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  1. What's your class, I will break this down easy for you.
  2. Anyway no need to argue, when you come across correct builds in PvP and you go "***, I can't kill them even though I am pure DPS" then you can go cry and play some PvE where bosses don't focus you.
  3. Hybrid? Are you moronic? Almost all shadows run 31/0/10 which 90% tanking....
  4. I'm sorry but if you think tanks don't do damage then you are full blown incorrect. Tanks in this game do almost as much damage as a dps class because the aggro in this game is mainly damage based and not (stance / taunt based). I know for a fact a good Shadow/Sin tank can do 300k+ damage single target in a match while getting over 100k+ protection, I do it all the time. Also a Shadow tank can burst damage since you do 9% more damage on all abilites with spinning kick and stuns used on people. Also 75% more damage on Telekenetic Throw? Also 50% crit multiplier and proven crit on Project? In fact a single shadow tank can hold off a good group of PvPers (good imp premades) for about 1 minute or more on a node because of the self healing and slip away. Not to mention annoyances of kiting and los. Not to mention I hear Powertechs can kill the world boss on Hoth in under 55 seconds? That is called BURST damage which is critical in SWTOR. They also can pull and leap. Which is critical in Huttball. Anyone who thinks tanks do not live up to their weight is clearly not experienced in that field. They live three times longer and do about 20% less damage. Im pretty sure that's a huge advantage the way these pvp matches are built. Now I will say a Gunslinger/Sniper would greatly be a better dps, with the range but they die fast when focused, same with Operatives and Scoundrels. They do amazing damage but it is VERY situational. Honestly I would run a Jugg DPS, Powertech tank, 2 sorc healers, a merc dps (since they off heal like a beast) one sniper and 2 tank assassins. Technically you can have 3 heals, 3 guards, and all the buffs. With massive Burst and ball running capability.
  5. Alright so this thread is specifically towards the game creators, all I want to know is EXACTLY how the Re-spec fees work. If you could reply and tell us, you would save a ton of people with forum time. So as most people see it, you re-spec, it's free the first time. The more you do it, the more expensive it gets. 0, 100, 800, 1500 up to 99800 or whatever it is. Also it "resets" to 0 every week with the weekly resets. But in my experience one day I had to pay 3800, the same day it dropped to 1200. Now my buddies in the guild had it reset to 1200 from 50k, mine didn't reset at all at a later time. There are countless accounts of this happening. As it makes it seem like there is no pattern at all. So how exactly is this supposed to work? Or do some people get the benefit of cheaper re-specs based on how much they do it? Now I am sure a few people will reply saying they know how it works. But unless it's different than the above scenario or a dev tells me, I will not believe it.
  6. I really think SW:TOR needs to focus on these bugs... a lot of people are starting to hit these hard modes and there are a TON of things that need a fixin.
  7. Just from the ones I have tried. Foundry: HK-47, clicking the 4 boxes does not work. HK still gets the one shot damage buff making it impossible. Also if you kite him away from the zone, and he goes into the box phase, he will die instantly and disappear. (Only way we could get pass with the bug happening) Foundry: Revan, not sure if it is a bug, but 24k damage a tick on force lightning is retarded. I could see you beating it with insanely geared DPS but as a non Raid instance. It is retarded strong and hardly anyone will ever beat it. Boarding Party: Chests were not lootable one night, but it worked the next day. Just stating this and wondering if anyone else has come across it. Found some forums but I want a bigger opinion on the facts. Other than a few massive bugs SW:TOR brings. It is a fantastic and possibly the best MMO so far at launch. Fix the bugs and it takes #1.
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