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Order-Sixty-Six

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  1. I'll put a 5m bounty on icuii dated after this post. gl finding them online.
  2. He quit. No surprise there, with the disappointment of the last patch on PvP, I'm on my way out the door with him. The next few weeks are going to be rough, and I doubt the changes we need (like fixed backfill) will be coming until they sort their staffing out. What I see is an opportunity for EA and Bioware to get someone to fill his shoes and exceed the expectations the loyal players have been demanding. I've seen plenty mmo's pull a new senior developer and pull failing mmo's out of a downward spiral. What I also see is a chance for SWTOR to end completely if they don't get someone that understands the plights of the players that are financing them. What are some things you think the new Lead Designer should consider?
  3. 6v8 whole match. stealth and sit on top of enemy node. chat in /say, chance get to know your opponents.
  4. Been running 27 0 14 forever, the spec in my sig is better. 9% additional damage on combat technique damage is USELESS, it hits like 200 damage on occasion so you're hitting 30 more damage per combat technique proc which is useless compared to the force regen and resilience cooldown reduction when you pop deflection. 2 points on impact control is also beneficial for an emergency heal in a close solo fight.
  5. Okay there are only 3 ways a shadow tank can hit 5k consistently. 1 is autocrit project, I'm MAXED dps gear, complete best in slot and this usually hits for around 4k not counting additional debris. If you're being hit 5k by my projects the only reason is because you're not geared or you have several debuffs on you and I'm hitting force potency (only counts for 1 or 2 hits I do). 2 is shadow strike with 3 points on infiltration tactics. This is weapon damage, and is mitigrated by everything, it can take a while to proc and requires me to be behind you. 3 is my execute and I can only do it every 6 seconds when you're under 30% health. those are the only 3 moves a shadow tank can hit 5k+ with. The person who said a shadow tank got 900 dps in a warzone was due to him spamming slow time (better overall damage than FiB, worse single target), force breach, procing project off whirling blow (aoe melee), autocrit project, telekinetic throw for life steals, and having a pocket healer. Simple way to avoid this? Don't clump like idiots.
  6. Since 1.4 has launched I've slowly began losing interest in the game. I'm capable of completing the elite war hero grind, I just don't see much of an incentive behind it. Backque is broken, I've had 6 people for entire matches. Rated ques are nonexistent across many servers. The ones where they aren't generally only have 2-3 teams who won't let anyone run with them but their chosen 8, leaving other players out of an opportunity to play competitively. Many of the other changes I've desired don't appear to be coming, and if they are it's so distant in the future that it probably won't matter. Midterms are approaching, MoP is coming, and it just doesn't seem like the game has much of a pulse in it anymore. It appears like bioware just isn't timing their releases properly to keep people interested going into the holiday season. Anyone feel like arguing for the glass being half full? I'd like to keep playing but the game is going down a landslide.
  7. and I stood there laughing as his 8 seconds of rerolling AP faded away. But seriously bioware look into this it's just as annoying when I'm pulled through resilience.
  8. Kitru don't forget you get 6 seconds of shadow's respite upon leaving stealth, so opening with a force pull from stealth gives 6 seconds, activating blackout gives 6 seconds, and force cloaking between a tank swap resets this process. Arguing force cost is kind of silly because you're getting increased force regen from shadow's respite. 27 12 2 seems to be a viable PvE build to me. There's more up infiltration than just masked assault, like a shorter interrupt/cc breaker, and plenty of speed buffs for kiting.
  9. Man I wanted to try this build coming from 27 0 14 but it seems like my harnessed shadows wont stop ticking for 2.2k each. Telekinetic throw > Force in balance just feels so right.
  10. It's like powertech bubble, it has a long cooldown so when they do pop it, just find a way to stall it. If stalling isn't an option - I can tell you from a shadow's standpoint, it's not that great and can still be killed through. For the healer tank scenario I always target the guarded player. You wouldn't believe how lazy healers get with their tanks when they're taking damage. Be persistent on the healer and the guard will die from healer neglect.
  11. Prior to 1.4 I posted the 23 11 7 build before the 5 second force speed was taken off of the table. Well after they made it to 15 seconds as the lowest force speed possible I began to have doubts for it's viability, with a 3 move rotation consisting of double strike, project, and shadow strike. After a few and my friends have tested it we decided the damage just didn't cut it in spite of ridiculous force management. But I don't think this build is completely lost, I just don't think we were using it right. This build is likely the champion of huttball with the shortest cooldown on force speed, the most defensive cooldowns, and a pull. For rated this build serves the purpose of stalling and node defense in all of it's glory. Since many rated teams generally only run with 1 shadow, I can see this being desired by many teams. Running this in dps gear was a bit of a disappointment, but a full tank geared shadow could probably stall so ridiculously long that any attempts to solocap a node will be lost. So this could be the build to fulfill the tank role that some of you have been looking for in PvP.
  12. HEDLEY I WAS TRYING TO REMEMBER YOUR NAME ALL WEEKEND FOR MY LIST. *pm friend* - guy in physics - name starts with H - transferred in from old server - seems to always be tagteaming with jacklee - respectful player
  13. I run 27 0 14 on my shadow and under the right conditions you can hit 500k damage in a match, although generally your numbers will be in the 200-300k range because this is mainly a single target dps build. If you want to pad scoreboards with big arbitrary numbers go back to slow time, the 2k damage across 5 targets and shorter cooldown will make your damage look higher.
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