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quest_y

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  1. Hello Looking for thin blade lightsabers. Anyone can suggest something?
  2. NOTE: Repost from PVP forum. Hi all, I am back to my first toon after playing many alts, that is lvl 60 Shadow Tank. So I am not looking for min-maxing gear advice at this point, just general direction of how much DPS optimally a tank speced class should do. I am switching guards, taunting on cd, pullling, lifrting, slowing, trauma etc.. and averaging decent protection, 600-800k a game or even more if I am a solo tank in the ops. I usually don't die at all or more than 2 times. But my dps is only at around 300-400. I see other tanks with similar protection dealing 2x or 3x the dps. How? Usually that's how it goes the match for me. Fight starts > drop single taunt > I look for best position to aoe taunt > give guard > look for lifting tank/heal > look who needs peeling > force push > switch guard > pull someone away from capping objective > kick > aoe trauma > lets switch guard > single taunt rdy - look for a sniper > I am dying - lets pop def gcd > everything is fine now - lets build some harnessed shadows(?is that how its called) > force slow > project > proc back-stab > oh look aoe taunt is rdy > move to possition to drop the taunt > time to switch guard > that guy needs peeling > lets lift a healer > AND SO ON.. I kinda get why my dps sucks, so my question is - how do you prioritize? I am not looking for insane dps, I like to be the TRUE tank and I am willing to sacrifice dps for that. But with this insane healing and undying matches I don't feel as viable as back in 2.x meta where healers literally got hammered without a tank. So I need to step up my dps game. Let me know what you think. If you have any vids I would like to see how its done.
  3. Hi all, I am back to my first toon after playing many alts, that is lvl 60 Shadow Tank. So I am not looking for min-maxing gear advice at this point, just general direction of how much DPS optimally a tank speced class should do. I am switching guards, taunting on cd, pullling, lifrting, slowing, trauma etc.. and averaging decent protection, 600-800k a game or even more if I am a solo tank in the ops. I usually don't die at all or more than 2 times. But my dps is only at around 300-400. I see other tanks with similar protection dealing 2x or 3x the dps. How? Usually that's how it goes the match for me. Fight starts > drop single taunt > I look for best position to aoe taunt > give guard > look for lifting tank/heal > look who needs peeling > force push > switch guard > pull someone away from capping objective > kick > aoe trauma > lets switch guard > single taunt rdy - look for a sniper > I am dying - lets pop def gcd > everything is fine now - lets build some harnessed shadows(?is that how its called) > force slow > project > proc back-stab > oh look aoe taunt is rdy > move to possition to drop the taunt > time to switch guard > that guy needs peeling > lets lift a healer > AND SO ON.. I kinda get why my dps sucks, so my question is - how do you prioritize? I am not looking for insane dps, I like to be the TRUE tank and I am willing to sacrifice dps for that. But with this insane healing and undying matches I don't feel as viable as back in 2.x meta where healers literally got hammered without a tank. So I need to step up my dps game. Let me know what you think. If you have any vids I would like to see how its done.
  4. Recently I have noticed new fashion - chars auto running into the wall whole match. I suppose you get the medal for not dying and can watch netflix while farming those 20wzs for the comp? Or just get a medal in the begining and then - autopilot. I am not even mentioning all the 0 valor, 0 pvp gear pugs.. (qing in groups). It's not fun to be in a team of those or play against them. Please... Please remove the quest requiring participating in war-zones. It makes none happy and hurts both sides.
  5. Let's assume you have same skill level.. If sin opens on you from stealth, you loose. If you open on sin from range, you win. So if you get opened from stealth by sin or op, worst you can do is engage in a duel. It will take a long time and even if you miraculously win you have wasted a lot of your potential especially in dot spec. If you are keen on dueling for fun without wz scenario use storm or other aoe to get him out of stealth before he engages. That's your only chance.
  6. Healing is off way from before 3.3. And it is a L2P issue, since to heal well you don't need to L2P or at the very least you need to learn much less, imo. It is easier than ever with massive HP pools after 3.0, so why not roll a healer, be praised, get all the mvp, see over a mill in numbers constantly and feel good about yourself. Now roll a dps and do at least 1k dps, 1 killing blow per 100k dmg. And no, I am not talking about the 1.5mil dmg you stack afk with dots and 2 to 0 killing blows (which is still good, in a way). My point is, healing is too easy. And my focus is, make it harder by any means possible, making targeting harder, making them squishier or redesigning resource management, I don't care. Heals should be support, not more, not less.
  7. You might be right on this, I haven't been playing tank past 3.0. I am aware a sniper has trauma ability but I do not recall any debuff for healers at all on my tk sage. Hopefully, from what you are saying it is significant enough of healing debufs to counter but as far as my experience goes it is not. And everyone says learn to do that, or learn to apply but I beg to differ and change approach and make healers learn something to actually make healing challenging. Thank you for your honest concern but my but is fine, not something I can tell about your smelling sensations. And if I am tunneled enough, I do not have a guard, and nobody is peeling for me, I do not expect to live through it. Thing is I am fine with dying, and I recognize a good dps effort. In average, reg wz will have 2 competent dps. 1 dps on a healer - well, good luck for the rest of the match. 2 dps I might pop my DCD to stay alive and if the are really good I might die way latter if they are smart enough to trace my back after i force them to switch targets (given no tank or cross healer). 3 dps tunneling you - you actually need to try to perform well. Just IMO. It is discussable if targeting is reliable or not, fact is it it's part of game mechanics. Target mechanics should be on equal grounds, both for enemy and friendly targets. This is not a topic for advanced play-styles but I am happy to see that we both agree ops targeting can be absolute. Thank you for the advice. Sorry to disappoint you but I play imp side only episodically to learn DCD animations and some class mechanics. I do not own a mara or sent char. So you might feel very smart closing with this coment,but, well, you aren't. By the way, maras and sents are excellent burst classes and kudos for all who can manage it. Peace.
