, I was sitting at around 14.5k hp, and 250 expertiese before I ever even entered my first lvl 50 match.
  6. This needs fixed! I hit 50 on thursday, right when this was broken, and I've been forced to gear up through wf's alone!
  7. Does anyone out there know where I could find a pair of the orange, light armor, modable bracers? preferably from a heroic quest or possibly a flashpoint somewhere? It is the one piece I do not have that is modable and have been looking for a pair for a week on the local market, with no luck.
  8. I think datacrons and matrix cubes are a great idea. We have been doing them as a guild group, and are on a pvp server so it sometimes leads to world pvp. It is also find finding other then accepted routes to get some datacrons (little hint here, you can get the tatooine ballooon holocron without riding the balloon, and im not telling you how, figure it out for yourself!). Also its great fun and helpful for those who have a hard time jumping, to get someone who can grapple or force pull that can jump up onto a platform, and then /duel and grapple or pull them up, utilizing teamwork to make up for other group members weaknesses to accomplish the goal for everyone.
  9. I'm not even sure a pure nerf in damage is needed for the OP. In wow, the rogue had 3 openers essentially from stealth. One that stunned and no damage, one that applied a dot, but also had a short silence, and one that did high damage. What the OP's in this game essentially get is one move from stealth that does high damage, silences (knockdown) stuns, and applies a dot. If OP's where given say 3 moves they could CHOOSE to open with, one to knockdown, one to dot and maybe add a snare to it, and then one to do the massive burst that they have now on their opener, and I think a lot of the complaints against them would go away.
  10. I rerolled on jung ma server from imperial about 2 weeks ago, and seems like we win probably 50% of the time, ocasionally get the battlemaster premade that we lose to, but the rest of the time we have a fighting chance.
  11. I would say I'm about a 7, the frame rate and ability lag issues are the only reason its not higher(both have been aknoledged and a solution is in the works, though timeframes aren't given, they are working on it). Also addressing several other issues that some people had: - In patch 1.1 lvl 50's will have their own bracket, this is in the ptr test notes (link wil be at end of my post for those who want to see my source) -Loot bag RNG is being addressed. Rather then specific gear item tokens, they are changing to give out generic gear item tokens that can be traded in for ANY piece of gear, which should alleviate the repeat items being awarded. -source http://www.swtor.com/community/showthread.php?p=1276185#edit1276185
  12. dont think you get defender points for being in stealth. Come out of stealth and you should start getting them again.
  13. bump for the day crowd to read,
  14. I've been reading the forums for several days in a row while at work all night, and there's been an abundance of threads about the confusion the current resolve system causes most players. I understand the way it works, and even I will admit its confusing, so I got to thinking, how could resolve be reworked, and still be effective and the best idea I could come up with was this: Percentage of resolve bar fileld up is percentage of effectiveness CC is reduced by. an example. First cc, no reslove in the bar, full cc duration, so 8 sec mezz is 8 seconds long, but 75% of the bar is filled. A second passes and 25% of the bar degrades, so when the second cc hits, it is 50% filled, so the second cc is 4 seconds long, but only lasts for 2 seconds since the bar is half filled. The bar is now fully filled, so complete cc immunity for a second till the bar reduces by 25% every second without cc applied. That way the more you are CC'd the less effective all cc is. If the form of cc is a knockback and the knockback is say 6 meters, that would be applied to the whole diminishing return as well, and 50% reduction would be 3 meters, etc. Slows of course would not be on the CC reduction from resolve as it currently is of course.
  15. Howdy, I've found in my time playing a sniper so far (to lvl 23, fitting tor time in to my work schedule isnt fun) That they shine when they can be stationary, but they are capable to be mobile as well. I have several decent abilities, including a high damage spammable (overload shot) which can be used on the move as well as grenades, however most of those abilities are energy hogs, and have to be mixed in with auto shots. However as I leveled up, and eventually got snap shot I found I could move and from time to time drop cover in place and get an instant cast snipe off for a bit of higher single hits in. Also closing in and shiving is a high damage option as well, combined with the melee stun (its name is escaping me at the moment and im at work so cant check up on it) and your very capable of mobile damage. Hope this helps!
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