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Sharkii_boy

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  1. As title suggests i am selling this, taking offers via DM. I've not kept up with prices but wont go below 1b. please post if you know what these go for nowadays oops meant to post this on darth malgus subforum
  2. If diversion is to be reworked then i would much prefer if they gave snipers stun immunity and flat 45% reduced damage dealt by enemies who are standing inside it. I have no input on the cooldown length. I don't think anybody likes RNG dcds like diversion - it's annoying when you take damage through it, but equally annoying to miss important hits when standing inside it. No matter the outcome, someone is gonna get annoyed and that's not good design imo. Suppressive fire is definitely overtuned in Marksman and has been for a long time - in fact i think MM has better cleave potential with suppressive fire alone than its 2 other specs which can spread dots or have AoE tied to a handful of its abilities.
  3. The reflect needs to go, that's about it. All this carry potential in 4dps arenas while having so many anti focus abilities is a broken combo.
  4. A couple of them were veng - i have two there myself. Unfortunately a handful of experienced jugg tanks are taking big advantage of the pop decliners or inexperienced and ungeared tanks to get their gold rating very easily and it sort of diminishes the value of a dps jugg gold which is something that's quite difficult to get in this meta unless you really selectively queue into healer games.
  5. Take force bound if you are vs operatives, sorcs, pt's or veng jugg who is not kiting (crossguard heal games for example) Force bound is so annoyingly designed because it gimps your dmg considerably but is such a carry against certain comps that it's basically a must take. It sucks to use it and sucks even more to have it used against you. There are some exceptions for games when you literally have to carry someone in ur team who is on a very short timer and you need to just go balls to the wall with descent set and dps tactical and try to race the enemy team
  6. So it sounds like you got a ton of experience in your first season. I would consider that a success. Now use that experience and set a goal of achieving high bronze or silver in season 13. You clearly took ranked seriously and was considerate to get good gear before entering. With your attitude you will steadily improve and hopefully get the experience to consistently carry games or do well enough that you get those rewards you want. You just have to accept that experience matters a lot in ranked, and the goal for your first season should've been to get as much of it as possible.
  7. All classes are viable, but some are more polarized than others because they perform much better in support role games than in pure 4 dps. If you want something which is good in every format, pick fury mara/lightning sorc/operative/arsenal merc/MM sniper. To climb on jugg/pt with less of a grind you should always sync with healers because you bring good survivability and guard. Sin is good in 4dps and does okay in healer games, although other offguard classes shine much more with healers than sin does. For warrior/knight classes it's quite important to use force bound set if you want to maximize your chances of winning.
  8. Stealth scanning is a skill which is incredibly useful for killing marauders and operatives, but it's true that the scan radius forces you to guess their locations at the offnode if they're just stalling you with cc. I think 8m radius is fair because it rewards good placement but still has counter play in the situation u described
  9. The main reason to play assassin over operative in regs is your 30 meter mez, which is what makes assassins superior nodestealers to operatives. For 1v1s sins will beat anything other than operatives or a very good mara, but opers are better at stalling and has a slight edge in duels also. Unfortunately for sin, most of its advantages over operatives such as offguard, taunt, knock root etc are not really as useful in regs as you'd think - as these tools are mainly useful for group fights which is where assassin struggles to shine due to its survivability problems. That said, you will have fun on either class you choose and I think the problems with assassins are really only highlighted if you run into uneven matchmaking time after time. Operative is a little more self sustaining so you will have more fun with this class if you are queing solo and facing premades a lot.
  10. Powerlode is broken but mara damage is fine. Mara is great in pvp with defel splice genes tactical, a definite tier 1 class for both regs and solos and i wouldn't be mad if they nerfed that tactical slightly There's no way you actually believe that
  11. Unless you are willing to spec into concentration spec for your sentinel, I would go with vigilance because you will bring offguard to the table which helps you a lot more in more matchups than playing watchman would. You are also always the first target by default pretty much always so you will be forced to learn how to best use your kiting tools such as intercede, knocks, roots, stuns as well as your DCD's in order to be an asset to your team rather than a liability. You will also need to learn how to juggle guards with fellow guardians/shadows/vanguards to maximize both of your survivability. Strongly consider crafting or buying a force bound 4 piece set for your knight classes in solo ranked (it can be used by both your sentinel and guardian) because it helps keep you and your teammates alive and build strong momentum which often snowballs and wins games.
  12. Here are the two best utility builds which you can experiment with and see which you like more: https://imgur.com/a/nHUwOaT You either want the phantom stride rootbreaker + 25% force speed DR (dont rely on this to survive), or an instant lift which is very useful for peeling, stunlocking in a pinch or setting up swaps. I tend to favor the rootbreaker personally but you should experiment and see which you have most success with. General tips: Don't underestimate how powerful your knockback root is for kiting and peeling, you can set up some great knocks by paying attention to level differences or using LoS to force them to come closer to the edge on some maps. Take advantage of your cc immunity dcds in the opener to at least get your duplicity buff up before they have a chance to do any meaningful damage and stun you. If you know you're gonna be focused then try to cc someone before your CC immunity runs out and hide behind an object (you can use a knock before if you want to gauge their focus or save it for when they attempt to close the distance) so you guaranteed wont be eating full burst from more than one or two people for the first stun. You can consider vanishing immediately after your CC immunity runs out in 4dps games if the enemy team have a particularly good composition for killing assassins and you have little faith in your team to help you survive. Just engage again after the first whitebar runs out on your first target so you dont force your team into a 3v4 for too long. Focus target modifier is ridiculously useful for CCing and interrupting off-targets, whether it be an arsenal merc or enemy healer. Use your aoe taunt as soon as someone in your team eats a hardstun in the opener.
  13. 11.7k dps for a sorc under heavy focus implies that they were multidotting and using elemental convection on stacked enemies. It should be a fairly standard number for a sorc who has put some effort into learning how to dps and then goes up against regs players, who tend stack up more than they should and also don't use CC's very strategically.
  14. He asked specific questions and got specific answers. The questions themselves were super novice level so thats why he gets these responses.
  15. Ideally you would use debilitator for 4 dps and tactician when support roles are involved, but you can't really go wrong with either. I tend to favor debilitator for concealment because the extra rolls helps your uptime and kiting, plus the double hardstun is really nice to set up kills or peel for a teammate. What you need to keep in mind when dpsing as concealment is that your backstab autocrit buff only lasts for 6 or so seconds (too lazy to log in to check), so you can delay your volatile appropriately in order to take advantage of your backstab autocrit which is crucial for your burst. Ideally you want to follow your volatile immediately with veiled strike and backstab. The rest of your damage comes from just spamming lacerate and veiled strike. Mix in some vital shots, frag grenades or even basic attacks if they are out of range so you don't lose uptime. If you are only pulling 6k dps in a warzone then you are way better off improving your uptime than focusing on your rotation for dps improvement. In order to do dps in swtor you need to be good at always pressing buttons and really persistent with staying in range of your opponent. Learning your rotation is important, but it is secondary to having good uptime.
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