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rweiowjerwei

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  1. I have been playing my SW light side for most of the game, very rarely taking a dark side decision except for (most recent one) when a certain somebody tried to kill me Either way, I'm at light IV and stuck. Light side points dont put me any further to Light V because of the 500 DS points I have, is there a way that I can get this to move so that I can get to light V, or is it entirely stuck where it's at?
  2. My friend played a SW as well and he kept talking about how he hated Vette, and now he's a BH and complains of how he hates Mako... I think they're both awesome. They have a sense of humor which makes me smile sometimes and it saves my ship from being a sausage fest ^^
  3. I went 1-50 as a Vengeance specced Juggernaut with Vette as my companion. Had very little trouble with anything.
  4. Power gives you flat out the highest damage increase per amount compared to any of your other stats. Crit is good, but it suffers diminishing returns and I dont advise stacking it after a while. This applies to Vengeance as well.
  5. Initial Rage Cost - Perfectly fine Rage per hit - Not fine Healing - Mediocre, although it does total 30% ... Just costs all my rage =\
  6. Got this from some known PVP'er dude I saw on the forums a while back. I've been using it and it's completely solid. http://www.torhead.com/skill-calc#101RrZsMrRruddGoZz.1
  7. Did Vengeance all the way, loved every bit. Opinions though.
  8. It was good, but that music made it hard to watch - had to instantly mute it. You've gotta be cautious with what music you choose because it can help make or break the video, and constant blither doesnt make it more enjoyable (to me). If you have anything instrumental or less vulgar and in your face, I'd use that. http://www.youtube.com/watch?v=tyEbUGyIwX0 (Of course, you'd probably have other tracks in mind)
  9. Mara/Sent players are penalized far less for using their cooldowns. If Enraged Defense didnt kill my rage generation for 10 seconds, or Endure Pain didnt make me lose the flat health amount and instead kept me at the health %, my complaints wouldnt be as viable.
  10. Hmm. Some of this seems like we're getting closer, but nothing to the extend I was hoping
  11. This is applying to a level 50 PVP context. Thanks for your 'contribution' however.
  12. I had knowledge that people considered Juggernauts to be worse off than Mara/Sent but not to the degree that I have found. Juggernaut to me is far more interesting - I find one saber to be more my style. Either way, what were they thinking when they 'balanced' things this way?
  13. http://angrywhitedude.com/wp-content/uploads2/2010/05/are-you-wizard.jpg I was loving PVP until I hit 50 and after a while now have realized that it's just a meatgrinder full of Sentinels and Marauders. They are pure DPS and cant do anything else, so I agree totally with the fact that they should dish out damage in a high degree, however, the amount of defensive abilities that they have, or the fact that they can passively heal off of DoT crits astounds me. Why exactly were they given these cooldowns which give them the ability to tank a large number of people on my team or prevent me killing them ever, whereas I dont have anywhere close to the same thing with my cooldowns? (Comparative look at DPS specs) If you look at Juggernaut CD's: Saber Ward : It's a nice damage reduction and does help at certain times, but it isnt that noticable. 2 Minute Cooldown Endure Pain : Gives me a nice health boost...But it's entirely lost. You dont stay at whatever health % you were at, you lose the flat bonus health often leaving you at 1hp and you die to a dot. 1 Minute 30 Second Cooldown Enraged Defense: Offers a pitiful heal that wastes all of your rage, nullifying your damage capability. If talented properly it can give you a 15% damage reduction while up, but you still have no damage. 45 Second Cooldown Mara/Sent CD's: Undying Rage: Lose half of your health for a 99% damage reduction. This is always used when the person is at low health, so the health cost is negligible when it turns my 2K+ hits into 20 damage hits. 1 Minute 30 Second Cooldown, can be brought down to 60 or 45 I think with either talents or 4pc bonus (I cant remember) Force Camouflage: Gives them a 4 second instant stealth that can only be broken off of direct damage, this excludes AOE if I am correct. It also reduces the damage they take by 50% during this time. 45 Second Cooldown Obfuscate : Not a true defensive cooldown, but it is definitely a very powerful way to negate an enemy's damage further. It reduces their accuracy by 90% and costs nothing to the person using it. Hungering : Also not a true defensive cooldown, it helps survivability immensely. Located in the second tier of the Annihilation tree, it causes bleed critical hits to heal for 2% of the Mara/Sent's max health. There is no cooldown on this ability. Anyways, the point of this post is this : Why exactly to mara/sent get far more damage AND superior defensive abilities that are more useful as a whole? Not only can they take less damage, they can completely drop any 'aggro' from players using a stealth ability (so they dont even have to take your damage directly) and all of their abilities are on far shorter cooldowns making them more useful as a whole. Edit: They also arent penalized for using their abilities with the exception of Undying Rage which takes away some HP, but it puts it place as a last resort ability. Not to mention, good luck ever matching them in damage, and your heavy armor makes almost 0 difference when most specs have armor penetration somewhere within.
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