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EchoTwoOmega

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  1. The new ability they added in (1.2 ...focused defnese) helps considerably with survivability. With a 1 min CD you can pretty much use it (and should) every pull. You also have your shield with a 3 min CD which you should probably use failry often too. Unremitting (if you have it) also provides damage reduction too (20%). So feel free to force push that mob and charge again. Just make sure you wait a few seconds (4 to be more precice) before actually punting the mob. Force sweep stuns weaker enemies. Effluence (when you can get it ) makes Force sweep cost no focus. Pommel strike works well after a force sweep or blade storm on weak enemies. Its usually sufficient to kill them outright. General combat flow: Saber Throw Force Leap Master Strike Overhead slash Blade Storm Plasma brand Dispatch Master Strike (if its available again) Riposte if its up since its off the GCD Also make sure your gear is in good order. GTN and /3 for trade channel can offer assistnace with gear. And yes, it makes a difference. SADLY you wont see your healing companion until the end of hoth. Which makes a pretty substantial difference. Its a solid class and a solid tree thats (imho) a lot of fun to play. hope this helps.
  2. Huttball removed ? No. What they need to do is make Huttball is own seperate PVP game with multiple Huttball arenas, like an MGGS arena (hint hint)
  3. The secret to beating a marauder 1 v 1 ? CC them when they use their defensive CD. Its hard to miss, they have this big red ( or blue) glowing bubble around them and only take a few points damage per attack. They are quite squishy otherwise. Hit them hard and hit them fast.
  4. This is going to sound like a troll post but here goes. Learn to play your class. Learn how marauders fight. 1. Marauders are squishy and take damage almost as fast as they deal it. 2. hit them hard and fast as you can. (or CC and run, skip #3) 3. wait for the marauder to use their defensive CD before you CC them. you will know by the glowing aura around them and that they take like 2 damage per hit. If you run LOS them so they cant charge you and get right back into melee again. Taunts work RELLY well on marauders. SLOWS work really well on marauders. Play smarter not dead-er.
  5. I am not sure if this is an exploit or working as intended. The first [possible] exploit: It is possible for the attacker to jump from their starting place and move along the beams and platforms in the middle area between the first set of doors. This has a couple of consequesnces. 1. The attacker is able to attack (especially with AOE) on the defenders below with little to no fear of retribultion from the defenders. 2. The attacker is able to stun and CC the defenders in their spawn. The delay can cost a defender a get stuck behind the force field for a second spawn duration. and with additional CC cause the player to be flagged as "afk" for not leaving the spawn location. This can be easily fixed by making the gap too far to jump even with speed. The second [possible] exploit is by the forcefield controls by the third set of doors. Respawning defenders on the defender side of the forcefield are able to use AOE attacks preventing the attackers form using the forcefield controls. This is possible by carefully targeting near the top of the forcefield. The AOE damage then "spills over" causing damage to the attackers. This could be EASILY fixed by extending the forcefield all the way to the ceiling. Thank you. ps. mind the typo's
  6. Yeah. I figured it out. Thanks for the troll. Its obvious you didn't bother reading what was posted. Its like trying to plant a bomb on the door EXCEPT The defender is on the OPPOSITE side of the door and can attack you, but you can not attack them. SO. How are you suposed to kill the defender when he is on the wrong side of the door and can not be targeted or attacked? THATS the problem.
  7. I am not sure if this is working as intended or an exploit. It is possible to spam AOE attacks (eg sorcerer lightning) on top of the forcefields on the defender side of the shield and cause damage on the attacker side, preventing the attackers from activating the controls, in the final part of the voidstar. Its where the forcefields are located just before the last set of doors that need a bomb planted on them. This effectivly enables the defenders to interupt the attackers without fear of being attacked in return. Thank you.
  8. Not sure what PVP you have been participating in but 1v1 TTK is more like 45 - 60 seconds. 4 on 1 TTK is around 15 - 20 seoncds with proper CD management.
  9. As stated by others in the thread. Expertsie is the only stat that matters for PVP gear. The recruit gear > champion (in almost every instance). Combat in PVP now is FAR FAR more tactical that it was. Taunts are exceedingly useful. How many actually use them? When do you stun someone? when they attack you ? or do you wait until they blow their defensive or offensive CD's ? The best time to CC someone is when you cant damage them. Are you just spamming heals just to stay alive ? or do you slow your target then sprint away? or stun them and run, or punt them and run. Did you take the time to LOS the one attacking you to give you some breathing room so you CAN get a heal or 3 in? The good healers do....do you? PVP actually requires skill to play effectivly now. Its a nice change.
  10. I would check the GTN ( Galactic trade network) and see if there is gear there and spend a few credits to get it. You can also ask around ( /3 for trade) and see if someone can craft some gear for you as well if you dont see it on the GTN.
  11. I think the biggest issue is at this point in time is people are not properly geared for PVP. 1.2 made it so that expertise > any other stat for PVP. I see people ALL the time with PVE gear or a mix of PVE and PVP gear. I am a vigilance speced guardian in full BM armor and I am standing toe to toe with assassins, marauders and whetever else JUST FINE.
  12. the 1.2 changed has unintended consequences. 1. Quitting warzones. Rather than stick to it and fight it out it ws easier to just quit and requeue. The only warzones worth participating in were when you won. 2. The cost of "doing business" The WZ medpacks and WZ expertise adrenals cost 20 EACH. I can burn through rather a few in any given warzone. When you could only get 40 comms MAX for a loss it didnt cover the cost of consumables. so are the comms you get for a loss too high ? NO.
  13. With the current system there are a few issues. 1. The "cost" of doing business. -The MAXIMUM number of commendatiosns you can earn for a loss is 40. (8 medals that count. Each medal is 5 comms) -each WZ medpack and WZ expertise adrenal costs 20 comms. -IF you the 40 comms that means you can replace 1 and only 1 of each. -Some matches, ESPECIALLY the good, close, COMPETITIVE warzones it easy to use 4, 5, or ecen 6 OF EACH. 2. Starting with fewer than 8. I have been on both sides of this. -If you have 8 and they have 5 the 8 can cap pretty much all the objectives and lock them down so the opposing team can't do anything. -Last night we had a match like this. On their team only 1 person got 4 medals. the rest had 1 or 0 because they were dead so fast there was nothing they could do to even try to get a medal. -getting focus fired to death and taking damage do not earn medals. -It also leads to #3 3. Matches with too few not ending + BONUS for fast win. - Its the double whammy double negative kick you in the nuts while your already down effect. -this is NOT competitive gameplay for anyone involved. and most important ITS NOT FUN. here is how is NEEDS to work. EVERYONE gets 50 comms just for showing up* * you must earn 3 medals to qualify for the comms. ** IF you team starts short it reduced the number of medals needed to recieve the comms. (eg the match starts with 6 players. This is 2 less than the 8 for a full team. This menas that you will need to earn 1 medal to qualify for the rewards. (( 3medals - 2 team members short at the start of the match = 1 needed))) The winning team recieves a 50 comm bonus. Each medal counts a 5 comms at the end of the match (8 medals count max) net end result Losing team gets ~55-90 Winning team gets ~105-140 PS. reducing the WZ medkit and expert adrenal back to 10 is probably not a bad idea either.
  14. Nice post. Not sure if someone mentioned it but the MAX you can get for a loss is 40 comms. its 5 comms per medal, 8 medals max that count.
  15. and you have a: Stun. Knockback.. Mez... Slow.... +Speed..... various other abilities in the trees that immobilize or slow or stun....... heal(s)....... oh yeah and those 7 other people called team mates........
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