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Kajuana

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  1. Good idea, maybe for ignore all enemy armor/defense for 6 seconds after stealth ;p
  2. Whilst all arguments are valid, like my previous post, what do we want for PVP and PVE? For PVE DPS, maybe buff balance to the extent that it is on par with sentinels? It would still be fluff damage in PvP, but at least that solves the problem with Shadow DPS in end game contents. For PVE Tanking, add a 50% damage cap of max health whenever Kinetic field is active. Simple solution, won't hurt PvP either. For PVP DPS, maybe move MoM lower down so we can break roots with Force Speed and get insta force lift lower on Balance tree? Should really stop asking to DPS as hard as a sentinel on a sustained level. The concept of highest DPS and burst for a stealth class is utterly OP and ridiculous. For PVP Tanking, TBH I have no idea.
  3. I don't think we are that bad... but more or less brought in line with other classes for PVP. Or should I say, other classes were brought in line with us? We are still kings of 1v1, but need to work for it now. We are still good node guards, just not as hardy as before. We still rock in huttball, although other classes e.g. commandos and scoundrels have become just as influential. Our DPS in group situation still not as good as a slinger nor a sentinel, but that didn't change. We are still better than scoundrels. The biggest loss we had was the uber "hybrid build" which gave us both massive utility and burst, but we all knew that was gonna go at some point. I am not sure which direction is better to "fix" us in PVP. Do you want bigger burst and crappy sustained damage? Or do you want more sustained damage with existing burst --- making us sentinel-like but with stealth? (sounds OP) Maybe the best way is to give us back the utilities --- insta force lift, force pull, movement impair breaking force speeds, out of stealth spinning kick? I think PVP-wise we are very close to where we should be... but please do fix resilience, that is simply not working as intended. PVE is the sadder part of the story. Tank-wise, non-end-end-game is ok. We only have an issue with end-end-game NIM runs. TBH once that can be fixed I think we'd be ok though. Maybe add an attribute on kinetic barrier to make sure we cannot take damage over 50% of maximum HP in one-shot. PVE DPS is still subpar, that hasn't changed. Revamping the balance line to give better sustainable DPS is probably the best approach for right now.
  4. Hi Shinarika, nice post. Have you tried 12/29/5? I find it superior to full infiltration due to Particle acceleration and Deep Impact. Also gives the 66% dmg increase Shadow Strike. 21/22/3 is quite nice as it gives us back Force Pull. But lacks the teeth on Projects. Have you managed to come up with any good hybrid builds such as the 23/1/17 in the old age? I just started playing again last weekend and was shocked to find my optimized PvP gear is now for PvE. Another month of grinding begins...
  5. It seems to me the major nerfs were to our Kinetic hybrid 23/1/17 (or 27/0/14) and Balance hybrid 0/14/27 builds. But the Infiltration hybrid 0/27/14 got buffed. I wouldn't call it "horribly" nerfed, but more or less a change of play style. (excludes new Force Breach concept, which I am still unsure what that is about) Either way, seems like BW still forces us to stay hybrids to get the most out of our class except for the occasion of needing to tank as the ball carrier. On paper, we seem to have 3 clear mainstream hybrid choices in 2.0 (with some minor variations): From [23/1/17] or [27/0/14] to [23/21/2] or [27/19/0] http://pts.swtor-spy.com/skill-tree-calculator/jedi-shadow/234/?build=022332001101023002100000000000000322230001112030001000000000000000020000000000000000000000000000&ver=20. We lose Force In Balance, Instant Force Lift (depends on spec), 50% critical strike dmg from Double Strike. We swap Spinning Kick with Low Slash (or you lose this completely depending on variation). We gain up to 50% dmg reduction in ~6s, nearly-infinite force, receive 30% less dmg from smash, and more Shadow Strike proc. From [0/27/14] to [0/29/17] or [0/31/15] http://pts.swtor-spy.com/skill-tree-calculator/jedi-shadow/234/?build=000000000000000000000000000000000322230021102032021022000010000003022300012200000000000000000000&ver=20 We lose almost nothing. We gain Instant Force Lift or an extra Shadow Strike Infiltraiton Proc every 15s. From [0/13/28] to [0/14/32] or [0/16/30]. http://pts.swtor-spy.com/skill-tree-calculator/jedi-shadow/234/?build=000000000000000000000000000000000322030021100000000000000000000003221302012220000122032002000000&ver=20 We lose some force regeneration and potentially Shadow Strike proc (depends on variation). We gain 15% more dmg to enemies under 30% health.
  6. I think BW dev needs to be shot.
  7. Kajuana

