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Neithian

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  1. This video will show you where the vendor is for the grappling gun. Its on a vendor(way out of the way) on Alderaan.
  2. This was extremely useful when I was looking into different specs etc. when I started playing a sentinel. Can this be re-stickied please?
  3. I was going to write a long post..but the quoted post pretty much covers everything I was going to say so yah. The problem is not the enrage timers(thought they are well tuned, which I like) its your dpsers. they might not be doing as well as they should be.
  4. Imo go with power if your strength is above 1500, if its below 1500 go with strength. Assuming end game gear you should have enough crit and surge to have hit the desired caps/DR points and therefore power is whats going to give you the most bang for your buck as it were per augment slot.
  5. I parsed on the operation dummies on the fleet and my kinetic relic crushed the internal relic by about 1900 damage. For buffs I just had the knight buff and spammed strike for roughly 3 minutes for both parses. I will parse later when I get off work and post it here if no one else has done so. This makes sense to me because while internal/elemental are not mitigated kinetic and energy relics have such higher damage on them that they would need to have roughly half of their damage mitigated in order to come in line with the unmitigated internal/elemental relics.
  6. Neithian

    Rated WZ comms

    Has anyone on the test server done a rated match, if so how many comms did you get during the match? I ask because, if my math is right, it will take 23950 rated wz comms to get the entire set of rated gear, including earpieces/implants and relics. I'm trying to figure out the time investment needed in order to get the full set. Any info anyone has would be appreciated
  7. Also if this is the case for medpacs how will stealth classes be accounted for. Non sentinel/marauder stealth automatically drops them from combat so can't they theoretically have infinite medpac use just like it is on live currently?
  8. I can see the logic about doing this for pve, I don't agree with it by any means but I can understand the logic. However what about PVP? You can't really control what goes on in there aside from the objective and class balance. I'm a watchmen sent, I have dots running every 15 seconds(roughly) I never drop combat unless I am hiding behind a pillar or something, which means I'm not contributing. I can literally go for 9 minutes+ in combat regardless of the warzone. Medpacs should be active in PVP/sub level 50 if the logic is to make tighter tuned endgame content.
  9. I don't like this change. I can most certainly overcome it in both pve and pvp but, imo its not well thought out and will not solve the underlying issue in terms of the ease of current content. Add more mechanics to the fight that require coordination don't take away medpacs the will only promote bringing very certain classes. I am a melee(sentinel to be specific). I have a much smaller window to react to anything terrible going on around the boss during a fight. I use my medpacs,when I actually need to which is maybe 1-3 times a fight, so that the healers do not have to worry about me and so they can focus on the tanks and other more important things. With the medpac change if any fight has anti-melee mechanics it is going to be unfun/less useful to bring a melee class. I'm not personally worried about it because I will just work around it but other players may not be able to do to whatever. If you dislike medpacs so much just nerf how much they heal or something, don't make them 1 time combat use only. That is a bandaid fix to a larger problem and it won't last.
  10. Where did you read/find out about this?
  11. The big thing is to figure out what your cds are good against, example reubke=20% damage reduction for 30 seconds against everything. Saber ward is deflection and 20% tech/froce dmge reduction. Melees typically don't hit me too hard( in my experience) so I use rebuke on them and saber ward on bounty hunters and sorcs. Sometimes I use both back to back or switch it up somehow but you get the idea. Also once you get guarded by the force it becomes insanely hard to kill you. Get to 4% hp use guarded by the force, pop a health pack, go back to 20% hp, profit. ^.^
  12. I dunno what skill your referring to but I'm guessing its resolute. Even if that is on CD unless I am being focused on by the DPS the ranged class won't kill me. I have too many tools at my disposal, and no I am not a Biochem . Use WZ adrenals and medpacs, they help a ton. So assuming you get geared(14.5k health minimum imo) you will do just fine against ranged classes. Are ranged a pain? Oh yes. I just make sure to make them pay every chance I get .
  13. Well first off it doesn't matter if you find it fair or not, bioware made a decision and thats just how it is now. Second I do not mind dots. I am a watchmen spec sentinel dots are literally what watchmen revolves around for most abilities. What I am at odds with is if you(the dot caster) are dead(away from the objective) you(caster) can stop me from capping the point because you applied a dot to me even though you are at least 7 seconds away from my posistion depending on spawn times and the game. Think of it like this. If I was able to stab you repeatedly with my sabers even when I am dead, would you consider that fair? Should players be better at cleansing? Yah its really simple to do and support classes shouldn't even have to think twice about it. The amount of cleansing is irrelevant due to the underlying skills being able to do what they used to be able to do. Dot classes role is not to stop caps. If you think that you might want to reevaluate what your role is in PvP. Do you have no role in open world PvP like Ilum or other venues? Dot classes put pressure on healers. The more pressure the less everyone gets topped off health wise. The less everyone gets healed up, the more likely a sentinelmaratroopermercsnipergunslinger is to come in and kill a few people in rapid succession, I do that all the time working in conjunction with my dot casting buddies. Now if you were alive and within your cast range to cast dots, and that was preventing me from capping. I'd be cool with it. The whole being dead and keeping from capping or being nowhere near the point but keeping from capping is just a bit ludicrous imo.
  14. In terms of knockbacks what you need to do is stagger your gap closers. This means not opening with force leap unless you have to for example. If you can sneak next to them and start wailing on them the general reaction of most people with knockback is to press knockback, at that point simply force leap to them and laugh as they die. If you open with force leap and get knocked back get close enough to force stasis/pacify/etc. and then repeat. You can do that pretty easy with force camo as many knockback classes do not have readily available close in AoEs to break you from stealth.
  15. This is under the assumption they are intelligent enough to do so as well . For various reasons clears did not happen at some points and people behind the glass could prevent a team from capping this way. I did it myself. I can dot half of the opposing team within 10 seconds. None of them would be able to cap. As for the more burst=win. Thats what it all comes down to regardless of this change or not. Example Middle fighting in Alderaan, Capping in Voidstar. 90% of teams/players I've run into simply collide in a ball and try to kill quickly. The fact that I or anyone else used to be able to prevent a cap, while dead or respawning, is silly. Regardless if your or the opposing team is not coordinated or geared enough to survive at different points(as in someone alive to physically stop or delay the cap) then the objective deserves to be lost imo. As for dot classes being invalid, they still have other utility. The "non dot" classes already did the most DPS anyways so that hasn't changed, what changed is the way dots could be used to defend objectives. There are other ways to do so other then dot and then run away/die.
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