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Aetou

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  1. A couple of things make it a very arbitrary question. (1) They only started tracking wins very recently, many of us had V70+ before that. (2) The amount of valor needed for differing levels increasing dramatically after 55 and then gets pretty crazy (on my V75 alt currently and he needs about 30-40 games for a level at that point.) If you were only getting 2 wins in 30 games that would be shocking. For what its worth, that alt (who I normally pug with) is sitting at 230 wins and V75 which is quite low really but he had probably only gained about 5-10 valor levels since they started tracking things.
  2. Mitigation & Healing. If you're not being healed then the situation being 1v2 doesn't really change anything but if you are then the " extra HP = extra damage reduction " balance is quickly annihilated. The fact that you are taking much bigger hits means that (1) the enemy team will focus you more because they like big numbers and (2) My heals on you are going to be 20% less effective than my heals on other people. I'd rather heal somebody in Recruit gear than somebody in Rakata gear because the guy in PVE gear will go down far quicker than I can heal - often even in only 1 on 1 situations. You buy 1 or 2 extra hits but pay the price of being impossible to keep up in the long term. Now, if you are ranged DPS and can hide at the back and avoid getting focused then the situation isn't quite so bad. Similarly, if you are a tank then the larger HP will often be more useful than the increased mitigation as long as you don't mind effectively being ablative armor for a healer and dying regularly (CC and taunts are unaffected by gear.) For anyone who is going to actually be directly attacked, though, Recruit gear is better.
  3. 1. Sort of. One of the weakest choices, but still more than capable of at least doing HM Ops. If you want a spot on HM Denova, though, you may struggle. 2. Yes, perfectly fine. We're probably the strongest PVP healers and the second strongest PVE healers. Sages still put out the group healing numbers and have the utility of bubbles that makes a lot of groups like to have at least one around.
  4. Boundless Ages. Seriously, it's just so much better than the others that it isn't even a contest. The on-proc healing relic does an almost insignificant amount of healing on an infrequent basis. Your Crit & Surge will already be pushing the soft caps and so more of them will have little extra effect. Power, on the other hand, is always good. 1x WH Power, 1x Campaign Power (you could make the case for 2 WH relics but personally I prefer the emergency burst that a campaign relic gives you to the increased overall healing output from the WH relics.)
  5. What difficulty level? What gear level? Basically, IC needs an entirely different rotation to other fights because you'll need to be using Quick Shot and obviously can't use BB/Flechette (although if you circle strafe like crazy you might get a few off I generally didn't bother.) Sab, Flyby, Vital, Whip, Sucker... we still have enough solid attacks to beat the 2 minute timer.
  6. You can use a MK-6 upgrade kit on any orange item. You can put BM mods into any orange item (of the correct armoring slot.) BM set bonuses do not transfer, they are on the shells.
  7. DOTing everyone will put up the big damage numbers, it just doesn't really focus that damage in a useful way. It's a nuisance that looks impressive more than anything else.
  8. I've run this three times in different pugs on a L16-17 Commando. First time went badly and people quit after the first wipe. Second group cleared it first time (had a commando & 2 scoundrels, so lots of healing.) Third group wiped once then cleared it when people paid more attention to not standing in bad stuff (I was the only person with a heal that time.) Is it harder than most of the HM 50 FPs? Yes. It's far from impossible though and I really don't see how a non-pug group with a decent grasp of the mechanics could have any issues... just don't stand in the red circles or in front of the boss...
  9. Defense/Shield isn't bugged, it just isn't designed to be very useful in PVP due to the fact that perhaps 75% of the damage inflicted in PVP bypasses them by being Force/Tech in nature. You trade a massive slice of damage potential for a thin sliver of increased survival - a trade that many do not consider worthwhile.
  10. If you have good tanking gear, yes. The Defense tree actually offers little in terms of increased tanking over Vigilance (outside the 2nd tier which is quite useful) and so you can definitely tank as Vigilance in solid gear. There may be points in the leveling process where you have particular issues but overall Vigilance or Hybrid is a viable tanking spec just so long as you don't try and tank in Shien or in dps gear.
  11. This proves you have no idea what you're talking about, at least when it comes to PVP tanking. Solidified Force is possibly the most useful skill in the entire Defense tree for a PVP tank (only Stasis Mastery comes close) - it makes peeling melee dps from heals so much easier as well as having a whole host of tactical utility.
  12. Slicing gives you the green schematics which then have to be REd up to purple quality.
  13. I'm torn about taking Unremitting away from Vigilance, it is one of the best things about that spec (especially in PVP) and putting it in the third tier of Defense would be a big problem. Instead, why not swap it down to the second tier of Vigilance and move Defiance into Tier 3? Yes, it would give a slight boon to Focus but I don't see it as a huge issue, it would make the class as a whole a bit better in terms of utility. Taking the threat debuff away from Focused Defense would be a huge boon and could either get added to the already crowded Single Saber Mastery (tied to Soresu.) This would be my preferred option but otherwise adding it to Command would be a sensible place to put it. Inner Peace... while you could just make it copy Commanding Awe I think it would be better if they just increased the numbers significantly. Giving us, say, a 20-40% reduction to Internal & Elemental would be pretty awesome and more useful than just straight mitigation. Other than that, Blade Barrier needs to be better (either the absorb should be after mitigation or the total absorbed should be greatly increased.)
  14. Try using your actual Interrupt instead of your pseudo-interrupts and you'll find it very easy.
  15. While it's true that many of the low damage scores can be explained by either starting late or guarding not all of them can. I've been in games where I know people have been there from the start and attacking south/mid the whole time and have still put out <50k damage (although <75k is more normal.) I've seen people repeatedly put out those numbers in a string of games where I've managed to more than double their damage as either a tank or a healer. The only explanation, really, is that they are bad. They die within seconds of actually reaching a fight and if they are playing melee they might never actually reach a target. Fight against them and you'll see that they don't have a clue and you can happily skip around them while picking them off and be barely scratched in return.
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