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Jeeboplow

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  1. It's 2018 and I'm experiencing Treek (who is my highest influenced companion) to be a worse healer than all my other companions at lower influence rating. I came to this thread because I was doing some dailies on my Marauder and found myself dying to the epic robot's for the Gree event. I switched to a different, lower influence healer and I don't even come close to dying. To me it looks like she's healing herself while she's at full health, and that ability is a long cast. I was tinkering around and kept putting her on passive so she'd be next to me for the heal she casts. But then this particular mob punts her away. I'd love to get a refund on her. I also wish I could get all the credits back I spent into capping out her influence.
  2. I completely understand why people leave the game, and their reasons. What they do with their personal time is of course their business...You're completely missing the point with these statements though. Should one person dictate the enjoyment of 7 others on their team without consequence? And for those that appreciate a good/fair match you also have the 8 others on the other team whose experience is being screwed with. You should be penalized for leaving a match, doesn't matter what the reason is. That way you're at least aware that it's a bad thing to do. This is a pretty simple thing to support.
  3. - Get in match - Enemy gets two out of three nodes - 1 to 3 people on your team instantly leave - All new people that join insta-leave seeing it's an abandoned match - Rinse and Repeat until you finish your weekly Why are we not discouraging this habit? It's literally a habit. "Oh, this is a loss. Time to requeue."
  4. The match making system in this game is the dumbest thing I've ever seen. The issue isn't that undergeared/skilled players are queueing its that there isn't any place for them to go that sets them with their equals. This is an issue that needs fixed immediately if they don't want to lose their entire pvp community.
  5. Congratulations on the new job! Working on joining that club soon. I shall try again. I have to friend you on there, I can't remember if you have a weird letter in Fish or not. Either way, if you see me on. Hit me up.
  6. You sound like a hunter from WoW. Your question is extremely off the main topic. But I'll answer anyway. All companions work the same way for all classes. They all work (depending on your playstyle preference) if you have their gear up to par with your own for your level. The healer and tank companions especially work well in this regard as they are support roles (and support your damage). The reverse of this is if you are a healer or tank class then you want a class that supports you in that regard and does damage instead. At level 55 when you have gear and your companion has gear you can use whatever you want to use. I personally use an HK-51 with pvp gear because I like to gank in the world. Short Version: Figure out what works with your playstyle and gear it up.
  7. I still think one of the easiest means for bioware to at least give the PVP community something is by implementing a better daily/weekly system that shares similar themes with the credit and com amounts, as well as creativity for what you have to do, as the PVE ones that currently exist on every other planet. Imagine how cool it'd be if there was a PVP daily quest that involved killing 10 people on some planet (like Makeb). Holy ****, you'd actually have PVP server with world PVP. You might even go as far as adding a weekly that surpassed that number. Imagine how cool it would be if there were objective score totals for a daily PVP quest for warzones so that the call of duty mind sets would be more inspired to actually guard nodes and take objectives. Imagine if they were like, "hey, what would make this game cool for PVP players and then did those easy things." instead of trying to charge us $10 - $20 for random aesthetics. Just because your budget doesn't call for making entire new warzones doesn't mean you can't make some new quests that reward the community with credits, comms, who knows maybe even valor? I'm pretty sure that quest creation is relatively cheap on labor costs.
  8. I agree that Hybrid is very fun because of EMP. EMP provides you with more mobility and infinite energy resources. However, I disagree on the burst being more consistent. Hybrid isn't more consistent in burst because you're relying on EP for your burst (the only thing that changes with the respec) which is on a 30 second cooldown. Whereas what you're losing by going hybrid is every 9 seconds you can do Cull + Takedown with Full Lethality. Takedown does about 1500 less damage than explosive probe (after the ticks), but I can use takedown 3 - 5 times by the time you use EP once. Let's also not forget that our PVP set increases the range of takedown to 40 meters. Hybrid you get EMP, a stronger crit on your frag grenade, a bursty dot added to EP, and a 3rd dot from IP. In getting that you lose 45% damage on cull, takedown every 9 seconds, 70% movement speed reduction + dot on covered escape, 9 seconds of additional damage over time from dots, and the ability to flashbang someone that has your dots on them. We could also get into the rest of the Engineering tree that you're missing out on in regards to utility, survivability, AOE damage, guarding points, and so on. Yet, I'd highly suggest that all lethality players tryout hybrid spec and witness the differences for themselves based on their own playstyles. The playstyle is a bit different because of EMP. It's pretty fun because of having two rolls, two shields, two entrenches, two adrenal probes if the time specifically calls for it, but I'm willing to bet that anyone that knows what they're doing with lethality will always be able to do more output than the guy that knows what he's doing with hybrid and survive just as easily with the kit. That didn't use to be the case prior to the expansion as hybrid spec was pretty ****in awesome, but I think the latter tiers of the lethality tree are a bit more important than you might think. You're gimping yourself on the main damage output of lethality by going hybrid. Conversely, you're gimping yourself on mobility and energy returns by going full lethality. Again I want to reiterate that all specs are valid and good in PVP, it just depends on how you play them, how you gear for them, and the situations that you find yourself in while you're using them. Also If this is Fish from my server, you're really ****in good and you need to quit being a dick and respond to my messages when i say we should queue for zones together.
  9. Also, feel free to hit me up if I'm online and you want to duo queue. It's easier to get better if you're playing with other snipers and are chattin about it. Iplow - Prophecy of Five If anyone wants to chat over skype, mumble, ventrilo about all this stuff, feel free to let me know in game and I'd be happy to make time to talk in the late evenings.
