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-Sin

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  1. -Sin

    Arenas are Awesome!

    they are jolly nice indeed...most fun ive had in this game
  2. 300k protect / dmg Aamos / Guardian / The Progenitor http://img266.imageshack.us/img266/3560/screenshot2013032221133.jpg
  3. ask on the real server forums here http://theprogenitor.com/ it gets way more traffic
  4. Make your challenge here on the main forum http://theprogenitor.com/ then maybe you'll get more attention
  5. Aamos (Guardian) The Progenitor Dmg/Prot http://img194.imageshack.us/img194/5591/screenshot2013022122350.jpg
  6. Aamos (Guardian) The Progenitor Damage / Protection http://img194.imageshack.us/img194/7292/screenshot2012081500085.jpg http://imageshack.us/f/577/screenshot2012102717514.jpg/ http://imageshack.us/f/694/screenshot2012072614101.jpg/ http://img341.imageshack.us/img341/8061/screenshot2012112918005.jpg Protection / Damage http://img703.imageshack.us/img703/2864/screenshot2012122019320.jpg
  7. 4v4 Tournament! I would like to invite you all to take part in a 4v4 tournament! This will be held at Outlaw’s Den on Tatooine on Saturday the 5th January with the time TBC based on the convenience of participating teams. There is a reward of 1 million credits, winner takes all, NO entry fee! Tournament Format: The matches will be 4v4 Team Deathmatch, last team or team member standing wins the bout. There are two stages: the group stage followed by the knockout stage. In the group stage, teams will play each other team within their group once. The top two teams from each group will progress to the knockout stage. The only rule is you must not leave the designated arena area, other than that anything goes! So combat rez, medpacs/adrenals, etc all good to go. To participate all you need to do is sign up here. Please include: -The name of your team -The players’ names and classes -The team captain (player of contact) As an example: Team Aamos c. Aamos (guard) Aamoss (shadow) xAamosx (slinger) Aamossux (sage) Please contact myself or Midway here or in-game if you have any questions. Original thread here: http://theprogenitor.com/home/post/last/m/6131325/viewthread/5306761-4v4-tournament-050113#last Gather your team together and let’s rock and roll!
  8. Here is 600k dmg, 300k protect as tank geared guard but in the weirdest wz ever: http://imageshack.us/photo/my-images/802/screenshot2012031321514.jpg/ We had 2 early leavers so were 6 for over a third of the wz, we prevented cap of mid for the entire match which at times was 3v7. Unfortunately our guys on the side couldn't take so we lost but mid was basically a complete stalemate. Was just one of those wz's where everyone was gonna get big numbers.
  9. If you knew anything about WAR, you'd know that AAO was introduced 2 years after its release, and was a unanimous success at improving open pvp despite the game's other shortcomings.
  10. This game desperately needs an equivalent to Warhammer's Against All Odds buff. Outnumbered side gets a scaling bonus upto 400% valor earned per kill/objective. This will provide incentive for the minority faction to get to Ilum without breaking balance and, moreover, improve the gameplay of the minority faction to guerilla/small-gank groups against the zerg of the majority faction as we saw after its introduction in Warhammer.
  11. -Sin

    Cowards everywher

    You are 100% right about Lord Calypho, levelling up I found Empire players would actively avoid all 1v1 even when they had a huge level advantage. It's been no different at 50, with the usual suspects too frightened to queue without full team of 4 and pocket healer.
  12. http://postimage.org/image/53ws4uyk5/full/ This is from a hard fought win vs an Empire 50 premade a day after I hit 50 in a pug group. I have gotten as high as 226k before but the enemy dps was alot higher: I think protection to enemy dps ratio is alot more important than solely protection. -The most important duty as a PvP tank is guard floating. Alot of tanks just put guard on the first healer they see at the start of the warzone then forget about it. This is poor play, you should always float to who needs: on an aggressive play this is usually your fellow melee dps, only when your team is on the back foot, backline comprised, healers take priority. Furthermore, guarding frontline squishies makes the healers job alot easier. However, if a healer is in trouble, always prioritise the healer with guard, at the expense of dps. Sounds silly but its the most common mistake I see: Guard should never be placed on someone not getting hit. With the 1.1 patch to guard, guard floating takes half the time (1 GCD). -Challenging Call should always be used when off CD. Even dps guardians should be challenging whenever up. Absolutely vital skill. -Keep Taunting the big damage dealers. It shouldn't take long to figure out who the big threats are on the enemy team. Reducing their dps at clutch moments is crucial for your healers. Don't just taunt the closest target or worse, the guy hitting you, actively look at who is causing the biggest problems for your team. -Guardian Leap is the final ability that provides protection but its true value is the mobility it provides. See an operative open on a friendly? Guardian leap to them, float guard, taunt or CC the operative and you just made him look like a giant fool. Whilst these provide protection points on the board, we have addition ways as a PvP tank to mitigate damage to our team. -Awe can buy your team a helluva lot of time PvP speaking to recover. This is my main o, shi-- skill: enemy group is ganging up on one of your team, hit Awe. Even with CC break, you've mitigated a helluva lot of damage but putting them out the picture for at least a few seconds and bought the friendly time to heal/escape. It can also buy you time to float guard, leap and challenge upon Awe break. -Force stasis on the big threat. Keeps the key dps out of the fight for a valuable 2 GCDs. -Force push. Really underrated for team protection, push knocks down targets for 2 seconds, taking them out of the fight, moreover buys time that they have to run back into position. My favourite targets for this are marauders that burn their Charge, then get pushed back and spend an additional 4 seconds running back into the fight. -I should also note that the best way to mitigate damage is to kill the threat. Tanks that can kill rather than annoy/peel are far more essential to a good team, so offensive stats/abilities should never be neglected, whilst of course being too squishy will get you killed with guard and give additional stress to healers. I have found the best balance from using a Focus spec staying in Soresu. The underlying theme here is that awareness is the best trait for a PvP tank, learning to take the big hitters out of the picture as much as possible, knowing who your vulnerable friendlies are going to be at all times, where the major threats are and the best skills to use to provide the most protection either actual or via CC/dps'ing down. -Calix, Lord Calypho server
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