Jump to content

Glaucs

Members
  • Posts

    31
  • Joined

Reputation

10 Good
  1. Fully buffed in half columni & half rakata gear I have about 1850 str. In my champ/BM pvp gear its is around 1600. This includes the rakata stim.
  2. Willpower does boost your force damage but it boosts it for the same amount as strength and less than power so you might as well get more power or strength.
  3. It's really a personal preference. It's been my experience that you will probably end up with more surge than 200 or 250 if you put adept enhancements into your armor. Since there are only power/surge, power/accuracy and power/alacrity enhancements atm you may will go past the surge DR point because even under DR you will probably get more out of surge than accuracy. Accuracy is important to some extent so you should not drop all accuracy; 5% accuracy makes your smash always hit non-tanks and more than that will make your "melee" class attacks hit more often as well. In my current setup I have about 330 surge and about 360 power; my surge is that high because I have surge on every piece except belt/bracer/ear/MH/OH/relics. Some of those pieces have the crit/surge enhancements instead of the power/surge because my crit was lower than I wanted it to be. The bottom line is that the bonus from surge is capped at about 30% (i.e. crit multiplier = 80%). As you get closer to 30% you get less and less % for each point of surge. That means that going from 200 to 250 will give more % than going from 250-300. Its really just up to your gut feelings on getting your damage where you like it. Normal hits hit decently but crits dont hit that hard => More surge Crits hit hard but normal hits are weak => more power not critting often enough => more crit pretty satisfied with the balance => more power
  4. Server: Lord Praven Faction: Imperial Name: Nightengale Class: Sith Juggernaut Happy to answer questions, help with quests, etc.
  5. You can pull the power/surge enhancements out of Agent gloves or BH helm. I forget which one but it should be obvious since they will have +power and +surge. Once you break about 200-250 surge then it starts to DR pretty fast so power stacking after that point is the best bet for doing more damage. For straight up damage power > strength so keep than in mind when upgrading your items especially from Champ to BM; there are a some of the BM items that will lower your damage if you use them over champ. The ear piece for example will increase str, crit and end by ~5 and accuracy by ~60 while dropping ~45 power from champ ear.
  6. This opinion would have more merit if dps gear and tank gear used the same stats. A DPS cannot tank effectively without getting entirely different gear and vice versa. Giving an hybrid AC a dps penalty just because they have the possibility to tank or heal is not really a fair trade off because they can not perform both roles at the same time. DPS gear and healing gear is similar; this argument makes more sense for those ACs but I don't think BW intended for healers to want the same stats as DPS because all heal gear seems to have alacrity. However, most healers think alacrity is useless/bad so they go for the other stats. Sure a hybrid tank could taunt a boss if a tank dies or a hybrid healer could toss out some heals if the healer dies. However, these are utilities of the class and the pure dps classes (at least in SWTOR) have their own utilities, namely multi-friendly damage/defense buffs. The more sensible form of your argument would be to say that pure dps classes should have more utility in buffing the group's overall damage than a tank/heal hybrid AC since these hybrid ACs have utility in the form of emergency tanking/healing. This is the case for mara with the group damage buff and minor group heals and sniper with the group damage reduction buff. If we went with your argument then it would be balanced for the pure dps should only provide improved dps and the group wide buffs should be for the hybrid classes since they have less damage but are supposed to have more utility. As far as the Mara vs Jugg debate, currently the Mara does more damage in reality and has more potential because of 3 things. 1) Foremost: OH lightsaber does damage on many Mara attacks and their MH lightsaber has the same stats/damage as the Jugg MH lightsaber not to mention that the OH lightsabers have better stats then the OH focus. When comparing the shared Jugg/Mara abilities all the mara abilities will do more damage when they hit with the OH weapon. 2) Poor stat allocation on gear. Granted this affects both classes but the ridiculously huge amount of accuracy and crit benefits mara a bit more. It is possible to change enhancements/mods (and both ACs definitely should) but this results in overall lower stats in addition to the lower stats on the focus. 3) Talent Synergy. While this can be argued back and forth it seems like Mara's anni tree has a lot of synergy between attacks and talents. Rage has some synergy when the various smash buffs but vengeance only really has increased crit of scream/VT after impale & shatter. Some of this will change in 1.2 and there are apparently going to be significant talent tree changes. "Warriors" will get a new ability; this probably means both ACs will get a buff if the ability is good.
  7. This is a matter of basic economics. There is risk either way. I think it would be better to save them and sell them a few at a time when 1.2 releases. With all the crafting changes in 1.2 there will probably be a lot of people crafting. On the flip side there could be many people doing the same thing and stockpiling in anticipation for the patch in which case the price would be higher before the patch hits and prices will drop after the patch with people trying to sell their stuff. The key determinations will be whether there will be more demand after 1.2 than before and whether there will be more supply after 1.2 than before. This leads to 9 possible outcomes: 1) more demand & more supply 2) less demand & less supply 3) more demand & less supply 4) less demand & more supply 5) same demand & same supply 6) same demand & less supply 7) same demand & more supply 8) more demand & same supply 9) less demand & same supply. For 1, 2 and 5 prices will be relatively the same with probably a small increase for 1 and small decrease for 2. For 3, 6, and 8 prices will increase. For 4, 7 and 9 prices will decrease. It is up to you to predict which outcome(s) are more likely and sell or save based on your prediction.
