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Ryokusen

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  1. Still no email at all, I'm not blocking bioware's mails, since I recieve each month a mail with my monthly CC grant. PD. Please NEVER use this mechanism for granting rewards again.
  2. Haven't recieved the mail, I checked all of my mail's folders, including spam.
  3. Arsenal has better burst, target switching, easier aoe, easier heat managment, and much easier rotation than IO. IO is supposed to be king of single target sustained damage, but atm the difference is not enough to justify using it over arsenal unless you are completly at ease with IO (which is one of the hardest specs in the game). Arsenal may be getting nerfed soon tho.
  4. Like everyone said, please remove rotation neccesary perks from being in a set bonus. Aside from that, I think the current set bonuses are for the most part boring and really generic among all clases. I'd like that set bonuses were improvements to classes utilities and quality of life issues. A few quickly tought examples of possible juggs set bonus: 2 piece: 2% extra movement speed (aditive with shien stance, not multiplicative) or extended master strike channel range (not activation range) 4 piece: Shatter/Plasma Brand Increases your raid group damage reduction by 2% for 5 seconds 6 piece: All dot damage increased by 8 % (less realiance on MS) thats my 2c.
  5. It really depends for what kind of content. If you want to get into super hardcore endgame raiding, start with IO since it is the highest damage spec and then learn arsenal for the couple of bosses that requiere tons of target switching . Also because missiles -> burning pebbles For casual grind' dailies and stuff I'd recommend arsenal, but you may wanna learn IO for high hp bosses like the ones on hm flashpoints. IO needs a lot of practice and parsing to be worth since a mediocre IO rotation will get outdps by a mediocre arsenal rotation, at least in my experience, but in the end I'd trying both specs and see whats more fun for you.
  6. Well having bugged KDY aaaand regular flashpoints (just ran into one while getting ZERO xp for mobs) is a little over the top :C I hope bioware will give us another double xp soonish
  7. Wow really these changes will help a LOT both on pvp and pve for mandos. Gunnery was always an easy going spec so I dont really see the issue some people are pointing out. Waiting for the gurus to try it out but my guess is that we should still be spamming grav round (due to the 8 sec lock) so the spec should still feel the same but with more consistent procs and less hammer shots. And agreed please kill the hybrid before live patch (but after the geared guys play a little with it ) Also props to bioware on these recent balance patches, they've been for the most part spot on
  8. Really just play the class you enjoy, unless you want to reroll everytime they code a balancing patch. Guardians getting buffed doesnt mean sentinels stopped being amazing melee DPS.
  9. Blanketing in 16 man is a pain in the butt, however you tend to forget it after you watch your 7000 hps while going afk to grab a beer. Im not enyoing it either (like others said, it feels to scoundrel'y), however you can still just apply 2 or 3 trauma probes and it will still be a gain over 2.5 values. An interesting point is that blanketing the whole raid delays a lot either using or getting charges of super charged cell, however I think in bosses with heavy and most imporantly, constant, aoe damage its more than worth it to hold back your 30 stacks. I have yet to test it on an 8 man setting, but im guessing its much easier (and less scoundrel'y) refreshing trauma probes, even if the hps ceiling is lower compared to 16m.
  10. It does becomes easier to mantain when you have some hours under your belt. That said if you dont like watching your buff bar constantly shadow tank may not be the class for you, at level 55 not only do you have to track kinetic ward but also shadow protection stacks, harnessed shadow stacks, particle acceleration and face stab proc, while of course moving the boss and executing mechanics. However if you are enyoing the class I suggest you keep practicing, you may stand on the red circles at the beggining but you will be rocking in no time
  11. The space missions aren't too bad once you know what you are doing. The first time i tried them it took me around freaking 3 or 4 hours per missions to get one of them done, now I can snooze fest trough them. Running them several times is a most for some missions in order to memorize sharp turns or asteroids, also it helps to stir the ship with both the wasd keys and your mouse for super sharp turns or when you are about to crash. Aside of getting the hang on the layout of the map you absolutly are not forced of using an ability in the exact same spot at the exact same or risk failing the mission, hell, most of the time you can avoid using your emp and invulnerability on most missions and still complete them. Anyways its not a very desirable rep to max imo unless you are stone set on the titles or have a weird love for tirsa speeders.
  12. Shadow tank has great threat gen and shouldn't be losing aggro if he got the initial pull. He may need help with his rotation since a bad rotation will not only result in him losing aggro but being more squishy than he should.
  13. I rarely run flashpoints on my tanks past the weekly because theres 0 reason to do it. I would propose giving the most expensive comms piece (140 comms) a good unlettered enhancement / mod, so that tanks have the incentive to run the flashpoints, while tanks running hard mode operations still have the advantage of the set bonus and gearing like 10 times faster.
  14. You really just have to get used to them, I'm about to reach hero rank by running the heroics and while they may take two or three tries that's part of the fun. Using the power convertor correctly wins you 80% of the mission the rest is avoid slamming into rocks and hitting proton torpedoes.
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