    2.0 and Alacrity

    The concept of adding a shoulder cannon meant BW thinks PTs do not have enough DPS. As for alacrity, unless they increase the effectiveness of each point of alacrity, reducing your GCD from 1.5 to 1.3 (15% reduction) is seriously not that useful in PvP. If it goes from 1.5s to 1s, now that may become interesting.
  8. I am making a guardian. They will replace assassins as the true unkillable 1v1 champions. They can now reflect your punches while smashing your face. Great buff to Commandos. If the slow prevents leaps and can be kept up indefinitely this will be fun. Otherwise, this will be the biggest joke in swtor history. My sentinel will enjoy her AE slow + 11K smash. I am anxious to see the rolling smugglers in huttball. I am now an even better node guard as a shadow. Yay. -,-" On the other hand, if any team dares to leave 1 person guarding their nodes in any game you are so $#$"#$#"$".
  9. Stealth > Force Potency (3x) > FiB > Breach > Project (x1.5) > Low Slash That should be 50-60% of enemy's HP. A recruit would be dead. Can interchange low slash and project for good enemies. Spinning Kick is very situational, and not recommended for use for pure damage purposes.
  10. Why do people always want to nerf ACs? I play 4 ACs and I feel they are all viable to certain extents. There are certainly things I feel should be done to buff certain ACs, but definitely not nerf others. The only thing that is irritating for me is bubble stun, but that's mainly implemented to counter smash. Overall, the mechanics now are fine.
  11. ^ Commando DPS is fine. It's their ability to have the slightest chance to survive wet noodle attacks that needs looking into.
  12. I am surprised you can beat a shadow. Glad you are having fun! 3 fun equations I would like to add: (1) Putting orbital strike on yourself before engaging. That way you force them to use their resilience early. (2) Be wary of your position. If you put yourself against a wall, a good Shadow will attack you from wall side then will not fear your knockback. (3) Choosing between stun or knockback. If the Shadow ran up towards you cloaked or uncloaked but did not use sprint, use stun first.
  13. For Civil War, I suggest you to switch to 0/27/14. If a sentinel is on your team, ask him to give you Trans so you can rush Snow. With FIB you have 99% chance to interrupt enemy cap and take the flag in 1v1 situation. From then on, just do what Shadows do best. Guard. For Hutball, you excel for firepit defense (if you respec to have pull) or last mile running. For Novarre Coast, you are best at guarding or harassing nodes. For Voidstar, you are best at guarding or stealth capping nodes. Shadows aren't really front-line material. But if you do go on front-lines, you serve 4 primary purposes. (1) Pull enemy to team for Focus Fire (which could be used for 1) (2) Harass enemy healer (3) Peel for healers (4) Taunts for dmg reduction This is the same whether you are pugging or doing ranked. Most of our "best" tactics relate with guarding because we are just so good at it. To be honest, shadows are best at 1v1 situations, but their sustained DPS is subpar compared to smashers, combat sentinels, gunslingers and even commandos (when left unchecked).
  14. Infiltration is fantastic for leveling. Should go up infiltration tree first. You could also choose balance if you like dots. Shadow Tanking kinda sucks at low levels. And it doesn't really shine until you get close to lvl 50.
  15. Exactly! i.e. We don't have slow abilities for kiting. Fire is linked to Full Auto, which means you are not kiting.... Sweltering heat is so unreliable its impossible to kite anything. My Scoundrel has something called "Tendon Blast", which applies 50% speed reduction for 12s. http://www.torhead.com/ability/hr9h3Qg/tendon-blast Albeit it's only 10m range, but why shouldn't Commandos have this at least? Slingers have cover to prevent leaps and interrupts. Shouldn't we at least have a slow so we could kite and fight? Sure they can spend their leap, in that case we have concussion blow to push them back once at least.
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