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Trayes

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  1. Good to know. TBH I love having all of the information so thank you for that. But to stay on topic, 23/0/18 > a full shock build. They have more defense and more control with the same damage.
  2. Expertise does help a lot. Also my gear stats as a whole help a lot. We are by far the weakest pvp defense tank. We don't have any % damage reductions and our defense only blocks auto attacks mostly. It is broken and kind of a joke. I have a powertech in my guild with over 20k HP ( I only have 17k ). He also has more armor and has skills that let him take a lot less damage. Our guild jugg has almost 20k HP and has around 26k HP with his last stand skill up. He also has many ways to give himself % damage reduction. Intercede is 20% for 6 seconds and then he has another skill that gives him 40% damage reduction and one more skill that gives 50% avoidance and 25% less damage taken from force and tech. We have a skill that gives 15% shield chance (this puts us even with powertechs PASSIVE shield chance.) We get 50% avoidance (doesn't lower tech and force like Juggs does) and we get 5 sec of 100% force and tech resist. We have no flat % damage reduction skills. However I am sure we do more damage than tank juggs. I dont know how much damage tank powertechs do but I think we do more than them as well. So overall we get a little more damage while they get to live a hell of a lot longer and are far more mobile.
  3. Lets say a fight vs them lasts 20 seconds. This is 4-6 procs of dark charge. That is 1600-2400 healing. 500-750 bonus damage. Overcharge saber is 10% of your max HP. Harnessed Darkness is 12% of your max HP. 5 Seconds of resist to all of their force attacks. 12 seconds of parry to 65% of their attacks. They deal 5% less damage. They are slowed by 30%. You shield 35% of their melee attacks. They have 5% less ACC. I don't even see how they hurt you. My HD+FL does 1700-1900 damage a tick for 4 ticks. My Shock crits from 2800-3500. In just those 2 attacks they should be running for the hills. The difference is they don't have dark charge up. They don't have all the bonus armor and damage resist. They will be hitting you for FAR less then you can hit them. BTW this is all from the mouth of a Battlemaster with 650+ expertise.
  4. http://www.swtor.com/community/showthread.php?t=233619 This is where I was getting my info. If they are wrong you should correct them. Do more testing and let me know ASAP. However it will not change my build from 31/0/10 or 23/0/18. These 2 are the most perfect pvp builds.
  5. The armor sets all have the exact same armoring mod. You are correct that you have to get extra gear for it to work. Use whatever works for you just make sure that when you get extra you are doing the smart thing and picking the gear that gives Crit + Surge. If stalker gear doesn't get crit + Surge make sure you get the tank piece.
  6. As 31/0/10 how can you EVER die to an assassin/shadow that is DPS speced? I can 1v2 assassins/shadow. I have made every assassin/shadow I play vs switch to my spec because i can last more than 3 sec in a real fight.
  7. Everyone here is wrong about Stalker vs Survivor. Please check the gear. If you put stalker mods in your Survivor gear they will have the EXACT SAME STATS. You lose NO DAMAGE from using survivor gear with stalker mods. Overall you GAIN 5% damage. And if you were cool enough to grab at least 23 points in Darkness then you can have a 2 sec CC every 20 sec. Also the 15% move speed does not work while out of stealth.
  8. I said that. I said this does not include force attacks...
  9. So I play 31/0/10 and if you want to see scary burst you should try that build with Survivor gear and DPS mods/enhancments. Get 3 stacks of harnessed darkness (75% force lightning damage) Pop recklessness + Power relic + Power Add while you have an energize proc up. That will deal about 11k damage and I am not kidding. 1900-2k damage a tick on Force lightning as well as 3000-4000 damage on shock. Force Lightning > Shock with all of that up is scary. You will also heal yourself for about 12% of your HP.
  10. There is no 5% loss in damage please for the love of god read your skills. It is a 5% less BONUS DAMAGE. do you know how much damage i lose in Champ + Battlemaster gear on my attacks (not force attacks just thrash and stuff like that)? I lose 16. THAT IS NOTHING!!! Sorry I just get really mad that assassins do not have the info they think they have. This build wont work if the patch fixes the induction talent. It would mean you have to be in surging charge to get the shock cost reduction. If you want to play a better version of this build just do 23/0/18. My fave build is 31/0/10
  11. How does that help us when fighting Tracer spam and lightning spam?
  12. You know what happens when a BH gets caught. He just puts up a shield and walks to a healer while nuking you and laughing because he has heavy armor and % damage reduction.
  13. This problem happens outside of ilum too. Melee are weaker in damage and defense then most ranged.
  14. Gap closers, why didn't I think of that. OHH its because all of the ranged have AOE knockbacks. Force leap, Knocked back. Run at someone spamming blaster fire at you or dots. Also most ranged classes have a 30m range slow. Also assassin gap closer is force speed. Oh look at that Sorc also has force speed and an AOE knockback. Force speed at a BH merc and they have the biggest knockback in the game. They also have TWO knockbacks.
  15. Hey everyone! Yesterday we had an awesome fight in Ilum. The Reps had a group of 30+ people and so did the Imps. This led to some epic fighting. However any class that didnt have 30m range got auto killed before they could get credit for anything. Why should a ranged class deal as much damage if not more then a melee class? Melee have to be within 4-10m to do their damage while ranged get to be 30m away. Why should a ranged class have as much if not more defense than a melee class? Melee classes wear Assassins wear light armor while BH mercs wear heavy armor. Assassins can avoid 50% of basic attacks for 12 sec while BH can lower all damage they take by 25% for 12 seconds. I feel like ranged classes have way to much going for them as a whole vs melee.
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