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CBRGhostRider

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  1. Pre 2.0 juggs/guardians specced mostly into vengeance, because immortal was just so terrible. They finally fixed it, and now you want it nerfed? LOL... Besides, don't forget that shadows are really nice in PvP, just like guardians. For once, things are working fine, so stop calling for nerfs.
  2. Speaking from a jugg tank perspective... First, the basics. Put your guard on the healer, and stay within guard range (but not too close to take smash damage if you can). AoE taunt within groups of enemies, single target taunt the most damaging dps on the opposing team. You can single target taunt 3 times for each AoE taunt cd, and as far as possible each of these should be used when it comes off cooldown. Intercede should be used off cooldown, and hopefully you have the DPS armorings (2-set) to heal you 8% on each intercede. Second, use your spammable free AoE slow as frequently as possible. I use it every 6-7 seconds or so. It is VERY annoying for dps when they can't even catch up to your healer because they are crawling. Lets say your taunts are on cd, and your healer is being attacked. If there are a bunch of them, use your AoE mezz. This will give him time to heal up. If you have an operative healer and are on vent, you can coordinate with him to either use flashbang or your awe/fear. If AoE mezzes are on cooldown, force push a class that does not have a charge/sprint (powertech), choke another dps, backhand another dps. Remember to put your slow first before force pushing, so that sucker has to walk back slowly. Grenades are good too, if you can craft them. Now if YOU get focussed instead of your healer, use your defensive cooldowns to mitigate damage. If your healer is an operative, he can always combat stealth out if things get really hairy, and then you can pop your defensives when they jump on you. If your healer is a sorc, and if your team tries to separate you two, he can always pull you right back. If they separate you again, intercede back. If there are a whole bunch of ranged dps pooled together, you can charge in their midst, AoE taunt, maybe pop reflect if they try to focus you, and immediately intercede back to the healer. Finally, if you can, try to dps down the guy with lowest health. Or if they have their healer standing close by, try to interrupt and annoy him, while being mindful of all the above. Of course, don't forget to keep an eye on objectives as well.
  3. Unfortunately I always use space-bar right before I intercede/charge. Just a habit I got into, since you can avoid LoS issues with people on ledges above you by jumping first. Sadly Bioware has been told again and again about this, but there is no fix yet.
  4. Focussed on my healer. I can easily see his health, and also intercede to him quickly.
  5. OMG yes... thank you! I've always thought this would be cool, but neglected to mention it. Protection has always been an afterthought for Bioware. I would go further and say that for legacy achievements (like damage done in different warzones, healing done, etc.) they need to add protection as well.
  6. http://i44.tinypic.com/346n8li.jpg 843k protection
  7. Wow... this actually seems pretty interesting. The fact that you can play it in dark charge is a big plus for me, since I am liking the survivability of DC. I'm guessing you still run w/ shield for guard and a bit of shielding right? As far as force management, you still get dark embrace and darkswell. Sure, we miss out blood of the sith and the reduction in shock cost through induction, but I'm guessing it shouldn't be too bad. I will give it a shot for sure.
  8. Very cool! What specs do you play most? I noticed a few different hybrid specs in there... Ilum 1v4 at 1:40 was epic! Very nice. I'm bored sick of full deception, so I'm leveling my another toon w/ hybrid darkness/madness now. I think I like it much more than deception, w/ more utility and survivability, and good damage.
  9. Cause brah shroud is OP... period. As an engineering sniper I can entrench for 20 sec, pop EMP discharge, and immediately pop entrench for another 20 sec. But clearly 3 sec of shroud needs to have some achilles heel.
  10. If you haven't done PvP at all in this game, my advice is to roll a new toon and exclusively level him up through PvP. There is quite a bit to learn in terms of wzs, strategies, classes, etc. and you don't want to do it at 55 where people will rage at you even for small mistakes. Just roll a new toon and enjoy the PvP experience from level 10.
  11. Low slash is weapon attack, so it should indeed ignore shroud. The stun applies, because low slash hits successfully (if it isn't defended). Regardless, there is a thread going on about shroud already. Wish some dev would reply to the shroud concerns.
  12. I have said this before, but looks like it got lost in this thread.... so I'm saying it again. Can some dev please explain why shroud for a tank, lasts only 2.6 sec and 2.3 sec in the combat logs below? To me, this is the source of the bug. Shroud falls off, but animation continues to play, making it seem like we are getting hit through shroud. Can a DEV please explain why this happens below? Here is the original thread: http://www.swtor.com/community/showthread.php?t=636284 … 19:19:43.736 Tam activates Resilience. 19:19:43.736 Tam gains Resilience. … 19:19:46.368 Tam loses Resilience. … 19:19:46.380 Titan 6's Huge Grenade hits Tam for 29789 energy damage, causing 29789 threat. 19:19:46.380 Titan 6 kills Tam. 19:53:55.796 Tam activates Resilience. 19:53:55.796 Tam gains Resilience. ... 19:53:58.074 Tam loses Resilience. ... 19:53:58.086 Operations Chief's Terminate hits Tam for 32360 energy damage, causing 32360 threat. 19:53:58.086 Operations Chief kills Tam.
