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Dee-Jay

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  1. There is a good reason why most tanks prefer to use DPS gear in PvP. Most tank stats have a marginal effect in PvP. By trading tank gear for DPS gear you're trading maybe 10-20% of your defensive power for ¬+50% offensive power.
  2. Personal DPS aside, you shouldn't forget about Transcendence and Inspiration. Guardians have nothing comparable to bring to the group. Even if both classes were equal in personal DPS (which they aren't), Sentinels would still bring more DPS to the raid, simply because of their CDs.
  3. Well Dispatch kind of says "'I'm too lazy to finish you off personally but here, have my Lightsaber...". It's slightly casual and dismissive or at least that's how I feel about it. Since Dispatch has range it will always involve some sort of throwing animation. The only oddity seems to be that a "casual" lightsaber-toss should also be our hardest-hitting ability. But that's nothing to write home about.
  4. Dee-Jay

    Harpoon and dodge

    Harpoon might not be considered a "physical attack" which is why it would remain unaffected by dodge.
  5. Vote: It isn't needed! Expertise is designed to cancel itself out so it doesn't have a direct effect on PvP fights. The sole purpose of Expertise is to segregate PvP and PvE progression, forcing players to grind both paths instead of doing whatever they prefer. This is an outdated concept introduced to MMOs when WoW implemented Resilience. It is not needed any more. What people seem to forget is that people who primarily PvP, already have and advantage over those who don't, simply due to their experience and class knowledge. You don't/shouldn't need gear to further segregate the game.
  6. http://www.jedilace.com/category/swtor/ has all the graphs you need to make an informed decision. I'm not sure if all have been updated to 1.2 yet but see for yourself. I generally consider Surge valuable until about 72-75%. You definitely want over 70% but then it becomes a matter of preference. Same applies to crit, which starts hitting harsh DR around 30%. The only attributes you really want to stack are Power and Prime.
  7. He's complaining about the announcer on Novare Coast. Rightly so, that guy spams a lot.
  8. I'd focus on the healer. That way you damage both while bypassing the tanks superior mitigation. You see, as powerful as Guard my seem, it doesn't actually reduce damage, it just redirects it. Sometimes tanks are surprised by how fast their HP drops when their healer is focused. It also opens up the possibility for a quick target switch should one of them slip away.
  9. The strat i encourage my team to use when playing Civil War is this: 3/1/4 - I usually send a stealther to the middle so that he can harass and prevent the enemy cap for a while and force the enemy to commit a few players towards capping the middle, giving the flanks the superiority needed to win those. And from then on its just abuse the instant respawn speeders to send in wave after wave of respawning players, making it virtually impossible for the enemy to cap. There really isn't an effective counter because the enemy team would have to commit 6+ players towards a node in order to win it against 4+ instant respawning players, leaving their other nodes vulnerable to attack. Noobs tend to think the middle is the most important node and are drawn to it like flies to poo. But it is in fact, the least important because the flanks are 10-times easier to defend simply because of the instant respawn. While effective, this strat is extremely lame and doesn't lead to exciting games. In fact, I'd almost consider it abuse of game-mechanics. There was a very good reason Bioware added a 4-second cast-time to the side-speeders pre 1.2, something that helped alleviate the issue. Why they removed it is beyond me. In fact, I'd argue that the side speeders are unnecessary to begin with as they make the flanks so much easier to defend. The result is static and boring games that are decided by split-second mistakes rather than superior play.
  10. I believe pre 1.2 Power gave you about 0.23 DPS per point while Strength gave you 0.2 iirc. Strength however adds crit and gains an extra 6% via talents so I think it's fairly equal. I'd opt for Strength, simply because it adds a little flexibility should you want to change specs at some point.
  11. Single target damage contributes very little towards inflated damage numbers in PvP. AoE does.
  12. Well that's exactly what I was asking. Is positioning really that important and if so, how and why?
  13. So I'm been farming gear just like everyone else, but I'm still not sure what look I want to be going for. I really haven't found many armors I find visually appealing so I was hoping for some fashion advice. For PvE I've gone with the PvP Super Commando look, which has quite a cool chest-piece, albeit a bit bulky. But for PvP I have no idea. I generally prefer armors to robes and I even somewhat like the Battlemaster look. I've just been staring at it for a little too long now. So any fashion tips on looking fabulous?
  14. It can't be that simple, we wasted 18 tries and must have talked ~30 minutes about positioning. I'm pretty sure there's more to the fight than simply "tankswap" and "avoid red circles" because even in the better tries our healers were "ooming" at roughly ~30%.
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