  8. I am having mixed feelings on what you are saying, because i do not understand exactly. Why is it horrible idea again? Because later on you do agree that healing should require skill to a point eliminating using ops bars. On the note of what it is to be an advance healer, I agree with you. But I am not making a guide of how to become a ranked healer, I am tickling the issue of regular casual wz 90% of pvp community is doing. To be a performing healer, basic knowledge of your primary heals and DCD and using ops frame to target is more than enough to double or even triple in HPS an average opposite teams DPS. It is too easy to perform as a healer and that's the end of story. I have put more reasoning behind this in the beginning of the topic.
  9. We all must agree, things got a bit out off hand. With every update HP pools increasing, fights are getting longer, healers have unlimited resources and it is easier than ever to be a healer (sorry, and yes, i play a healer too, and no, not only). In my opinion, healers life should be misery without a guard from tank, tanks life should be a misery without a healer, and dps life should be misery against proper support role playing. And I mark my words, SUPPORT role. Healer should be a support role, and should not be immortal if chosen so, like now can be. You may argue that it is the case of poor dps, and I agree in many cases. Why? Being dps is the role needing many factors to succeed: communication (focusing), targeting skills (recognising priority), knowledge of other class (GDC), and finaly, knowledge of CD management for BURST. It does not surprise me to see 50% dps in the ops underperforming. Now ask yourselves what does it take to succeed in healing? And folks, survivability is an universal skill for all classes. So, some my suggestions. 1. Friendly Targeting. Lock the ops frame. It's fairly easy - cant target a friendly just by clicking ops frame. Everyone can open the editor, make the hp pool bigger and just run around clicking the ones taking damage without even watching the environment. Well, not until you hear shiv at least. Switching friendly target should be mastered, just like targeting must be mastered by a dps. Applies to all classes and roles, both tanks and healers. Tanks should switch focus targets effectively to utilize guard. It is insanely easy to heal whoever you want even without being aware of your environment. 2. Redesign Bolster. Lower damage reduction for healers or boost damage for dps roles. Healers MUST be the squishiest, and unguarded healer should die even with cross healing. Proper tanking is the cure. This would increase class dependency on each other, making it crucial to make friends, make balanced groups and que together. And thats how it should be, it's an mmo. I never made more friends, when playing a tank and doing decent protection on average + peels for heals. Every healer back then wanted to be in my group. Now if I play a healer i don't care if I have a tank or not, I can perform well and with the tank or cross healing well it is an easy mode. IMO I should not perform well without a tank. 3. Countering healing output. Well, i lied a bit in the title. This suggestion will involve rebalancing, but minor. Tanks can taunt dps, countering it's ability to do damage, not to mention some of the abilities and debuffs adding to it. I would suggest that it would counter healing done the same. It also becomes tactical - should I use my precious taunt for a top dps to counter, or for their top healer while dps? Well this rebalancing does not affect pve in any way (correct if i am wrong i am do not do much pve), so cheers for that. That's for now, feel free to discuss and add more if you have to say anything about it. And I would try to have in mind to leave the pve folk untouched. Oh almost forgot. Nerf OP/Scound roll. xD Just kidding. Just make it not possible to roll through death traps in hutball and I am happy.
  10. How do you utilize force potency then?
  11. I can confirm that occasionally it still happens. You land a forcequake, and you do not see the green area animation, and in some cases your char doesn't even turn to the direction it is landed. Though it still lands 100% accurately where you put it and it does not happen so often that animations glitch.
  12. Good tip, maybe I am just too much all over the place and should take time to prioritize targets without risking having something on CD when needed.
  13. These are regular rotations I would use, except I always choose to cast mc as early as possible. I wouldn't consider any rotation burst without force potency involved (correct if I misunderstand burst). With Force Potency I either use tk wave + tk throw on single target (especially fleeing target) or tk wave + forcequacke if 3 or more targets. I was wondering what happens with fp + mind crush? Does the initial mc hit will be critical consuming 1 stack of fp? Will dot's be crit as well?
  14. Hey all, I have been trying sage tk recently and been having great fun due to wide utility it has. I have reached lvl 55 by now and doing what I consider decent sustained dps (about 900-1000dps 8v8, 1000-1200 arenas). However I struggle with my cd's and rotation to do bursts and finish the kills. I was wondering if you have any tips on that? I try to land my burst in this rotation: Mental Alacrity > Telekinetic Gust (for cast reduction on MC) > Mind Crush > Weaken Mind (for crit on turbulence) > Turbulence > Force Potency > Tk Wave (proc) > TK Throw > Project > Force Speed > Tk Burst 2x Problem is I almost never have all the cds available for this rotation. When to save the offensive cds? I tend to burn through them as soon as possible. How to time your burn phase? Any tips welcome.
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