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JPileggi

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  1. It kind of sucks being forced to stack defence as a shadow tank. Was this change really needed? I've only just come back after taking a break from the game last year and tanking was pretty balanced from what I saw back then although shadows and pt had a small advantage. One of the things I love about this game is how easy it is to micromanage and trade stats, that element of control really appeals to me. Without it, it feels like a bit of a cop out, I'm currently sitting at 1600+ defence and there is nothing I can do about it though I suppose its a needed evil in the name of balance? The change doesn't affect gameplay but if you're a stat nerd like me its a bit of a disappointment.
  2. I'm hoping they will change the requirement to the level cap/new story completion personally. If you just get the legacy buff for simply making the character, I can see people just making 4 characters consecutively which would be a really silly way of getting the buffs, instead of actually playing the game.
  3. Its probably about as good as RNG can get. I believe its the same mechanic that generates crits/blocks and crew skill schematic learns. You have to remember that RNG is not fair, it is RANDOM. If you roll 100 times it doesn't mean you are guaranteed to roll 100, or even have a high chance of rolling any given number. I went 4 weeks in a row with out a single win on SM pugs, meanwhile my friend got 4 set piece wins and 2 implants consecutively all in the same groups! On week 5 I won belt with an 87 and this week I won gloves with a lucky 100, in the previous roll a guy also rolled lucky 100. We were both tanks. This was all completely random but its easy to see patterns here. I think this is because the mind always seeks to understand in everything so when we look at randomness, its easy to see a pattern which seems unfair and can be quite frustrating as we have no control. The best thing you can do is join a guild and do runs with a point system, that way you avoid RNG and feeling like the universe hates you all together All in all, I don't think there is a better system for pugs and MMOs that give all players set loot are lame, kind of defeats the point of grouping up in the first place.
  4. Who cares if she has an advantage? You only ever use companions when solo or during the odd PvP server Yavin 4 gank. I paid money for treek and personally I want to know I have the best Tank/Healer available for soloing. I would be even more peeved if they streamlined HK so he was like all the other DPS. I spent a good 1 hour plus finding each part for that guy, which I did completely alone. The way I see them doing this is quite simple, class companions will have access to all companion ''builds'' and will be able to switch build on the fly. It wouldn't be difficult as every class basically has the same companions, just with different names and animations, the actual abilities are identical. Malavai, Mako and Theran are all the same build for example. If they did this and kept Treek and HK the same, it would be perfectly balanced and would be a great way of allowing use of all your companions. Edit: The part about removing companion gear I really don't like, especially for HK. This is exactly what I don't like about new expansions, dumbing down cool mechanics in an attempt to attract new players.
  5. In terms of looks, I would say Mako with short bob skin. HK also has some cool skins, my favourite being the republic default. In terms of usefullness I would say treek all the way. I use her as a healer and she pulls off more HPS than the default healer of any class (i think they all have the same moves more or less). She also has a great AoE grenade which hits for massive damage on multiple enemies As you mostly use companions for questing which usually involve lots of short fights with multiple enemies, this grenade will often do more DPS than HK as he lacks burst AoE,
  6. I don't mind DPS pulls in tacticals, they are so easy anyway. I can't say many people do this in HM FP or OPS often but if someone does it too much I will just let them die. I find if I pull very quickly they don't have a chance anyway, just make sure you have rocket boots and they wont have a chance to ninja pull!
  7. I dont know much about the DPS and healing side of things but right now tanking seems to be quite even with PT/Van having a niche advantage with knock back immunity and shadows with resilience, guardians do have AoE taunt utility but powertechs one is arguably much better. Shadows are by far the hardest tank to play because they rely on up-keeping buffs for 4% of there mitigation and much of their shield/absorb.
  8. I try not to take it personally but over-taunters can be annoying. I assume they do this because they don't have target of target switched on, so they have no way of telling if the target is being tanked or if its a dps pull? As for bosses, I don't usually have a problem with switches with other tanks. A switch isn't necesarry on Kel'sara SM unless dps is REALLY bad, infact its a bit of an insult to taunt when it's level 55 SM, so I disagree with you there. Fighting for aggro is part of tanking and yes sometimes that includes fighting aggro from other tanks. The other tank is doing the same job as you, mitigating damage, if they aren't holding aggro, they aren't mitigating damage. Tanks are the first to be critisized if a mistake is made, so I think a lot of us devlelop a complex where we NEED to hold aggro on everything or someone might die as a result. As for HP, I agree its bordering on ridiculous that a lot of people assume more HP=better tank. I had close to 59k HP in 192 gear, in 198s I now have 55k. and it will be more like 53-54k once I have more absorb enhancements. Whats the worst is when the other tank has no clue about tank gearing and augments and enhances for endurance and ends up with like 63k+ HP and people assume they are some sort of tanking god when in reality there mitigation is horrible and they are the worst to heal.
  9. The unlettered mod trade off is a bit too steap imo. Quite a large endurance loss in comparison with what you actually gain in mitigation. I believe there is also a willpower gain which is not optimal as it is a dps only stat. However, I'm currently running two defence mods on my shadow tank and both are unlettered, the rest are absorbtion mods which are B mods. Reason for this is I need to keep defence as close to 500 as possible and its currently at 445. My view: use unlettered mods to cover a small defecit but don't use them to fluff out mitigation, maybe 2 or 3 at the most.
  10. So far not a fan of the new set bonus (2). I've read it only works out to about 0.66% DR on average. If you are like me and often sacrificing a 198 vendor armouring for a 192 for the set bonus, you will lose some DR anyway from the armour loss which makes the (2) kind of pointless unless you have access to (4). As for the (4), its a decent idea but its more of a utility than something thats essential to have. I am yet to try (6) but I would think the extra charges would be useful, especially when combined with the old (2) set bonus (not even sure if this is possible?) I would love to see more ''quality of life'' set bonus like increase duration on harnessed darkness/shadows, making it last maybe an extra two seconds. Even better, make thet ticks of volts/debris +4stacks instead of +1 so when we lose the stacks, the consequence is not so bad as we can quickly get back our 4 stacks in one debris tick.
  11. http://i.imgur.com/KwfHWpp.jpg Here are mine, but I am shadow. i use the same lay out and keybinds for all my toons. Still a work in progress. I don't really like double key binds (e.g shift + 1). Mouse binds are your friend. Q - Force Sprint ( Great place to put gap closer for any tank as is close to WASD) E - Force Wave/Overload (Generally use this key for situational damage/CC for any class e.g. saber throw, death from above) F - Whirling Blow/Lacerate (Generally use this for spammable AoE for all classes) T - Mind Control (T for taunt, a no brainer and is close to WASD) V - Stealth B - Interupt R - Reslience/Force Shroud 1 - Slow Time/Wither) 2 - Force Breach/Discharge) 3 - Project/ Shock) 4 - Shadow Strike /Maul 5 - Cascading Debris/Depredating Volts 6 - Saber Strike 7 - Spinning Kick/Spike 8 - Force Stun/Electrocute Click Mouse Wheel - Double Strike/Thrash Side Mouse 1 - Kinetic/Dark Ward (Having this bound to the mouse is essential for me, this way I can just tap my thumb on the mouse every now and then and forget about up keeping, takes a lot of stress out of our rotation which is already quite challenging) F1 - Force Pull F2 - Mass Mind COntrol F3 - Spinning Strike/Assasinate F4 - Phase Walk F5 - Force of Will/ Unbreakable Will The rest of my defensives are bound to F keys or not bound at all. I find myself clicking them most of the time which isn't perfect, still figuring those out.
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