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Equeliber

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  1. For Solo content Immortal in DPS or even half-DPS gear is definitely better than either DPS spec. Survivability gain is huge, and DPS loss will not be noticeable unless it's a long fight. AoE burst damage of Crushing Blow is often better than Slam spam of Vengeance. I've completed most Master chapters on a Guardian Skank tank. Daily stuff and heroics are not much slower and you literally never need to stop to heal up, even when using a DPS companion. I tank all Master FPS in a hybrid build with 2k shield, 1.7k absorb, 1213 alacrity and 2k crit. If you know your healer, you could go for full DPS stats as well, with pugs I prefer to be a bit tankier. Just don't queue as DPS. Even with super offensive gear you are still a tank and should be playing that role. In prolonged fights even a full damage geared Immortal will be quite behind an actual DPS jugg, and you will completely mess up the tanking for the actual tank because of your super high threat.
  2. I am not sure where you found such threads. Marauder is more difficult, yes, but it is absolutely a better class than juggernaut for PvP (including survivability). It is universally agreed upon and has been like that for years. Rage is just a worse version of Fury, there is not a thing it does better.
  3. Update: Name: Corwin Server: Darth Malgus Points: 63520 Link: https://imgur.com/a/5KsZ3of
  4. I posted about this same thing in Bug Reports section a year ago... Hasn't been fixed yet. But they just fixed Telekinetic Burst and Forcequake in the last patch, here is hoping they will take a look at Turbulence as well.
  5. I guess those guys were probably supposed to be involved in this whole Cantina thing in some way.
  6. An update, finally over 60k. Name: Corwin Server: Darth Malgus Points: 61165 Screenshots: https://imgur.com/a/Ca5QjPP
  7. Well, as you are ranged, it's easier for you to pull in this case. Shadow has only one 30m range ability. Still, that one abilityis enough to start a corner pull, so he definitely shouldn't have insulted you. Hell, he could simply taunt one of the mobs, whatever discipline he is playing. As for shadows being sturdier than sages. Well, that's not really true. In terms of survival power, I would say it's Telekinetics Sage > Infiltration Shadow >= Balance Sage > Serenity Shadow. Telekinetics has tons of Damage Reduction buffs and plenty of self heals, Infiltration has similar Damage reduction levels (but lower than telekinetics) and some good DCDs but almost no self heals, Balance has very good self heals but almost no mitigation, Serenity has weaker self heals than Balance and roughly the same DCD power. Overall, Telekinetics Sage is pretty much a half of a tank. Balance Sage can be very sturdy when it can just outheal small frequent hits but collapses under big burst. Infiltration is good against burst damage, Serenity is alright against frequent small hits but their self heals are just much much worse than sage. So, in a veteran flashpoint and when having no healer, the kind of pull you have at the start of Hammer Station is better done as a Sage. P.S. Another thing to note, all classes have identical HP in lvl70 content, it all comes down to their gear. Identically geared shadow and sage will have the same amount of HP. In lvl75 content DPS Shadows have 2% more endurance due to a passive but it doesn't mean much. Also, if you are playing Telekinetics, here are some tips how to stack up Damage Reduction if you are holding aggro or pulling. Put Force Armor on yourself whenever it is available. On top of being a good Absorb shield, it also gives you a 10% Damage Reduction boost, as long as you have a debuff from it on yourself. Then, make sure you use 3x Telekinetic Bursts as soon as possible (of course, still prioritize your correct opener, but if you are tanking mobs, it's worth re-arranging your rotation a bit to get these DR stacks earlier), they give you 3x5% = 15% more Damage Reduction. That's +25% Damage Reduction, more than 2x more than your base Damage Reduction from Armor. Add a 3% damage reduction utility to it and you have around 45% Damage Reduction permanently (as long as you refresh Force Armor on cooldown and don't drop stacks from Telekinetic Burst). That's pretty much on par with tanks. I also suggest to read your passives to know more.
  8. Most likely you got lvl58. On level 58 Disturbance is changed to Telekinetic Burst. You can see it on your skill tree.
  9. Stormwatch on Telekinetics looks pretty terrible. There are no blue bubbles. You just get a small rock thrown at the target. Yes, it looks as bad as it sounds. Literally just a small rock.
  10. Well, she was a healer, originally, those were all with a single blaster.
  11. Mako uses a single blaster, she is not dual wielding.
  12. It's a good DCD but only if you've got a healer healing you up while you are in the bubble. When you are by yourself, indeed, it is only good for buying time when defending nodes in PvP. Ever since they nerfed the utility that heals you under Force Barrier, it has been a pretty crap DCD. It gives you some time to get some cooldown back but usually it's just a mild annoyance for the enemy.
  13. I have not seen "Energy Lodes building only 20% of the time" thing, though.
  14. I think if you load into an instance when having *some* energy lodes, this bug happens. The way it bugs out for me, is that, for example, it shows 4 lodes but in reality there is just one and it literally never ends. Until I click off the buff, it just gets stuck on one Lode. Firing the skill doesn't even consume it. If only it got stuck with 4 Lodes... Hehe. Infinite Energy Bursts would be sweet! I bet it would get fixed in a week, heh.
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