  10. The way I think about it (Going from Marksman back to Lethality), is snipe and ambush are no longer the main features of the rotation (you don't need them at all in fact). Instead you have dots (corrosive grenade & dart) and debuffs (weakening blast, target acquired, and on occasion shatter shot) that set up the damage of your Cull channel and Takedown.
  11. The advice that was given by the poster above me is on point. If you were equally skilled and comfortable with all three specs there will be situations where they all can come in handy. Marksmanship is great single target burst. As a result it's great for dueling and nuking healers. You also will have an easier time against fellow snipers if they decide to commit to a duel against you. However, you're vulnerable to a lethality sniper that line of sights you with dots and baits your defensive cooldowns. It's easier to get line of sighted or out ranged while marksman because you require crouch and cast timers to get your rotations off. Whereas lethality your main damage output (double dot + cull) can be done without crouch and can be done on the move as a result to guarantee you'll get your channel off. The only thing I will say about this spec is if you love to see big numbers then this one is for you. Engineering is a amazing for holding points if you have a team to support you. You will do the greatest amount of area specific AOE damage with this spec with the increased damage in frag, orbital strike, and plasma probe. I still feel like they don't quite have this spec setup right at the moment. I think they could fix it (as is) If alacrity actually reduced the cooldowns of your abilities. It has great burst potential, but once your plasma probe and explosive probes have been used its a bit lackluster and both your energy reserves and survivability are reliant on you using EMP Discharge, which is a bit silly that it forces you to either try to time needing both of those at the same time or picking between the two. They all can have their moments. I personally enjoy playing them all, field respec is a beautiful thing. I'd suggest everyone do the same. You only have to switch around 3 abilities when you respec. However, as mentioned I primarily play lethality as its proven to fit my playstyle perfectly. Here's my quick hotkey button association for respecing between the 3 for those that would like to start trying all 3 specs out without having to completely rethink their setup. Lethality to Marksman => Replace Corrosive Dart with Diversion; Corrosive Grenade with Followthrough; Cull with Snipe; Weakening Blast with Ambush and then that leaves throwing Sniper Volley as an activation somewhere. Lethality to Engineering => Replace Corrosive Dart with Overload Shot; Corrosive Grenade with Interrogation Probe; EMP Discharge with Weakening Blast; Cull with Plasma Probe As for how to go about playing those...let's save that for a different thread or for one that already exists.
  12. Sorry for the late response on this. Conqueror Relic of Cerulean Nova: you want the energy tech damage. The amount of the proc will increase with armor pen from shatter shot and target acquired. On a target dummy you'll see 230 non crit with your armor penn debuff up. The nice thing about this trinket (for those that haven't used one before). Is that it can proc on literally all of your abilities. It's actually a really nice item considering the little extra you get on every attack you do. The proc also crits as well. Link to the Item: http://swtor.askmrrobot.com/gear/48981/conqueror-relic-of-the-cerulean-nova I plan on making videos and streaming (with commentary) once I acquire a new CPU in the next few months. I don't have a pleasant enough frame rate currently to feel like that'd be worth doing.
  13. After doing a little testing in my ship with all of the trinkets I think that if you're a Lethality PVPer you're going to want to go with: Conqueror Relic of the Cerulean Nova: http://swtor.askmrrobot.com/gear/48981/conqueror-relic-of-the-cerulean-nova The damage can be mitigated by defensive stats, however with shatter shot and target acquired the damage goes up significantly higher than all of the other procing tech damage trinkets. You can only get the other ones up to 202 non-crit on a warzone target dummy where as these get up to 230 non crits with target acquired up. I would assume the other specs would benefit just the same
  14. Great input about the Energy Tanks! I spent the night tonight pvping without energy tanks and putting the two over in Adhesive Grenade. The energy management is noticeably different from the sense that the rotation isn't flowing fluidly from one set to the next. Whereas the adhesive grenade may prove to be annoying for the random marauder I think the only benefit that it provides is small situational moments where it delays someone briefly from going LOS when you don't have Leg Shot up or if a massive group is moving the ball on huttball and you're above them raining the depths of hell upon them. I think someone mentioned something about the rotation not having cull appear in it fast enough. I wanted to note that you can do certain things out of order to accomplish what you want in different situations. However, in a perfect world,you want to setup the maximum amount of damage on your cull to make sure you get the most benefit. So setting it up with weakening blast ticks, with shatter shot for armor pen and healing reduction are going to maximize your kill potential. I think in PVP the element of surprise is massively important when it comes to killing healers and anyone that has defensive cooldowns waiting in the wings. You don't have kill potential on someone that knows what they are doing (and has gear) without pre-emptively maximizing the burst that you're about to dish out and debuffing them repeatedly. Obviously you're going to have players that have no idea what they are doing, and players that aren't geared so those are really easy kills. But almost every warzone has that one or two guys that's trying to carry their team and this kind of stuff is meant for taking out those guys that are completely obnoxious to deal with.
  15. Energy tanks is definitely debatable. You'd have to try it out to see if you have energy issues. 10 energy doesn't seem like much, but the goal is to stay over the 50% threshold so that you are at the point of no return. If you can manage your energy well enough without it then more power to you (literally, cause you can get the 30% slow on your grenade). I'll definitely consider throwing that into the mix to try out. I tried it out prior to having the gear I do now, so it may be unnoticeable. Field re-spec for the win =)
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