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Blasphemerr

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  1. so i have some free time coming up and i figured i'd give this ol' game a shot again as i've always semienjoyed its pvp. question--how is balance? how would you rank the classes in terms of pug solo-hero?
  2. Snipers have always been a FOTM pre-max level PVP: this is not new.
  3. Sorcerer healers are essentially carried by operatives; without operatives you do not function within rwz. Thats why we generally don't run one because it's infinity less work for the operative when it isn't babysitting the sorc thats always getting FF or running low on force. ...You're facing some pretty fluff damage teams ... x2 smashers and at least one lethality ...jokes.
  4. I wouldn't get too happy; alderaan side speeders have been disabled on the test server before and were reinstated prior to going live.
  5. Blasphemerr

    Assassin dps

    I'd recommend a little more critical than none, the normal suggestion from the pugpowerpolice these days, not a lot, but ~200ish as I find it makes a reasonable difference. ~22% buffed critical, 70-2% surge, stack the rest in accuracy.
  6. Sorta. Cleanse will remove the [first two negative effects] dots but a weaker version (15% damage) replaces them and you're still susceptible to a full cull/wounding shot.
  7. Fun. I want to see 8x commandos now.
  8. I find you Commando/Merc retirees very annoying. Gunnery/Arsenal functions just fine hardcasting. Sure, sages and slingers will interrupt you from time to time, but nowhere near the extent that you're still whining about. @OP So learn to manage your resources? Problem solved.
  9. Warzones are bringing your stats down because you're moving from one table of returns (pre 51-5) into another table (55). It's not that you've reached diminished returns you simply lack the stats to move the meter.
  10. Yep. All characters within warzones now are bolstered into the level 55 stat tables. It's a good change; you may as well become comfortable within the statistical range you're allotted. http://www.swtor.com/patchnotes/2.2/operation-nightmare Crit rating, accuracy rating, absorb rating, defense rating, and surge rating now respect diminishing returns for low level Bolstered characters.
  11. I'm not sure what you expected to happen: 3 healers & 1 attentive tank are indestructible. Without coordinated CC and burst damage it's highly improbable you kill even average players. The pug life is a tough one; you should probably group up.
  12. Lethality operatives are probably the single most annoying dps class in the game. Sure they're all cute and fluffly until one runs up on you just after evasion/dodge with two stacks of TA and a stim boost to burn.
  13. I had a reason for compiling this list, but I forgot. Here it is anyway. Correct it as required. Shadow: Force Synergy Force critical hits increase critical chance +9% for 10s. First-row talent. Particle Acceleration: Auto-crit project/finishes CD. Tank Tree Force Potency: +60% force critical chance per charge (2) base (3) set bonus. 90s CD (base) 75s (set bonus) finishes CD on combat exit (infiltration). Sage: Force Potency: +60% force critical chance per charge (2) base. Penetrating light +3% force critical chance. First-row talent. Critical Kinesis: +6% critical chance for disturbance/telekinetic throw. Second-row talent. Turbulence 9s cd: (Telekinetics) Autocrits when target is affected by weaken mind (instant, no cd) Guardian: Force Rush: (vigilance): Overhead Slash, Dispatch and Plasma Brand have 100% chance to increase the critical chance of your next Blade Storm by 50%. Stacks 2 times. Lasts 15s. Felling Blow (focus): Force Leap and Zealous Leap have a 100 % chance to make your next Force Sweep used within 20 seconds an automatic critical hit. Sentinel: Juyo Mastery & Zeal:(watchman) +18% dot critical chance at 6 stacks of Juyo form. Immaculate Force (combat): Opportune Attack (proc) increases the critical chance of Blade Storm by 100%. Felling Blow (focus): Force Leap and Zealous Leap have a 100 % chance to make your next Force Sweep used within 20 seconds an automatic critical hit. Gunslinger: No Holds Barred Increases ranged and tech critical chance by 3%. First-row talent. Slick Shooter(sharpshooter): Increases the critical hit chance of Charged Burst, Speed Shot and Trickshot by 4%. Aim High(sharpshooter): Increases the critical chance of Quickdraw and Speed Shot by 15% Reopen Wounds (Dity Fighting) Increases the critical chance of Wounding Shots and Speed Shot by 8%. Black Market Equipment(Dity Fighting) Increases the critical hit chance of all periodic effects by 12%. Scoundrel: No Holds Barred Increases ranged and tech critical chance by 3%. First-row talent. Element of Surprise Increases the critical hit chance of Back Blast and Shoot First by 16%. First-row talent. Black Market Equipment(Dity Fighting) Increases the critical hit chance of all periodic effects by 12%. Vanguard: Demolition +6% elemental critical chance. First-row talent. Combat (tactics) While High Energy Cell is Stockstrike makes your next High Impact Bolt automatic critical hit. Burnout (assault) +3% tech critical chance. Blaster Augs: Plasma Cell: Increases ranged critical chance 3%. Second-row tactics talent. Commando: Field Training Increases ranged and tech critical chance by 3%. First-row talent. Special Munitions: Plasma Cell: Increases ranged critical chance 6%. Second-row gunery talent
  14. Perhaps this has been addressed already--why is this build 'better' than full tactics? I understand that 'zomgz dudz tactics has no burst', but this hybrid certainly doesn't either.
  15. The grapple+stun required to kill the 37k tankernaut (barely) requires that they not be running around white barred.
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