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Vulfey

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  • Location
    Here be Monsters...
  • Interests
    Gaming, Socialising, Rock, Snowboarding...List goes on haha.
  • Occupation
    Govt. employee
  1. I haven't been able to formulate anything other than the Jedi at the end of the Rep side line acts very un-jedi like. You're just left with the feeling that something really screwy is going on. That, and the fact the sith addresses him like they know each other.
  2. Malgus is most likely dead, although it hasn't been unknown for people to fall into huge pits only to emerge later (Boba Fett, Luke in cloud city). Although it is a pretty anti climactic ending for someone who sacked the Jedi Temple... Revan is always a wild card, if he had appeared as a cameo or whatever that would have been preferable to making him a combatable character and shattering everyones expectations. Another anti climactic ending for sure. I dare suspect he'll show up somewhere or other though, as Revan in the Flesh or as a force apparition (as someone said).
  3. What he said ^ But yeah it is pretty shi**y....
  4. I play scoundrel healer and respecced to this to play around with it and have some fun in PvP. There's quite a lot that can screw up your day as a scrapper, but KBs can be countered with rolly poleying your butt back to the target. Roots or slows usually see me using disappearing act to avoid the sitting duck scenario. The biggest ballache is Electro net =P That one's a frustration fest. Having fun with it in arenas though, they do shine particularly bright in there, especially when everyone's occupied with taking down your healer/s if you're fortunate enough to have one on your team. That said, even with all the counters, what's not to love about being a punchy, nut booting, pistol whipping ball of fury?
  5. Sitting under a sat is a surefire way to earn a Darwin award. As has been pointed out, all you have to do is dive under and come up to get a bead. Since they're not going anywhere you can pound them with rockts and cannons or even get a cluster lock while you pound them with cannons and obliterate them before they know what's hit them. That said, I have to concur with the evasion thng. If something's just s iting theke a brick, you have to have failed even basic stormtrooper marksmanship to miss it....
  6. Rolling up your sleeves and getting stuck in is the only way to really learn and upgrade! You *could* sit idle and farm your dailies, but when you upgrade your ship you won't have much clue how to utilise it very well now, will you? You could have everything mastered on a ship but when it comes to the battlefield it won't make any difference to your current situation if you don't get that practice in! Besides the fact, by playing and learning, you'll find out what works for you and what to upgrade to boost your performance, not everyone carries the same loadouts it's all about how *you* play. Lets say you go ahead and use all your req mastering quad cannons and then find out that you're far more suited to Rapid fire? Only one way to get to know your ships and role and that's to take your lumps and get out there. If there's a lot of heat don't be afraid to high tail it out of there to some mates and reevaluate the battle. But most importantly, have fun while you do it. Don't concern yourself with being OP or whatever. You'll find ways around your current problems.
  7. I have to concur, nothing makes me laugh more or feel more ashamed than solid object kills. If the enemy seppukus it's freaking hilarious, but if you boost into that asteroid or satellite without reeeally checking...You hope no one was watching, bad enough your name flashes up as a suicide =P The funniest was 3 guys in rapid succession one right after the other self destructing.
  8. Pretty much this. That said. It's all very well to camp out in a GS and pew pew pew away but you'll find that if you constantly move and go take out turrets, zap pesky enemy dogfighters stopping a cap then boost in for capture then boost out etc, you'll easily earn Req. I don't see a problem with it. I prefer playing on my Flashfire kitted out for dogfighting around objs but i do hop on the other ships for the bonus req. I'm deffo not the best GS pilot out there (farrrr from it), but still, if i'm not seeing a problem with it then there's something wrong somewhere. Besides, variety is fun, just enjoy it.
  9. Have to say i'm scratching my head over this one too. I *think* Acc is actually a better focus since as has been said crit and surge is basically fubared now, so may as well make what you put out count. The puzzler for me is whether to take power over crit, i've seen it said that after 30? 40? You see a return on surge from the power. Is that right?
  10. I dunno, I PvE'd my guardian as defence and did absolutely fine with it. Could just run at a bunch of mobs and go nuts without really slowing down and letting my DPS buddies pick up the slack. In all honesty I found it incredibly easy to lvl as defence.
