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Fearheart

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  1. Getting back into swtor and looking for a friendly guild that does some pve. I can level any role they need and be strong at it. Healer, tank or dps. Thanks! Just realized I had my old signature. Pls forgive the old sig until I have a chance to change it
  2. Watch a video of an Alderaan warzone I did last night on my sage. A battlemaster geared shadow locked onto me followed by more melee. Take note of what I did to lose them, survive and ultimately kill them. ** edit, the part I am referring to starts at marker 9:28 in the video.
  3. Good morning all! I finally got around to uploading some videos of my consular sage in pvp and hard mode operations. If you would like to see how slippery a sage can be in pvp or how to effectively use teamwork and VioP to win. http://www.youtube.com/user/blueheartgaming
  4. I will be updating this thread soon. I've been quite busy lately. Also I finally got around to uploading some operation hard mode videos. Granted these were recorded while on my sage: http://www.youtube.com/user/blueheartgaming
  5. I don't have much time, but I will throw out some quick input in regard to accuracy. 5 factors to consider with accuracy: 1) Mainhand hits 2) Offhand hits 3) Mainhand Special hits 4) Offhand Special hits 5) What does accuracy over cap do? 1 and 2 : from what I can tell only apply to your flurry of bolts (manual free attack) 3 and 4 : from what I can tell apply to our abilities (ex: Charged burst, Aim shot, Speed shot etc) 5) It is impossible to currently cap 2 and 4 so that being said anything above 100% accuracy on 1 and 3 will still benefit 2 and 4. 2 and 4 don't accomplish amazing amounts of dps so you will notice a dps increase by reaching say 102% accuracy but not by a large ammount. Raising 1 and 3 above 100% (from what I can tell) will only apply to PvP where you are fighting other players that have defense (a chance to deflect or dodge your attacks). Say you are fighting a player with 6% defense then you theoretically would need 106% accuracy to always hit them with 1 and 3. They made accuracy such a dang confusing system - its even more confusing for classes that dual-wield. I still don't understand it fully but hopefully this helps. Side note: I need confirmation on this; Some of our attacks generate white damage (the numbers showing damage done above your target are white in color) and other attacks generate yellow damage (xs freighter flyby). Maybe 1 and 2 are all white damage attacks and 3 and 4 are all our yellow damage attacks. If so, can someone help me with which attacks of ours are yellow damage? - Chris
  6. Thank's for catching that - its a typo. I will fix it to say the Crit/surge adrenal.
  7. I would go for the Crit/Surge relic. The power relic is more for healers.
  8. Are those killing blows or just that you participated in killing 30 players? I imagine in the next few weeks there will be a truck-load more players hitting level 50 and heading to illum. I've already noticed a large increase over the past week. Give it time.
  9. Good morning everyone!! Updates are complete for now. I really fleshed out the rotation section and changed a few things around for single target. Added aoe rotation and a priority list for movement phases. As a placeholder I added a section for Gunslinger boss fight tips. This section will have small tips for all the bosses in operations. I am hoping this inspires some good conversation for us slingers! I really fleshed out the gear section. Hopefully that will help all of the smugs that are gearing up right now. Side note, we are almost done with hardmode EV (Just working on Soa atm). The Rakata weapon bugs are really discouraging to me at the moment (see gear section), but hopefully those will get fixed soon. Also, the usual typo fixes etc. Give it a read and tell me what you think! GL and Good hunting!
  10. Stay tuned! I'm working on a big update to my guide. It should be posted sometime tomorrow morning.
  11. Yes, please take out orbital stations. Going through 5 minutes of loading screens to move from 1 planet to another isn't enjoyable.
  12. Good point, I will have to give this a try for my opener. I'm in a habit now, if I have both speed shot and aimed shot off of cd, to cast speed shot first as it is higher dps than AS and almost always procs Quick Aim. However with smuggler's luck primed into an instant CB Quick aim will be auto procc'd making the speedshot b4 AS not necessary. One thing to consider, although I'm not sure how much it matters, Aimed shot front loads a lot of threat - even more so if it crits, where as speed shot spreads its threat over three seconds. Example for the opener: SL+CBcrit > Aimedshot w/quick aim (if it crits) = You will probably have aggro on what you are shooting. I will test this out on a variety of mobs and let you know the results.
  13. Patch 1.1 is slated to come out on the 17th (tomorrow) and the level 50 wz brackets are in that patch. Before you get too angry about the change, give it a chance. Pvping on my lower level alts will be enjoyable again, so I'm looking forward to it!
  14. Hello my fellow SWTOR gamers! I did a search and didn't see any other posts that cover Threat meters in SWTOR. I want to get constructive feedback on opinions in regard to a threat meter in tor. Please keep the conversation on topic and be as descriptive and constructive as possible. Provide examples if you can to support your oppinions. Background on me: Level 50 gunslinger sharpshooter geared in mostly level 50 endgame purples (rakata, world boss stuff, crafted, columi). We have cleared the hutt boss, 5/5 normal mode EV and 4/5 Hardmode EV. Our tank is a geared and experienced Trooper Vanguard. I notice threat and aggro management is our biggest downfall at the moment and leads to the most wipes. I wait 10 seconds or so for the tank to build threat and then commence dpsing. Very often myself or another dps will pull aggro off of the tank after a minute into the fight. While popping our threat drops on every cooldown. Threat seems to be a big problem in the game at the moment. I have no indication of when I need to back off a little or the tank has no indication on when he is about to lose aggro and needs to pop a quick wipe saving taunt. Enrage timers are a major limiting factor in progressing through content at the moment so it is very difficult to just say that dps needs to back off or wait longer before dpsing etc. I will give examples to actual threat problems that have led to group wipes or my demise, keep in mind that I may only be listing one example this has occured many many times. 1. Last night on hardmode EV we were fighting Gharj. As you know he has a pretty constricting enrage timer. About 90 seconds after the fight started one of our melee pulled aggro and he swiped the group and followed with a quick pounce wihch led to 6 of our players dieing. We had no indicator that the tank was about to lose aggro and had no way of preventing this wipe short of the tank generating more threat. 2. On Soa (hardmode and reg) I have died many times due to threat. On the first and second phase Soa stays stationary and fires off ranged attacks. The animation on these attacks isn't very obvious as he also has a random target/attack that he does that is hard to differenciate between his aggro attack. The only real indicator I have that tells me I am currently the highest threat target (has aggro) is that my healthbar is dropping faster than normal and many cases I die before both myself and the tank realize this. I have also pulled aggro on phase 2 and the same thing occurs. This gives you two examples of why I think a threat meter needs to be put in the game asap. A target of target would also help in this. Currently threat is a big challenge for tanks and aggro is very hard to hold for experienced raiding tanks. I can't imagine how players new to tanking feel. Implementing a threat meter would definately mitigate and ultimately solve the guessing game. What are your thoughts?
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