  13. Fighting snipers is a lot of fun, because it is such a close matchup. I play combat/carnage and find that it is much better than other specs vs. snipers. In general, if you can use LoS to close in, try to prefer using that. Also if you can, position yourself against an obstacle, to nullify his knockbacks. But good snipers will usually pick a nice spot, which offers a good open space and visual. Snipers have a lot of tools to keep you at range, and also a few ccs, escape, and insane dps. Here are the typical things they will do: * leg shot when you are far away. follow up with their dps rotation based on spec. * for MM snipers, ambush within 10m of the sniper will push you out to 10 m. They will frequently follow up with leg shot to keep you there (12s cd for leg shot, so it can be spammed). Other trees can also pick this up, as it is relatively low (tier 2) in MM tree. * cover pulse will knock you back AND root you for 5 sec, though damage dealt after 2 sec will break the root. * if you get within melee range, they can use their new roll ability to reposition * They can entrench, giving cc immunity for 20 sec. * for defensives, they have evasion, shield probe, ballistic shield. Also all will pick up ballistic dampers (they get 3 charges on dropping into cover) which absorbs decent amount of damage. * they can also drop orbital strike on themselves if you manage to stay in melee range, though usually they will throw flashbang first before doing this. * As MM spec, their entrench will give 60% AoE damage reduction for the duration. You have quite a few defensive cooldowns and utilities which you should use wisely. * needless to say, rebuke should be kept going. * if you can, open w/ a grenade while he is not entrenched. Then you can leap to him. Usually you do not want to open with leap, but snipers are an exception because you cant leap to them when in cover. Also they won't try to kite you, but will keep you at a distance. So I don't mind leaping to them if I can. * Of course, they will follow up with cover pulse, which is good, cause you made him waste it early on. If you could not leap to them, they will use leg shot at a distance. Your camo will give you ability to break roots, which is great for either of these. * Once you close in under camo, you can start using your rotation. You can expect him to entrench when you are in camo, and he will follow up with ambush + leg shot, which will put you at 10m. At this point, you should use obfuscate/pacify (you get 10m range as combat spec). * while you are stuck at 10m, use twin saber throw, blade storm, etc. Not much to be done here, but thankfully he isn't hitting you for much either. * Once you close in again, he can either use cover pulse (if he hasnt already) or roll away and reposition. Now it is probably time to use saber ward. Basically you have to play this chasing game for a bit. It really comes down to whoever has cooldowns and is able to use them wisely. Also like I said LoS is a big help. The real pain is engineering snipers. They are a melee killer, because of plasma probe + orbital strike on themselves. They also get back to back entrench for 40sec, and back to back rolls (in place w/ exploit) which drop bombs doing 15-20k damage for 2 rolls. Also Explosive probe + cluster bombs + series of shots is like 60% health gone in 3 seconds. This is when I wish I had my jugg tanks reflect, coz it completely messes with them.
  14. I cringe every time I see an engineering sniper, which fortunately isn't very often at all. I've played this spec, and prefer it vastly over MM or lethality. Not only can you drop those bombs in place, but you can hit EMP discharge and do another roll immediately since it resets the cooldown on the roll. Of course, it also resets the cooldown on entrench, so you can entrench after your previous entrench ends as well. PP also has no downtime essentially... 18 sec duration, and 18 sec cooldown, so it can be always up. And SoS w/ cluster bombs on EP is like 50-60% health gone quick, though at least that is single target! We are really lucky most people roll MM or lethality. Sooner or later they are going to switch to engineering and the sniper QQ will rise to a whole new level.
  15. There has been plenty of discussion about this in various forums. But Bioware continues to deny it... You guys should see this thread on the tanking forums. http://www.swtor.com/community/showthread.php?t=636284 It seems shroud sometimes randomly ends before it is supposed to end. Here is a combat log from that thread. The poster is a tank w/ 5 sec shroud, in this log, it fell off after 2.6 seconds. Something is definitely fishy... … 19:19:43.736 Tam activates Resilience. 19:19:43.736 Tam gains Resilience. … 19:19:46.368 Tam loses Resilience. … 19:19:46.380 Titan 6's Huge Grenade hits Tam for 29789 energy damage, causing 29789 threat. 19:19:46.380 Titan 6 kills Tam. And in this log it fell off after 2.3 sec. 19:53:55.796 Tam activates Resilience. 19:53:55.796 Tam gains Resilience. ... 19:53:58.074 Tam loses Resilience. ... 19:53:58.086 Operations Chief's Terminate hits Tam for 32360 energy damage, causing 32360 threat. 19:53:58.086 Operations Chief kills Tam. The BW rep made a post by way of explanation in that thread, but fails to explain why shroud falls off like that in the combat log. I'm guessing that the actual effect falls off, but the animation continues to play, making it seem like we are getting hit through shroud. In reality, some bug has probably cause shroud to fall off early...
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