  11. I have to echo the "who cares about medals" sentiment. If you're a combat spec sentinel (as I am) I generally find that my fights don't last anywhere near long enough to pop big impressive numbers. That means you've done your job and you've done it well, you haven't spent 3 mins trying to take down one guy. They ate dirt about 2 mins 50 seconds ago. IF you gain medals its an indicator generally that you're doing things right; IE, offence and defence medals. As a Combat sent (as has been said) you'll easily get that 2.5k hit by popping a blade storm off at that lvl. A full rotation of precision slash, master strike and blade storm will even see you hit the 6k medal. Basically, when it comes down to it, medals and numbers really don't mean a whole lot in WZs, it's how you play to contribute to it. People notice that, they'll MvP you, makes up for it.
  12. I dunno, there was a test with the best Vig spec Guardian and Combat Sent on our server and the Sent very marginally out DPS'd the vig player. We're not talking much in it there. That said, in a combat situation a vig player has advantages that a Sent doesn't...Like Force push =P In a 1v1 that can seriously throw off a burst by giving you the interrupt before leaping after them or to wait out their def pop a few seconds to gain the upper hand... Although I would love that ability for Sent i'm glad they don't have it.
  13. Guardians have heavy armour, sure but as far as I know a DPS guardian has 2 defensive CDs at 51 and one up to that. Sentinels have four defensive CDs up to 51. This coupled with some damage debuffs makes for surprisingly good survivability when you pop them at the right times. I've seen a good Sent take out 3 attackers before now demonstrating this, the other day I managed to burst down two attacking Marus on my own so these defensive abilities shouldn't be overlooked. I'm Combat tree and we get some nice damage mitigation procs too which boosts that. I'm sure DPS guardians get those on their trees too though, I know the focus (lolsmash) tree does at least but again I would recommend not speccing that. It's good for high numbers in PvP but seldom useful against single targets . As a DMG spec you'll want to get in there and do the job on healers or problem players as quick as possible. As a smashmonkey there's no guarantees of that. DoTs and Burst with some handy roots are far handier, if you get knocked back, stunned or slowed as a Focus player your "burst" can be ruined pretty quickly and you'll just be shot down and , as has been said, laughed at. Vigilance i've never played, but i've seen Vig players do some very good single target dmg, I can't really comment on that. The Defense tree is incredibly useful in both PvP and PvE. Naturally you're pretty much guaranteed FP/OPS pops in GF (who would say no to a tank?) And your survivability is really high. You get two shields and Enure up to 51 at which point you get saber reflect. Enure replenishes 33% of your health for a limited time (usually plenty enough for healers to get you back up and Saber Reflect gives dmg mitigation reflecting dmg back to the attacker (for a fixed amount). Couple that with a guard and taunt/AoE taunt you're a key protector in WZs. Stay close to a healer and basically make a nuisance of yourself and you'll both be pretty much indestructible. The AoE taunt when specced also throws a shield on all nearby friendly players as WELL as debuffing enemy ones. Pop that at the right time in a crowd melee and you've just mitigated a heap of dmg. You get stuns, snares and can root with force leap for a limited time and one of my favourite abilities...You can leap to a friendly player. That mitigates dmg to that player for a short time and is indispensable in Huttball when that carrier needs guarded NOW. Hope that adds to the picture a bit, it all really comes down to your style of play I guess but there's a heap of pro's for each class, also cons. Balance your playstyle on preference and run with it =)
  14. Seriously good guide, nice. I'd rolled a sentinel to understand Focus and lolsmashing better and to find weaknesses but soon got bored with just how easily they can be interrupted or avoided and what mindless basic button spamming it really was, basically found out all I needed to know. Respecced to Combat to actually play and i'm actually enjoying it. Only lvl 34 right now so I use crippling throw with the snare to proc a full Master Strike after precision but it's cool to know that this spec only gets better!
  15. The armour on char creation for knight you can get, but it's not modifiable. If I remember it's something like lvl 20-30 as i'm sure any rep player with synthweaving can tell you. There *is* white plate armour with a cape but I completely forget what it's called, it has one or two ridges sticking up out of the pauldrons depending on which piece. For the rest you can just use modifiable trooper armour as has been said. I used to use trooper armour for my Guardian back when it might actually confuse someone in PvP if you weren't waving a lightsaber...
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