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Random WZ premades on TOFN


Bonsaikitten's Avatar


Bonsaikitten
02.20.2013 , 06:13 AM | #41
Quote: Originally Posted by Evolixe View Post
Modding for endurance at the cost of expertise is not worth it anyway. The more expertise is sacrificed the harder your healers have to work at absolutely no effective Health gain.
Check out the guard ability, the most important thing you can use as a tank And as far as I know, guard damage is unaffected by expertise. Endurance is awesome, and the only thing I'm giving away is some shield and absorb, which every tank (especially guardian tank) know is stupid to stack for pvp. The damage you take outside of guard is really not that important, unless its Hutball. In hutball I have 1315 exp and 26.4k.
Ooo

atroxlol's Avatar


atroxlol
02.20.2013 , 07:33 AM | #42
So what would u suggest as a soft and hard cap for expertise, is it worth changing 1 or 2 mods sacrificing expertise in the change of something else?
because at the moment im just topping exp as much as i can.
Frankz - operative
Ozji - shadow

Evolixe's Avatar


Evolixe
02.20.2013 , 10:13 AM | #43
Quote: Originally Posted by Bonsaikitten View Post
Check out the guard ability, the most important thing you can use as a tank And as far as I know, guard damage is unaffected by expertise. Endurance is awesome, and the only thing I'm giving away is some shield and absorb, which every tank (especially guardian tank) know is stupid to stack for pvp. The damage you take outside of guard is really not that important, unless its Hutball. In hutball I have 1315 exp and 26.4k.
That... is true. But really, do you want to sacrifice that expertise just to live a bit longer under guard?

Better cancel it and let your guard die, while having more survivability yourself imo.

Tank alive > everyone else.
Evolixe Twitch Exilove

Markisha's Avatar


Markisha
02.20.2013 , 10:29 AM | #44
Quote: Originally Posted by Evolixe View Post
That... is true. But really, do you want to sacrifice that expertise just to live a bit longer under guard?

Better cancel it and let your guard die, while having more survivability yourself imo.

Tank alive > everyone else.
**** logic..
The Gragole legacy
Most amazing player world
Gragole - Sirmarkisha - Njok - Wwhewlpw - Bica

Evolixe's Avatar


Evolixe
02.20.2013 , 10:43 AM | #45
Quote: Originally Posted by Markisha View Post
**** logic..
Hm???
Evolixe Twitch Exilove

Markisha's Avatar


Markisha
02.20.2013 , 02:22 PM | #46
Quote: Originally Posted by Evolixe View Post
Hm???
Please explain how dropping your guard off your healer is better.. I don't seem to get it.
The Gragole legacy
Most amazing player world
Gragole - Sirmarkisha - Njok - Wwhewlpw - Bica

Evolixe's Avatar


Evolixe
02.20.2013 , 02:32 PM | #47
Quote: Originally Posted by Markisha View Post
Please explain how dropping your guard off your healer is better.. I don't seem to get it.
If you cannot possebly keep your guard alive, it's better to drop it and save yourself some health. Also, while it might not apply to guarded damage, it still very much applies to direct damage. And unless your healers fail miserably, guarding should never get you killed. But direct damage will.
Evolixe Twitch Exilove

AuroraAustralis's Avatar


AuroraAustralis
02.21.2013 , 01:10 AM | #48
Quote: Originally Posted by Evolixe View Post
Faction doesn't matter. It's just as bad on the Republic side of things as they are on the Empire.

Anyone claiming otherwise is full of bias.
This.
Zeoul
Tomb of Freedon Nadd EU
<>

Quantemoq's Avatar


Quantemoq
02.23.2013 , 12:18 PM | #49
Quote: Originally Posted by Yelloweyedemon View Post
If you are going to WZ's solo you might wanna :

1: Immediate leave WZ if more than 2 players in your team are on full recruit. (sorry but you can have at least 4 pieces of WH when you ding 50, if you do not save comms, you can loose 39075 matches per day every day - your own problem recruits)

2: Leave WZ if your side is full of soloers, and the other side is 2 premades.

3: Leave WZ if your teammates do not care about the game. (Meaning not calling incs, not passing the ball, attacking while you have 2 turrets, tanks not guarding anyone even if they are asked to.)

4: If people leaving from your team very very often, you might wanna check if you are doing something wrong.



Just my opinion. Hope it helps
This!
(except i'd probably change the first rule into:" immediately leave if there is one or more players with less then full recruit, or more then two bad classes like merc dps")

Bonsaikitten's Avatar


Bonsaikitten
02.24.2013 , 05:09 AM | #50
Quote: Originally Posted by Quantemoq View Post
This!
(except i'd probably change the first rule into:" immediately leave if there is one or more players with less then full recruit, or more then two bad classes like merc dps")
Hi and welcome to swtor. Did you ever meet Nikae, Nausicaa, Syrico, Primeval, etc etc? Those are mercs/commandos probably doing more damage than you ever will. They do exist. Maybe they are just a little shy.
Ooo