  8. Are there any plans to reduce or limit the spamming of roots and slows? I.E. make them affected by or add resolve.
  9. I run 7/31/3: http://www.torhead.com/skill-calc#101fMZIRMRbuddMRZh.1 You can drop quake if you have a tank jugg in your raid but it does work on bosses so its worth getting. Switch points out of huddle into accuracy if you need accuracy. You wont need much accuracy though since our gear is stacked with it. I take pooled hatred over rampage, unstoppable and unyielding because for pve it is a damage boost when you get slowed/rooted/stunned but it does not usually build many stacks so it is definitely optional. I don't take rampage because ravage is generally a minimal part of my damage so if I never really have to use it more than once every 15-20 seconds. For the start of the fight I will generally start throw => charge => sunder => Shatter => Impale => sunder/scream => sunder/scream => smash. After that I will generally prioritize Impale > Shatter > scream > sunder > throw (only with 4 piece pve set) > smash > ravage/assault. If you can fit in some charges during transitions, when low on rage, or after knockbacks that can be helpful. I prioritize impale over shatter because the dot on shatter lasts several seconds longer than the cooldown but i know many people clip the last dot tick as the up front damage is pretty good. Below 20% Vicious throw jumps to the top of the list but you should make sure to have the savagery buff active for VT or else use an impale/shatter before VT. Throw in enrage whenever you run low on rage and impale/shatter/scream are off cooldown or try and use it before/during your relic/adrenal periods to ensure you have rage for your strong attacks.
  10. It is helpful to turn off auto-cast on his channeled CC. I found that he would often spam this on every available mob and let me die as a result. Also I usually have to tell him to attack something after i put him on passive and if it dies before he actually attacks that target then he stays on passive.
  11. Smash is kinetic damage so it is reduced by armor. It is a force attack though so it cant be dodge/parried/shielded. On another note, I like the look of the second build and I ran a similar build in pvp while leveling. Will probably give it a try.
  12. At level 50 there are only two useful matrix cube relics, GGG & YYY. One gives higher end with some defense and the other gives higher str with some crit(I forget which one give which stats, i think green is for dps and yellow is for tanking). Blue and Red matrix shards are not used by guardians at level 50.
  13. Vindicator lightsaber gives +77 power. Power is your best damage stat. Going from Crit to power is a pretty nice upgrade and probably is worth more than 55 endurance.
  14. Jugg vs. Mara is a pretty hard fight if the Marauder is competent. Some tricks that help me are: 1) Push => wait for him to almost stand up => charge => AoE slow and run just out of melee range; using this combo for his 99% dmg reducer will mean that he used his best cooldown to reduce about 1k damage. 2) Don't trade hits with him when you don't have to; try to stay in his dead zone, 6-10 meters, while your crush ticks on him or when you have him slowed and your attacks are on CD. 3) Interrupt his ravage, it hits harder than yours. 4) Use AoE mez before you try to do your relic/adrenal smash to make sure you hit; if you miss this smash you will probably lose 9/10 times.
  15. I disagree, there are easy steps to counter both leaps and speed which the defenders can do. Positioning is key when dealing with leaps. If a class with a leap is carrying the ball then 1) Don't stand on your goal line when they approach your endzone from the ramps, 2) Don't stand near the edge or the pit when they are in the pit, 3) Don't fill their resolve with stuns, slow/root until you or a teammate can use a knockback. If you are the only one is a defensive position and have to use a stun then your team has probably already given up the score unless your team is very nearby. These first two items are simple positioning which anyone can do with will negate the leaper's ability to jump to critical locations. Leaps also have a range so if you want to attack a carrier in the pit then drop into the pit using the ramps to block LoS or enter sufficiently far away that you can't be jumped to. To deal with speed simply use roots and stuns. Move speed bonus does not do anything if they cannot actually move. Obvious counter is obvious. Every class has some form of control ability whether that be stun, slow, root, or knockback but not every class has everything. Not every ability is counterable by every class so sometimes you wont be able to counter each ball carrying strategy but to say that these movement abilities cannot be countered by defenders is ridiculous. This would not improve hutball; This would remove some of the various strategies from the match because some classes are better for passing then others. This would just make the pass chain strategy the only good strategy for winning hutball. First of all, they only movement ability that are outside the ball carrier's control and Sorc/Sage friendly pull, and assassin/powertech enemy pull. Charges and especially speed boosts are under the ball carrier's control. All of these movement abilities are counterable by defenders. Secondly, the soccer analogy is pretty ridiculous. Real world sports and computer game "sports" are not even the same so to compare a pvp mini-game like hutball to real world soccer is pointless. Moveover, if the soccer player was undefended because his teammates swarmed the ball then you would absolutely expect him to get a pass (or at least an attempt to pass to him would be made). If that player used his abilities (quickness, agility, guile, etc) to get free from his defender then his team should be able to score more easily if they can get him the ball. As this relates to hutball, no one should be penalized for using or unable to use their class' abilities and any player in hutball who is able to get away from defenders because then defenders ignore them to dog pile on the ball carrier should be rewarded for the other team's mistake.
×
×
  • Create New...