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LordPie

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  1. I checked up to see the patch notes and if they affected any of my mains [sorc/jugg/powertech for the record] and saw a huge outcry about sorc nerfs. I can't be annoyed to download the test client, so bare with me if I'm inaccurate [will edit post if necessary]. In my quick glances at three or so threads, I've seen blind QQ about a heal proc and a CL proc being taken away. I've supported sorc nerfs since I started rolling mine, as I choose not to play an OP/FoTM character when possible. Slight nerfs like these are what demand skill from people who are used to being babied with spammable 3k dmg snares, and easy healing. It's more of a balancing issue to keep sorc leveled with op/merc [if I had a nickle for every "lf1m sorc heals for hms"]. tl;dr: stop qqing over balancing and nerfing procs
  2. I have a level 34 marauder and I'll just say this; I've never gotten a character to level 50 because of stuff like this. I've played everything except for agent/smugg to 20 just because I'm indecisive. I really like the Warrior story but I think playing up to Quesh again would be excessively tedious. tl;dr: two questions 1. is it worth rolling a jugg over a marauder? 2. if so, how would one go about efficiently powerleveling a jugg?
  3. If you need any form of guide as sorc/sage you're doing something massively wrong.
  4. Heroics give you the best gear you can get excluding epics/other oranges. I was a 16 Knight going into it and had no problems with my blued-out orange robe/saber
  5. I'm fairly certain that PVPing in level 10-14 gear will put a hamper on your direct damage. even when you're geared [as everyone who knows enough about WoW to make references to it should know] your direct damage [vicious slash, ravage] should come after you throw up your four bleed dots to do a little bit of burst. Moral of the story: get geared and learn to play Annihilation, as it seems as though you're playing Annihilation expecting Carnage-esque burst damage.
  6. I tried leveling as a carnage, but it was a lot harder to take down higher level players as well as strong+ mobs than it is for me now with annihilation. Carnage is good burst, but if you pop your cooldowns without a kill it's gg. As an anni, your goal is/should be to keep up deadly blades and stack it 3 times along with a 4th rupture dot for 4 ticks of internal damage over a decent amount of time as far as dots go. Once I get my 4 dots, choke, and ravage out of the way the enemy is either dead or close to being so.
  7. Despite taking that out of context, that unfairly characterizes us. I played SWG for ~7.5 years and I'm a huge advocate for an LFD tool, especially seeing how effectively it worked in other populated MMOs. On another note, I completely agree that this should be in a coming update, sitting on the fleet spamming to find a group for a flashpoint is equally stupid and pointless. It wouldn't ruin any community as long as people are smart enough to bring friends into the que like in the current warzone system.
  8. Anything that removes class-specific drops for a class that isn't even in your group. There's nothing worse than two manning with a sorcerer as a juggernaut and getting all agent/bounty hunter drops.
  9. I've noticed that passing rather than choosing greed increases my need rolls against other people who picked greed the whole run. Is this confirmed as a feature to the loot roll, is it speculated to be in the code, or am I just lucky?
  10. To your question, I will ask another question. Which is better for solo, a tank or a DPS?
  11. I've run it a solid five or six times and have yet to see much of anything except for Clan Varad Recon Greaves, Boots, Chestplate and Saber in that order. I've come to see an earpiece for bounty hunter once and a sniper rifle. I've asked on the Fleet if anyone has even seen the helmet to the Bounty Hunter recon set drop and one out of five people who answered said yes. Basically, I want to know what's up with the bosses dropping the same item over and over again and if the Clan Varad Recon Headgear is even confirmed to drop.
  12. I didn't start this game as an Inquisitor, so I am not speaking out of my rear end when I compare classes. My first character was a Sith Warrior, as I vowed to do since it was announced as a class. I grinded to approx. level 15 on it via PVP to have an easy time on Dromund Kaas. I noticed that as a black-talon geared Juggernaut I was getting dropped by force lightning constantly. I brushed it off as beta-players who simply knew the mechanics better and were more well geared. Later on around level 25 I went back to pvping due to being underleveled for my class boss on Tatooine. There were more and more Inquisitors, so I decided to roll one and discover what the fuss was about. I heard through the rumor mill in my guild that Sorcerer was the best choice for Inquisitor by far, so I succumbed to peer pressure. I played it with slight difficulty as I had a few points into Lightning [ironically the wrong spec to buff lightning DPS]. I realized after skimming through the Madness tree [the correct DPS spec] that there were multiple goodies [Death Field, Force Lightning without cooldown] in it as opposed to Lightning's Chain Lightning. I began using Madness at around level 20, and began killing opponents with ease. I cruised through missions that I was a solid 2-3 levels low for and began realizing why everyone had a Sorcerer character. I was consistently leaving with 8-9 medals on Huttball with top DPS and roughly the 75k mark for heals. I couldn't believe that I had spammable lightning, a 60% crit buff and a 1.5k damage AOE health drain without expertise gear/buffs . TL;DR: nerf sorcerer's DPS at the very least.
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